Cultivate

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Legality

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

Rules Q&A

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.

austintayshus on Maja, Bretagard Protector

1 day ago

I used to have a fun brawl deck on Arena with Maja as the commander!

With her landfall/token trigger, you will definitely want more land ramp. I'd suggest cards like Rampant Growth and Cultivate and Kodama's Reach and Explore. Ramp is strong in commander, and especially with your commander on the battlefield.

You will also probably want some ways to protect your creatures once you assemble an army of tokens. For that i'd recommend Heroic Intervention and Unbreakable Formation.

You will also probably want a few ways to boost your creatures punching Power, like Intangible Virtue and Craterhoof Behemoth and Glorious Anthem and Gaea's Anthem.

CickNason on Prosshy Prossh

1 week ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

RufusTheGrufus on Mono Green Stompy

1 week ago

Profet93, thank you for taking the time to check out the list and offer your suggestions!

I'm going to try my best to articulate my opinions of said suggestions:

-Rishkar's Expertise: I do enjoy this card quite a bit, and did originally have it in the list. It eventually got cut because the floor was too low for a 6 mana card; and I opted for a similar effect in Return of the Wildspeaker because it's one mana cheaper and has extra utility since it can help push through alpha strikes. I do feel like this deck could benefit from a bit more card advantage though.

-Pir's Whim: I actually completely forgot this card exists, I think this is a perfect swap suggestion, thank you!

-Traverse the Outlands: I totally get why you're suggesting this card, I think I personally just tend to shy away from more conditional ramp, removal, and card advantage; since typically if I'm desperately needing one of those effects I don't want to have to rely on satisfying an extra condition in order to achieve it. I think otherwise Traverse the Outlands could totally find a home in this kind of deck.

-Collector Ouphe, Manglehorn, Reclamation Sage: Collector Ouphe and Manglehorn are definitely great cards to include in this deck. My main hesitation with including them is because this decklist was made with the intent of having it be a bit more casual and less "feel bad" for when my playgroup wants to play with lower powered/more casually oriented decks. I love the idea of including them though and am adding them to the Maybeboard for further consideration! In terms of Reclamation Sage, it was in the decklist initially but ultimately got cut over more flexible pieces such as Krosan Grip, Beast Within and Return to Nature as I typically feel the need to have some options for instant speed removal; and I have a few pieces of creature-based artifact/enchantment removal that can target multiple things.

-Nissa's Pilgrimage: This is just an objectively better card than Cultivate in a mono-green deck, thank you!

-Yavimaya Hollow: Intriguing card, I'm definitely interested in testing it out!

-Turntimber, Serpentine Wood  Flip: I generally have an aversion to these flip lands. I totally get the arguments for playing them, I've just never felt inclined to play a majority of them. I'd be willing to give this one a shot in the list though to see if it exceeds my expectations; especially since it's so on-theme!

-Goreclaw, Terror of Qal Sisma: I completely forgot about this guy, I'm interested in testing him out and am swapping him in over Giant Adephage; which was really just in the deck as a 'fun' pet card anyways.

-Shaman of Forgotten Ways, Somberwald Sage: I don't know how I forgot about Shaman of Forgotten Ways. Thank you for such a great suggestion, I slotted it in instead of Llanowar Tribe for now. Somberwald Sage I'm less sure of including at this point in time. I'll put it in the Maybeboard and keep thinking on it.

-Siege Behemoth: An interesting suggestion, I'm not sure if I'll find a home for it in the deck just yet but I'm adding it to the Maybeboard to consider!

-Berserk: This would be an incredibly fun include, I just need to find something to cut. It'll have to live in the Maybeboard for now.

-Life's Legacy, Greater Good: Since I'm truly a Golgari player at heart, and love playing around with sacrifice and my graveyard, these cards were definitely in consideration when I initially built this deck. I eventually opted for just Momentous Fall and not Life's Legacy because Momentous Fall can be cast at instant speed which allows it to be used in response to removal to help with rebuilding. If I had more synergy with sacrificing creatures baked into the deck, and/or more ways to utilize my own graveyard, I would definitely be including Greater Good. I'm adding them to the Maybeboard for now, especially since Greater Good may just be too much card advantage to turn down.

