Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.

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Have (4) rockleemyhero , DoctorDax , metalmagic , Azdranax
Want (17) NMJohn , mrcrow85 , Capt_Tryst , epros1285 , Odin1806 , silver374 , kash27 , zogwart , ComradeBrain , adam1floyd3 , B1andy413 , JSTN64 , heavydutymechanic , magicdad2020 , mrbond404 , VillarrTheBastard , wongsys

Printings View all

Set Rarity
Commander 2020 (C20) Common
Mystery Booster (MYS1) Common
Commander 2019 (C19) Common
Commander 2018 (C18) Common
Commander Anthology 2018 (CM2) Common
Masters 25 (A25) None
Commander 2017 (C17) Common
Archenemy: Nicol Bolas (E01) Common
Planechase Anthology (PCA) Common
Commander 2016 (C16) Common
Commander 2013 (C13) Common
Planechase 2012 Edition (PC2) Common
MTG: Commander (CMD) Common
2011 Core Set (M11) Common
FNM Promos (FNM) Rare
Promo Set (000) Rare
Promo set for Gatherer (PSG) Common

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Cultivate occurrence in decks from the last year

Commander / EDH:

All decks: 0.27%

Green: 0.76%

Golgari: 0.6%

GW (Selesnya): 1.56%

GU (Simic): 1.52%

RG (Gruul): 2.29%

BRG (Jund): 2.15%

RGW (Naya): 3.8%

BUG (Sultai): 0.66%

RUG (Temur): 2.91%

GWU (Bant): 0.92%

Rules Q&A

Cultivate Discussion

tabbs33 on UNBLOCKABLE + X = U DIE

2 days ago

I'd recommend altering your deck's hubs - for whatever reason, Birthing Pod is one of them.

I'd highly recommend making your deck 60 cards, cutting down on a lot of creatures (30 is a ton for Modern decks!), and instead increase the number of lands (23-25) and put in a whole ton of mana ramp. Spells with X really need large values of X to pay off. In terms of creatures to cut, I'd start with Endless One since it's just a vanilla creatures, Genesis Hydra since you're very likely to only hit creatures with X (and the creature will come into play with 0 counters if it's put into play this way), and possibly Wildborn Preserver since you'll constantly have to strike a balance with your mana between the creature you're casting and the Preserver. I'd also cut Nourishing Shoal as life gain doesn't really do that much if you're behind on board (other than delay the inevitable).

I'd recommend Arbor Elf along with Utopia Sprawl, Castle Garenbrig, and even possibly Llanowar Elves, Rampant Growth, and Cultivate for mana ramp. Hardened Scales, Winding Constrictor, and Metallic Mimic are all efficient cards that make your X creatures bigger pretty much for free. Walking Ballista is also one of the best X spells in Modern...if your budget can afford it. For your sideboard, definitely Veil of Summer, it's exactly what you need to protect all your creatures from Fatal Push.

Honestly, this deck reminds me a lot of the Hardened Scales decks floating around Modern. I'd recommend taking a look at those decks as I think you'd find them fun!

Draknoz on Here There Be Dragons

3 days ago

Dragon Broodmother is just insane. You get so many attack triggers and Dragon Tempest/Scourge of Valkas triggers. The mystery booster version is like 4$. Definitely worth a pickup. Also Living Death can be a game-winning card. Blow up your enemies and revive a dragon army! I also recommend some land ramp, Cultivate, Farseek,Rampant Growth, and Wayfarer's Bauble can provide ramp and fixing. You seem to be running heavy removal with fewer ramp cards. Ramp is vital in a dragon deck as is card-draw. Kiora, Behemoth Beckoner,Elemental Bond, and Knollspine Dragon are pretty budget. Dragons are scary and expensive, so safe ramp (land ramp) and card draw are really helpful to keep your board presence.

andimtg on Windgrace lands (not budget)

6 days ago

I also play a Windgrace deck. I focused more on a ton of ramping more than landfall effects. I do recommend though that you replace any shockland in your deck for either basics (for which there are plenty of spells to fetch for) or other types of dual lands. If you plan on moving lands from the battlefield to the graveyard and recurring them, taking 2 damage every time they enter might not be the best.

I recommend getting a Kodama's Reach. It's the same as Cultivate which in a Windgrace deck is excellent, it both ramps and fixes you a land in your hand, perfect for Windgrace's +2. Also, you're playing too many lands. You may think it's good to have that many lands but unless you have a true engine for drawing and playing multiple lands, they're probably going to be a dead draw the majority of times. Get a Dakmor Salvage, once you get it into your graveyard you can reuse it whenever you want. That +2 drawing you two cards every turn is sweet, and it fills your graveyard with other lands which you may recur.

This is more of a personal preference, but I prefer basics over lands that enter tapped, regardless of their effect. The Theros temples's scry is great but that's a bit of tempo loss whenever you have to bring them back to the field. Get a Valakut, the Molten Pinnacle as well. It combos nicely with the Dryad of Ilysian Groves (which you have) as well as Prismatic Omen if you can get your hands on one. It's 3 damage to any target every landfall.

A Underrealm Lich is also an amazing card in a windgrace deck. Every time you would draw you get to choose a card and fill your graveyard. It also combos nicely with the Gitrog Monster. It can lead to many draws in a single turn. Play Reliquary Tower just in case.

I have more advice I could give, but for now I'll finish with this: Don't play every single landfall card. Many of them are pretty bad or have pretty good alternatives. Seer's Sundial is a good example of this. Having to pay 2 for a draw and only everytime a land enters your field is pretty slow. There's better options.

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


ServerWizard on

1 week ago

fmastrome2008 on Who You Callin' Desecrated

2 weeks ago
  1. Bojuka Bog provides great graveyard interaction without affecting consistency, especially in multiplayer. Switch it with a swamp and you won't notice a difference.

  2. Since most casual groups outlaw mass land destruction, artifacts are more prone to interaction, and I see a decent chunk of landfall cards in this deck, cards such as Farseek, Cultivate, Nature's Lore, etc.. will get you more lands in play.

  3. Reclamation Sage belongs in this deck.

  4. Sire of Stagnation and Tatyova, Benthic Druid are straight gas. They end up drawing so many cards per game. I end up discarding to hand size sometimes, which is a good problem to have!

  5. I see Neoform and Eldritch Evolution. I prefer to use Birthing Pod and Prime Speaker Vannifar since they're more permanent effects.

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