Elemental Uprising

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Legality

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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Elemental Uprising

Instant

Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able.

Inkmoth on Yeva Draw-Grow

3 years ago

precociousapprentice: I'm a little confused by the end of your comment and I wanted to understand what list you're running and if I could see the list as well for clarification. My takeaway was that you're running your variation of her and I am absolutely honored :).

  • Hyrax Tower Scout: As I've mentioned in my last update, this card is just amazing and I wholeheartedly agree with your stance on it. I just need to come up with 2 slots that won't spike up my AVG cmc. So far, adding this and Kogla, the Titan Ape would definitely replace Cloudstone Curio as a more reliable contingency. I'm actively looking to slot this in, so stay tuned, the moment I figure it out it's going in. :)

  • Destiny Spinner: Before this card came out I would stay up at night trying to justify Elemental Uprising, Natural Affinity, or Sylvan Awakening just so I could animate the cradle lands during explosive Crop Rotation turns. At the end, those cards were deemed useless since they did nothing outside of animating cradle lands. Then Destiny Spinner was printed and it gave us everything we wanted out of Elemental Uprising, WHILE being a counter that can block Tymna the Weaver. So, I'm super happy I could put you on to its applications.

  • Emerald Medallion: I have to say, one of the selling points I got when it came to removing it was its uselessness during draw-out turns and BOY has that been a good selling point. I hate drawing this when I rather have a creature. I low-key miss it, but it hasn't crippled the deck in the slightest.

  • Eldritch Evolution/Natural Order: I've had this discussion before and these two are unfortunately non-negotiable, we love straight to the field tutors that can practically get us anything in the deck.

  • Tangle Wire: as you've stated, it's a perfect way to slow the game down to our level and to add to its inherent ability to break parity, the Flash mechanic puts us further ahead by allowing us to flash in spells during the tap trigger.

Hexapod on Can't Touch This (dununun, danun, danunununun)

4 years ago

Cool deck idea!

I am not sure you need Conjurer's Bauble in here, this deck should be very stable already. I would replace these with Wild Growth to feed Ancestral Mask and ramp all at once.

Also not a fan of using Bequeathal while being entirely dependant on blocking to activate it; I feel Snake Umbra would bring more value, protecting your beaters with Totem armor and triggering draw.

Alchemist's Vial will prevent one blocker or one attacker for 3 mana and is telegraphed if left on the board, with the added benefit of cantrip. I would weight it against Elemental Uprising, that would also take care of a blocker while also potentially destroying it, or could be used as a backup creature to finish a match.

It would be nice to see a sideboard for the deck. Other cards I could see playing a role here would be Seal of Strength and Yavimaya Elder, possibly also Bonesplitter or Glistener Elf.

Hope

Rhadamanthus on Animating Arixmethes, Slumbering Isle before …

5 years ago

The P/T will be whatever the animating effect says it should be. If you use Elemental Uprising then Arixmethes will be a 4/4.

Anything that changes a card's characteristics will be applied on top of whatever its printed characteristics are. Sometimes the changes are additive ("becomes a Zombie in addition to its other types", etc.) and sometimes the changes just overwrite the base characteristics ("becomes a 4/4 Elemental creature", etc.). In this case the land animation effects overwrite Arixmethes' base P/T

randomthing on Animating Arixmethes, Slumbering Isle before …

5 years ago

I have began brewing Arixmethes, Slumbering Isle and am trying to understand the interactions that involve animating him before the slumber counters are removed. I am unsure which P/T ends up beind used with spells like Sylvan Awakening, Awakener Druid, etc. So heres an example: What is the end result if I use Elemental Uprising on Arixmethes, Slumbering Isle.

lagotripha on Throne of Thorns

5 years ago

I tried this with Natural Affinity and Sylvan Advocate a while back. The haste on Sylvan Awakening makes it a lot better. A beatdown plan isn't off the table. You actually reminded me to look back over the decklists.

Earth Surge/Elemental Uprising/Genju of the Cedars/Early Harvest are all there, and can have an impact, depending on what else you are jamming and what the plan is.

Perilous Forays/Seed the Land can give you quite a lot of range.

xyr0s on Green Deck Wins Fast Aggro

6 years ago

Aggro isn't an anomaly for green - it's just normally called "green stompy", rather than "green deck wins".

Anyway.

Fog in aggro? Your plan is to win by dealing damage, right? So what would you rather draw: A damage-dealing creature, like Leatherback Baloth or a Fog? There might be a use for Fog in the sideboard, against decks like infect (where you can win by deflecting just one really heavy attack). Otherwise not a card you should play in aggressive decks.

Collected Company is a really strong card... but never stronger than what you can find with it. In this case, you have 12 creatures, equal to every 5th card in your deck. That means on average, Collected Company will find 1 creature for you to put into play. Besides that, using it in opponents turn could dig up a Groundbreaker for you, which isn't really all that great, unless you hold of playing company until the end step (meaning you'll get no surprise blockers from it). To make something from Collected Company you should play at least twice as many creatures as you do.

Hurricane and Squall Line are both x cost spells, which isn't really great in modern, but ok... if... you had some ramp, or something more than 20 lands. Assuming that you don't care about your own life total, you'll end up paying 5 mana for a Lava Spike (plus damage to fliers, if there are any) with Squall Line. It just doesn't seem all that great. And against opponents that aggro harder than you, you would not like to lose life, and then you have 8 useless pieces of blanked cardboard.

Giantbaiting is an interesting card. Potentially 8 damage for 3 mana... but at the cost of tapping an additional 2 creatures. And with the number of creatures you have, it's doubtful if you ever have 2 in play, and would rather tap them than attack (Groundbreaker dies at the end of turn, and attacks for more than the token it could pay half of by attacking). Sure, you could also use the Elemental Uprising-land for tapping, but then you'd need to have a bunch of land in play to play both uprising and Giantbaiting and having an extra land, and with 20 lands in your deck, that is unlikely.

Gattison on eyes2sky

6 years ago

Blue seems to animate lands most in pauper.

But there's also Elemental Uprising and Lifespark Spellbomb. Only 3 cards out of 99 that synergize with the Commander? is non-creature recursion in mono-green strong enough?

Moby_Copperfield on

6 years ago

Darksteel Citadel and Cascading Cataracts works with stuff like Elemental Uprising and the ultimate for Nissa, Sage Animist  Flip.Cascading Cataracts also provides colour fixing in a pinch.

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