|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Common|
|Eighth Edition (8ED)||Common|
|Battle Royale Box Set (BRB)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller gains one mana of any colour. (In addition to the mana the land produces).
Fertile Ground Discussion
2 days ago
I think you need faster ramp and probably more land to cast so many high powered spells consistently. Since this is casual, Wild Growth is pretty budget friendly. Fertile Ground is good, too. I suggest you cut Urban Burgeoning and Selesnya Locket for a 4 land enchantments that double the mana per tap. Since you're trying to populate, I also suggest cutting 1x of each of your highest CMC creatures in favor of some 1CMC mana dorks: Avacyn's Pilgrim can help mana fix for white, and Elvish Mystic or Llanowar Elves will ramp green. A possible 2CMC creature: Voyaging Satyr will double down on enchanted lands.
Personally, I'm not a big fan of of Elvish Visionary, so I'd cut that in favor of a spell that actually gains card advantage instead of just can-tripping, especially since there's not an Elf Tribal sub-theme. For budget, I think it doesn't get much better than Harmonize . If you ramp hard, Mentor of the Meek offers some synergy and is repeatable.
I'd cut Common Bond and add 2x more lands.
I think it's also worth considering more aggressive disruption in the form of Beast Within / Generous Gift . You could use them on yourself if you wanted a 3/3 to populate, or on pretty much anything an opponent controls.
1 week ago
Hey, there's definitely a lot of Dragons here, too many. Have you thought about the mana curve?
There's only three two drops? Consider adding more early game ramp? Cards within the budget to consider adding:
- Farseek : there's many dual lands to search for in the manabase.
- Birds of Paradise
- Fellwar Stone
- Fertile Ground
- Smothering Tithe
- Eladamri's Call
- Sarkhan's Triumph
- Signal the Clans
- Fierce Empath
These suggestions are low mana cost ramp and tutors to get the better Dragons into your hand such as Utvara Hellkite .
For the manabase consider adding some Tri lands replacing the ETB tapped Fetch lands?
These types of Fetch lands are consistently going to get dual lands that will also ETB tapped which is really slow. Tri lands are also slow, but only delaying one turn and then they give you one color of three choices.
Cards to consider cutting:
- Bad River
- Flood Plain
- Mountain Valley
- Rocky Tar Pit
- Zendikar Resurgent
- Chromium, the Mutable
- Nicol Bolas
- Dromoka, the Eternal
- Dragonlord Kolaghan
- Palladia-Mors, the Ruiner
- Dragonlord Atarka
- Sarkhan the Masterless
- Prismatic Geoscope
- Firemind Vessel
Good luck with your deck.
2 weeks ago
Cut this down to 60 total spells. You can move some of those cut cards into your sideboard.
Add at least 2 more lands, if not 4-6. The higher your AVG CMC, the more lands you'll need. Regarding lands, I know they're expensive - but the better the lands, the better the deck will run. If you're not already aware, All the lands in a sorted list is an amazing resource. A couple utility lands to consider: Ghost Quarter / Field of Ruin , Scavenger Grounds .
Swap out Druid of the Cowl for Elvish Mystic / Joraga Treespeaker . Fertile Ground / Utopia Sprawl would fit, too. Arbor Elf might be ok, but you'd have to mind your Forests. Like with land, the higher the AVG CMC, the more ramp you want. 12 ramp spells wouldn't be too many.
I'm not so sold on Goldenglow Moth, even though I am a fan. I think you'll get as much or more mileage out of good old fashioned Fog / Holy Day or even Order of the Stars . If it's lifegain you're after, Rest for the Weary . If you're trying to deal with flying creatures, then Deadly Recluse , or sideboard Plummet , or even Lingering Souls .
2 weeks ago
I strongly suggest you drop at least one color, add significantly more ramp, 2 more lands, and significantly more disruption. If you want to go for something unique, drop Red and focus on pairing Green with either Black or Blue. If you want something more competitive as well as having the broadest options overall, R/G is the way to go.
