Explosive Vegetation

Explosive Vegetation

Sorcery

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

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Set Rarity
Mystery Booster (MYS1) Uncommon
Commander 2018 (C18) Uncommon
Conspiracy: Take the Crown (CN2) Uncommon
Dragons of Tarkir (DTK) Uncommon
Duel Decks: Elspeth vs. Kiora (DDO) Uncommon
MTG: Commander (CMD) Uncommon
Planechase (HOP) Uncommon
Onslaught (ONS) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Explosive Vegetation occurrence in decks from the last year

Commander / EDH:

All decks: 0.11%

Green: 0.32%

Golgari: 0.19%

RG (Gruul): 1.51%

GU (Simic): 0.55%

BRG (Jund): 1.05%

RGW (Naya): 1.76%

Explosive Vegetation Discussion

Ravenrose on Roar from the Dawn of Time

15 hours ago

Living Death is decent recursion. Wild Pair is a staple with big power and toughness creatures. Explosive Vegetation is extra useful ramp

NoSoyYucateco on Copy that, Copycat!

4 days ago

Here are some ideas!

Creatures I would add: Thassa, Deep-Dwelling (She will probably be cheaper when she rotates out of Standard, but she's a natural fit for the deck).

Purphoros, God of the Forge (This card won me so many games with my Riku creatures deck)

Avenger of Zendikar (Also a win con)

Solemn Simulacrum (For repeatable ramp and the bonus draw)

Prime Speaker Zegana (Draw. Even if if you copy and her and sacrifice one she's great)

Mystic Snake (You don't really have counters here. This one costs a lot of mana but it has recursion potential, especially if you add things like Cackling Counterpart)

Woodfall Primus or Brutalizer Exarch are both great.

For instants and sorceries, I would cut your extra turn stuff if it is causing issues with your play group. The untap stuff like Early Harvest can be a stand-in for these, as they practically do the same thing but aren't technically extra turns. Nevertheless they can bother people.

Epic Experiment is hit or miss even in a deck with a lot more instants and sorceries. If you're going for more creatures, this should definitely be cut.

Primal Command might not make the cut (personally, if you want to combo off with creatures, I would pick Shared Summons over this anyway.)

Clone Legion costs a lot and is not consistent. I love this card, but for 9 mana, I want to win the game with some degree of certainty.

Brass's Bounty can probably go. You should be able to ramp in other ways, and this isn't an artifact deck.

I would also swap Explosive Vegetation for Migration Path, because it's strictly better. But personally I would make sure I have Rampant Growth in here before this.

As for Spitting Image, it's fine, but it is going to be on the high end of your ideal mana curve. I'd put in some cheaper clone effects first.

Let me know what you think. It might be time do a revision to the deck and see how things are looking, to get a clearer picture of the direction it's going and what it still needs.

Ravenrose on Bow before Draconic King!!! | THB Update

4 days ago

Wild Pair is a pretty decent enchantment for tribal decks with high power and toughness creatures. Living Death and Primevals' Glorious Rebirth are pretty decent too. Explosive Vegetation, Cultivate and Grow from the Ashes are also good to consider.

VexenX on [[Primer v3.4]] - OM_RATH!!! (M20 Update!!!)

5 days ago

Here are the changes I'm about to post, FYI:

Memorial will be missed, but this deck has been leaning heavy into the burn side of things for a while. Both cards close out games, but we slots for finishers are limited in any good deck list.

Traverse is another spicy card, but adding in more Surge to the deck is just nuts.

Reclaimer was just to slow. I'll keep my copy handy though, in case I add more utility lands.

Easiest upgrade in ever.

The times this deck would lose is because my hand was empty. This will help fix that, while al

I really like Tempt... but the deck needs for draw! Return is likely the weakest draw in the deck, but it helps that is can also be used to kill someone.

The main pull here is being able to tutor the effect. It also help that this deck runs several sack-outlets.

More fetch is always good.

I made this change a few months back, but now its official (Finally got my hands on an EXPO Tomb!)

Optimator on Arixmethes Sea Monster Tribal

5 days ago

Personally, I'd swap out some of the mana rocks for Cultivate, Kodama's Reach, Ranger's Path, Migration Path, Explosive Vegetation, Grow from the Ashes, and the like. 2 CMC mana rocks are definitely awesome, but in this deck you're really gunning for that 7-CMC stuff. Land-based ramp will be safer in the long run, not being susceptible to mass bounce or Vandalblast, etc.

There is the argument for getting Arixmethes out on turn 3, so you have 6 mana on turn 4, but you have to weigh that vs. long-term ramp and getting past 6 mana. YMMV!

abby315 on Let's See what isn't Written shall we?

5 days ago

Awesome! What a fun list. Have you considered Cultivate over Explosive Vegetation? I think it's more efficient. Or, if you like the 4 mana ramp, Migration Path is strictly better.

Malsorn on Gishath Dino Tribal

1 week ago

My thoughts are that the best improvements could be made to the landbase. Command Tower, Path of Ancestry, Jungle Shrine, Field of Ruin, Krosan Verge, Scavenger Grounds, Rogue's Passage... Sure, the last three are colorless, but you can usually afford a few colorless utility lands in a 3 color deck. I'd also recommend Cinder Glade, Canopy Vista, Sheltered Thicket, and Scattered Groves, as they can be searched up by the verge and count as their respective basic types for your checklands and showlands. Also makes Skyshroud Claim worth considering, which would be a great addition to your ramp package! I'd dump the guildgates, untyped tapped lands, and the bouncelands for them, but the bouncelands might be worth keeping if your group doesn't play much land destruction, in which case I'd dump the lifelands.

Migration Path is a strict upgrade to Explosive Vegetation, and Rampant Growth is a strict upgrade to Thunderherd Migration since it always costs 2. Less flavorful, but more efficient.

Lastly, Sol Ring, it's the most powerful ramp in the format, definitely worth considering.

Klapmeyer94 on The Calamity Comes For All

1 week ago

You have some pretty great creatures in your deck!

A couple of suggestions to help ensure you are able to get those onto the board would be ramping: Rampant Growth, Cultivate, Skyshroud Claim, Explosive Vegetation, Nature's Lore, etc.

Creature Ramp: Nyxbloom Ancient, Vorinclex, Voice of Hunger, Keeper of Progenitus, Dryad of the Ilysian Grove.

Some great card draw: Rishkar's Expertise, Greater Good, Life's Legacy, Return of the Wildspeaker.

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