Cultivate

Cultivate

Sorcery

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

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Rules Q&A

Latest Decks as Commander

Cultivate Discussion

DawnsRayofLight on Atraxa Superfriends

5 days ago

@evolintent13:

I guess it sometimes depends on luck? I playtested mine a ton and it ended up being 34 was the magic number. The mana curve is good, I need to test Toxrill as a new add, but Karn was in his spot prior.

Some advice I can offer in terms of the best walkers to run are not to run them explicitly for their ultimates, but for their control value. I think 20 is the magic number to run in terms of number of walkers.

As far as drops, I think Cultivate and Kodama's Reach are good drops, you have enough ramp without them and not enough basics to utilize them effectively. I like those for <2 colors, 3 is pushing it, 4, you aren't running enough basics. Humility might work against you at times, Atraxa on her own is a win con, I have had several games where I used the walkers for control and distraction and beat them down with Atraxa and a sword.

I like some of the combos you are running as they work with the list, though you can drop some of the pieces if you find they aren't working well on their own (when I personally run combos, it is because the cards involved in the combo work in the deck on their own, independent of the combo).

bushido_man96 on Close the beaches #seamonsters

2 weeks ago

If you're looking to capitalize on the landfall theme more, I recommend more land ramp to get the triggers. I'd ditch the Simic Signet for another spell like Nature's Lore or Kodama's Reach/Cultivate. I'd ditch Jungle Basin and Coral Atoll for some other fetch lands like Bant Panorama and Naya Panorama. Gush is a fantastic draw spell in a deck like this. Psychosis Crawler is a great payoff for drawing a bunch of cards.

Stardragon on First Dragon Commander Deck

3 weeks ago

Great first deck but i fear you may not have the mana you need to make it work i would cut some lands like for some more basic lands and get a few more land ramps

Crucible of the Spirit Dragon for a Basic Mountain, Crucible is fine but slow as it only taps for colorless and you have to pay mana to get colored mana, this is the biggest maybe I've never like storage lands personally.

Gateway Plaza, Archway Commons and Rupture Spire one or two of these can be cut for another mountain and a Darigaaz's Caldera

I would also trade Opulent Palace for Savage Lands since Jund () are your main colors

I would also rearrange some of your basic land numbers try 5x Mountains, 4x Forests, 3x Swamps and 2x Plains and Islands and i would cut Underdark Rift, Treasure Vault, Rogue's Passage and Prismari Campus for the basic lands

Would also try to get some cheap basic ramp cards like Cultivate, Kodama's Reach, Farseek and Sword of the Animist for basic land ramp and things like Hour of Promise, Tempt with Discovery, Pir's Whim, Explore and Growth Spiral for non basic ramp.

Now that I told my thoughts on your mana here are some other cards to help your dragons not sure your budget so i categized them. These price are based off of TCGplayer.

0.1-$4.99-Favorable Winds0.40, Teneb, the Harvester$3, Lathliss, Dragon Queen $3.50, Silumgar, the Drifting Death 0.70, Kolaghan, the Storm's Fury 0.70, Eerie Ultimatum $3, Ruinous Ultimatum $5, Genesis Ultimatum $1.00,

$5-$9.99-Dragon Tempest$5, Scion of the Ur-Dragon $7, Drakuseth, Maw of Flames $5, Karrthus, Tyrant of Jund $3.50, Mirari's Wake $6, Rhythm of the Wild $6

$10-$19.99- Scalelord Reckoner $13, Vanquisher's Banner $12, Sarkhan Unbroken $15,Sarkhan, Fireblood $11,

$20 and over-Terror of the Peaks $25, Dragonlord Dromoka $25, Balefire Dragon $30, The Great Henge $50, Urza's Incubator $40, Sarkhan, Dragonsoul $27, Chromatic Orrery $20

zapyourtumor on Omniscience_is_life

1 month ago

Why no Cultivate and Kodama's Reach in the profile T_T

TriusMalarky on Why Do Some Players Dislike …

1 month ago

9 outta 10 times, 2 or 1 mana ramp is just better than 3 mana ramp. However, cards with expecially high utility, like Worn Powerstone for 2 extra mana, Cultivate and Kodama's Reach for almost ramping twice in one card but with really good color fixing, Chromatic Lantern the just fixes your mana woes if you happen to have them and also draw Lantern, and Heraldic Banner for token flood decks that can take advantage of that +1/+0.

It's not just going fast early on, although that is big -- if I have a 2 mana play and no 4 mana play with 4 mana open, but I topdeck a Signet, I can play both. This is especially helpful if you draw a lot of cards, which you should be doing in commander anyways. The biggest reason by far is that you can play them as well as other things much much easier, which lets you snowball quicker, on top of the fact that you can snowball earlier because you had more mana early on.

Don't get me wrong, I'd happily run Cultivate in a lot of decks, and I understand a Commander's Sphere to top out your ramp curve, but a 3 mana ramp option has to have a HUGE advantage over the 2 mana ramp option, and most just don't cut it.

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