About Disruption and Sideboard stuff: Assassin's Trophy is awesome, if you go G/B, you should run a full set for sure, and that in addition to at least 4 other disruption spells. Consider you current sideboard - you've got an arsenal in there, but only 2 non-creature/non-land slots open for swaps, meaning you'll have to drop creatures to sub in cards that probably should have been in the mainboard in the first place. As a general rule of thumb, you want to sideboard in/out disruption for disruption, creature for creature. That's because creatures with niche abilities are usually only good in some match-ups. The same thing is true with disruption - for example, Geth's Verdict is great against Bogle/Aura decks that run only a few, usually hexproof creatures. But in general, something more direct like Doomblade is more useful. So a deck might mainboard Doomblade and swap it out in some matchups.
Other stuff to consider: the more ramp you add, the faster quicker you'll get to top-decking. So draw card or tutoring will be helpful. You've currently got quite a few Legendary creatures, so perhaps Time of Need would be good here. Harmonize is among the best draw-to-CMC deals out there, and with sufficient ramp, will be easily cast-able. A planeswalker like Garruk, Caller of Beasts could be possible, too.
Here's some concrete numbers on what I'm suggesting: 24 Lands (no more than 2 colors), 20 Creatures, 4-8 of which are mana dorks. 4 Removal spells. 4 additional disruption spells (more removal, or protection, or fog, etc). 4-8 additional ramp spells (Search for Tomorrow, Utopia Sprawl, etc) (total of 12 ramp spells). If slots are still open, 4 additional synergy spells - Planeswalkers, draw card, utilities (like Quest for Renewal , Unearth , Mass Hysteria , Impact Tremors , etc.) Target AVG CMC: 3 or less. (3 is quite high!)
Probably the easiest way to move forward here is to pick 1-2 creatures you really want to build around, and start with them. Add ramp and draw/tutor. Then consider all the most likely threats and find spells that disrupt that stuff. You'll have at least 60 cards after adding land.
A note on the "Competitive Meter" - that thing is completely unreliable. It's just looking at how many cards you have that are included in at least one Teir 1 deck. To illustrate this, I created, 100% Competitive, 100% Loser, which includes only lands that produce the wrong color mana so it's impossible to cast anything. Yet the meter says 100%. So you should really just disregard it completely.
3 weeks ago
So if I understand the infinite combo correctly, you have to enchant both the Oboro Breezecaller and the Llanowar Scout with Freed from the Real in order to get this combo working properly with the Simic Growth Chamber . Please let me know if I didn’t understand that properly, as I quite like this deck idea. I don’t know if it will be fast enough to deal with the current Pauper meta, especially if opponents will be breaking pieces of the combo once they know how it works, but it does look fun.
3 weeks ago
4 weeks ago
Sorry, I misunderstood your question about the Chromatic Lantern . I did sort of cover it in the last line of my answer, where I pointed out that a Forest plus two Nissa effects would total one of any color plus two green. It could be inferred that Chromatic Lantern adds a second tap-for-mana ability rather than increasing the mana already produced.
But thank you, xtechnetia, for covering that answer in detail.
In general, an ability only grants additional mana beyond whatever the land taps for if it says "additional" or otherwise has a triggered ability to add mana when you tap the land (see Fertile Ground , Trace of Abundance , etc.). Chromatic Lantern , as mentioned, adds a new tap-for-mana ability, rather than adding extra mana to what's already produced.
1 month ago
Too many singletons. Choose the best and most broadly effective spells, increase most of those to 4x and cut the rest or use to create a sideboard.
Swap out Gift of Paradise for Overgrowth , or, if you want to spend more money, Utopia Sprawl . Fertile Ground would be pretty good, too. Get your ramp started on T1 as often as possible. Cut Arboreal Grazer. Full set of Blisterpod.
If you end up with a lot of small creatures, Scale Up would help.
Fertile Ground occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
GWU (Bant): 0.99%