Explosive Vegetation

Combos Browse all Suggest

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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Explosive Vegetation

Sorcery

Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

RockIV on Gruul commander deck: mana ramp …

2 weeks ago

thnks alot for the advice legendofa, but if i add the 1-mana guys, what should i take out? maybe Sylvan Ranger, Explosive Vegetation, and two more cards, to have at least four.

legendofa on Gruul commander deck: mana ramp …

2 weeks ago

I think you should add in the 1-mana Elves. You don't have very many options on turn 1 right now, and the potential card advantage you get from deck thinning with Thirsting Roots and similar cards isn't very meaningful. Cultivate is good, but Explosive Vegetation is probably a little too expensive. Your deck has a lot of high mana costs, so I would recommend ramping aggressively on turns 1-3 so you can start getting your big creatures out on turn 4. This also means that cards that put lands into play like Farhaven Elf are going to be more useful than cards that put lands into your hand like Sylvan Ranger.

RockIV on Gruul commander deck: mana ramp …

2 weeks ago

hi everyone, latley i been playing commander with my friends every weekend. i been using my gruul commander deck, that i build recently. im having a lot of fun and getting very good results, but im thinking that i can optimize my mana ramp.

So i want to know what do you guys think.

thats the deck : Clans Savagery :Beasts ,giants and dragons!

in this moment im using cards like Goblin Anarchomancer, Nightshade Dryad, Sylvan Caryatid, Zhur-Taa Druid, as my mana dorks, i also have Somberwald Sage that is a little more expensive in mana, but give me 3.

i also use cards like Farhaven Elf and Sylvan Ranger as my mana tutors among others.

i have also spells like Rampant Growth, Cultivate and Explosive Vegetation to help me.

my doubt came because i have cards like Llanowar Elves, Elvish Mystic and many others that are 1 mana, mana dorks, but i didnt add them to the deck. and also mana dorks and tutor that are more mana expensive like Wood Elves or Ondu Giant that didnt make it to the deck (i also have alot of gruul mana rocks, but i didnt add them because of my commanders hability)

i didnt want to add more mana tutoring spells like Migration Path, because my commander Ruric Thar, the Unbowed will punish me if i have more non creature spells.

i think that, i may optimize my mana ramp if i add the Llanowar Elves like creatures ,but i feel that i will make the mana ramp slower, if i take out cards like Cultivate, Thirsting Roots and Explosive Vegetation even if they arent creatures (because they take mana out of my deck and i will have less chance to draw mana). I also think that the 3 mana or 4 mana tutoring options that i have will make the deck slower.

what do you guys think? thnks everyone for reading :)

Coward_Token on Duskmourn

2 months ago

Late realization but Bello, Bard of the Brambles will probably work well with Impending creatures, since I imagine a lot of them will have an MV over 4.

You can do stuff like

T3 Bello

T4 Overlord of the Hauntwoods, make a land on ETB, then make another on attack.

Not quite like a three-mana Explosive Vegetation since you can't cast it on-curve, but still pretty good.

skimask38 on KonoSuba: Crimson Magic of Explosion (Omnath)

4 months ago

No Explosive Vegetation? Seems like that is a flavor must-add to this deck.

mtgplayer903 on Somewhere Over the Rainbow

1 year ago
  1. Child of Alara instead of Fusion Elemental… Damn thing was a useless 8/8 even back when it could’ve been playable in Conflux Zoo decks.

  2. Supreme Verdict instead of Duneblast

  3. Medomai the Ageless instead of Primeval Spawn… Works better with the Yore-Tiller Nephilim

  4. Circuitous Route instead of Explosive Vegetation. Includes Guildgates (like Gond Gate)

  5. Drop Evolving Wilds and Terramorphic Expanse for Warped Landscape and Terminal Moraine… I can tell that you may be a fledgling EDH Player… Those lands have since been phased out due to the restriction of being Basic Fetchlands with no net Benefit… The others can act as generic mana producing lands regardless of whether they get cracked… Ash Barrens and/or Krosan Verge, your choice for replacing one of the slow Fetchlands.

eliakimras on Jund Dragons

1 year ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

Hybrow on Anti Tribal

1 year ago

Depending on if any overlap with some creatures in your deck, these are all pretty cheap adds, I ended up needing a spreadsheet to keep my creature types straight, lol. I made sure to have no Legendary, Humans, or Wizards... and not one duplicate creature type.

Topiary Stomper --land fetch

Sludge Monster -- targeted removal

Lord of Change -- draw

Prosperous Innkeeper -- life gain

Beastcaller Savant for ramp pays for himself first turn (if you duplicate)

Reef Worm - protection from board wipes

I would also recommend changing out some creatures that are underperforming for stuff like Cultivate, Circuitous Route, Explosive Vegetation, and Kodama's Reach .. my Volo tends to be pretty mana hungry.

Load more
Have (0)
Want (2) Slasker , beesaurs