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Format Legality
1v1 Commander 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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal



Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Phule451 on Catch the Fever

3 months ago

Chromatic Lantern and Commander's Sphere are just too inefficient. Astral Cornucopia and Everflowing Chalice will give you a lot of value with the proliferate you have in the deck. Deathsprout is a great value as it’s removal and ramp in one. Infectious Bite is a perfect way to spread your poison and remove threats.

Gleeock on Dominaria United Spoilers

9 months ago

Xira Arien is close to "won't do" design too. WoTC originally wanted to be very careful about stamping card draw & (+) board presence payoff upon destroying something, with selective destruction being its' own major advantage.

Jeepers, good thing the payoff is slow (probably wouldn't see this card if it wasn't). Think about Deathsprout with Xira: kill threat, draw/replace, ramp, & a 1/1 flyer for you.

Phule451 on Mimeoplasm Ooze

9 months ago

Path of Ancestry can give you fixing along with card selection. Miming Slime gives you yet another fatty to push through with, and Overwhelming Encounter will help your oozes slime your opponents. Mystic Genesis could help to stop an opponent’s threats while also giving you an ooze and Deathsprout is great removal plus ramp in one card. I find with my ooze tribal deck the key is protecting your board and also getting your giant oozes through. Hope that help. It’s slime time!

Phule451 on Ulf ulf, the duel

9 months ago

I find my Sarulf runs much better with as few permanents as possible. You can use mutate creatures, such as Gemrazer and Sawtusk Demolisher as enchantments on Sarulf, and maybe something big enough you probably won’t be exiling such as Ghalta, Primal Hunger since your commander himself should make dirt cheap to cast, but beyond that I find a combination of ramp, removal, and protection for Sarulf will suit you best. Deathsprout is a great card I could recommend. Ranger's Guile is great because it can protect your commander, making him bigger.

Triton on Help with Ziatora

10 months ago

Phule451 thanks a ton! I’m still a bit hesitant on bounce lands these days, I just feel icky playing most tapped lands. Will definitely find room for the giant, will consider Deathsprout for now only because it isn’t as flexible as Putrefy or as cheaply-costed as Terminate.

Phule451 on Help with Ziatora

10 months ago

Cards that work well both early and when you draw them latter are key. Beanstalk Giant is great for you, early on it ramps you up, later gives you a fatty to throw at your opponents. Also, cards that ramp you while doing something else like Deathsprout and Broken Bond serve as removal AND ramp, admittedly Broken Bond is a bit more situational. also, I know it’s not “cool” to run bounce lans anymore, but they are a great way to ensure you’re never missing land drops.

Also don’t forget fatties that don’t cost much mana like Rotting Regisaur we’ll help ya out too.

Swebb87 on mistbind clique & deathsprout

10 months ago

My opponent casts a Mistbind Clique and then goes to champion a fairie to stop it from being sacrificed. Is there any point in time when I could cast any removal instant spell, let's say Deathsprout for instance and kill the Mistbind Clique before it can trigger the land tapping effect?

Phaeophyta on Squirrel Tactics: the Dale Gribble Experience

1 year ago

Avenger of Zendikar Scute Swarm Beastmaster Ascension Ogre Slumlord Old Rutstein Fresh Meat Deathsprout Harrow Overrun Necrotic Hex Bone Shards Migration Path Moldervine Reclamation Deathreap Ritual

and of course pocket sand: Blinding Powder

All good card you added. Got some recommendations but consider making sure your deck follows this formula: 10ish ramp cards 10ish card draw cards 4 spot removal cards 4 boardwipes

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