Thank you again for such considerate suggestions and for taking the time to look over the list!

Caerwyn on How Can I Put Ziatora, …

1 month ago

Frenzied Tilling is a terrible card. Five mana to destroy one land and get one tapped basic? Yikes.

Why don’t you start with the basics before doing anything weird. Cultivate gets you one untapped land, possibly a second if you do not have a land to play for turn, basically making it cost one or two mana. You have your classic dorks, like Birds of Paradise. Delighted Halfling would be particularly good for you, given your high prevalence of legendary cards. You could cut your three-mana rocks and go with the many two-mana options available.

Ramp should not be fancy - it should be efficient. You want to play it early so you can start playing big things faster - that means you really want to focus on mana ramp which costs one or two mana (or functionally costs one or two mana because it gives you untapped lands).

ACapo18 on The Lord of the Tokens

1 month ago

The deck looks good!

If you’re open to suggestions, some fun cards you might enjoy are Divine Visitation, Ghalta and Mavren, Cathars' Crusade, Nadier, Agent of the Duskenel, and Nadier's Nightblade. I also think a bit more draw with cards like Toski, Bearer of Secrets and Ohran Frostfang would add consistency and a power boost to the deck.

Personally I enjoy running a bit more ramp in my decks, but your curve seems low enough that it’s probably not an issue. If it does become an issue, Cultivate & Kodama's Reach are staples, and Three Visits & Nature's Lore are some slightly more efficient includes.

legendofa on How many Snow-Covered Basics for …

2 months ago

I would say it depends on on how much land tutoring you have. The usual suite like Cultivate, Rampant Growth, Kodama's Reach, all the green stuff, one of each snow land (or non-snow land) is probably fine, if you can get them reliably.

For something like a deck that might have less heavy draw or land tutors, closer to 50/50 is safer. You won't be able to pull them up at will as much. If there's no difference outside of Field of the Dead going off, a simple 50/50 would be the least brain load.

I'm not sure what kind of deck would want a more moderate split, like 70/30 or whatever. Either a 50/50 split or a bunch of 1-ofs would cover most situations I can think of.

HeadinPants on Faster game starts and smoother …

4 months ago

For the people like me who value getting as many games as possible in within the 3-4 hours I get to play magic each week, I would like to share some of the rules and tricks that my brother and I use on the regular.

1: Modification to rolling for first

It's not rolling for highest, but highest non-tie! Regardless of what dice are being rolled, this significantly cuts down on the number of times you have to reroll. Unless everyone in the pod ties, each player will only have to roll once.

2: Seeing the 8th

In multiplayer EDH, you are going to see your 8th card as soon as you take your first turn. If someone isn't sure they will have enough mana sources in their opening hand, allow them to look at the top card of their library to see if they draw into one. The odds of this working out are typically around 1/3, so that's 33%-ish fewer mulligans that have to be made. This is exceptionally useful for players who have long histories of being mana screwed (like me, even in my landfall deck >.>). If you are concerned that someone may use this to cheat for a better hand, have them reveal the top card rather than peek, and force them to mulligan if it isn't a mana source costing 2 or less.

3: Avoid tutors

Not only does this make the game more enjoyable overall, since it cuts back on people looking for combos, but it also cuts down on the number of times you will have to look through and/or shuffle your library. Now, I know some people may be thinking, "But what about my Cultivate/Farseek/Fabled Passage?" To that I say, "Avoid tutors, not exclude!" If (for example) you have 8 ramp or fixing pieces in your deck, and 6 of them involve searching for lands, consider replacing them with mana rocks or effects like Growth Spiral and increasing the amount of card advantage in the deck. Draw more cards and you will find more mana.

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