Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
|Have (2)||metalmagic , winterwind10|
|Want (4)||bitofall , PossiblyCthulhu , Jdreesman , HarmlessBird|
Printings View all
|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|
Combos Browse all
|Commander / EDH||Legal|
Explosive Vegetation occurrence in decks from the last year
Commander / EDH:
All decks: 0.11%
RG (Gruul): 1.51%
GU (Simic): 0.55%
BRG (Jund): 1.05%
RGW (Naya): 1.76%
Explosive Vegetation Discussion
15 hours ago
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)
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.
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.
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.
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.
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!)
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!
5 days ago
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.
Lastly, Sol Ring, it's the most powerful ramp in the format, definitely worth considering.
1 week ago
You have some pretty great creatures in your deck!