Fertile Ground

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fertile Ground

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds one mana of any colour. (In addition to the mana the land produces).

Licecolony on NayaDinos

1 month ago

I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.

Cards under $3 that you might consider:
Nature's Lore
Rishkar's Expertise
Cultivate
Rampant Growth
Farseek
Kodama's Reach
Colossal Majesty
Return of the Wildspeaker
Beast Within
Nature's Claim
Thunderfoot Baloth
Rootweaver Druid
Reclamation Sage
Cathar Commando
Knight of Autumn
Qasali Pridemage
Thrashing Brontodon
Ranging Raptors
Regisaur Alpha
Shifting Ceratops
Territorial Hammerskull
Territorial Allosaurus
Topiary Stomper
Atzocan Seer
Tribal Forcemage
Naya Charm
Road of Return
Boros Charm

Cards that I would call easily expendable:
Suncleanser
Cacophodon
Looming Altisaur
Imperial Ceratops
Wilderness Reclamation
Verdant Haven
Gift of Paradise
Fertile Ground
Oketra's Last Mercy
Rolling Thunder
Serene Remembrance
Elixir of Immortality
Oketra's Monument
Alhammarret's Archive
Sanguine Sacrament
Slice in Twain
Enter the Unknown
Boros Signet
Gruul Signet
Selesnya Signet

RoarMaster on Jodah, the Enchantress (Shrine Tribal)

3 months ago

I must admit that when Jodah came out I immediately considered switching out Sissay for him as my Shrines deck commander(Im not the biggest fan of Go-Shi). Haven't gotten around to trying it out yet, but I can definitely see the potential. My only worry about doing so might make the deck simply win accidently through the legendary creatures who are in it. Jodah makes 'em buff mighty quick, and I didnt want them to overshadow the Shrines. Im not sure if that matters to you, but if it does, I might consider running a lower number of legendary permanents other than shrines in the deck in order to both retain a high chance of cascading into a Shrine, and to stop beefy creatures from becoming your default wincon.

I would suggest a little more ramp/fixing in the deck. Cultivate And Kodama's Reach are easy on the budget and make for pretty reliable T4 Jodahs. I'd take out Kestia and Arasta/Alela. Most of your enchantment creatures are your tech, which you generally dont want to risk often by attacking with them, so Kestia may not get much in the way of triggers. Arasta is super situational and will usually just be a feel bad moment when you cascade into her. Alela is making you a couple lil magic bugs a turn which is sorta meh, and the deathtouch on her is arguable as relevant as her token making ability.

If you are going to go balls-to-the-walls enchantments though, Id suggest getting rid of almost all of your artifact ramp and replacing it with enchantment equivalents. Wild Growth, Overgrowth, Fertile Ground, Market Festival, and Dawn's Reflection. That way your Estrid might be sort of useful, otherwise she could probably get cut. Her totem armor is nice, but it is the only thing she is really bringing to the table right now.

If you do go with the green source ramp, you will probably have to tweak your landbase a more to the green side. "Mono-Green Five-Colour" is a trope for a reason ;)

As an aside, you could drop a few of the card draw enchantresses with the double mana pips and In Bolas's Clutches and you could run Jegantha as a companion, which would almost guarantee you to get your colours for Jodah. Just a thought. Not sure if you want to remove the draw for it, but Jodah provides a lot of card advantage as is and you may not need it all.

If you dont care about winning through non-shrine means, cards like Steel of the Godhead, Nylea's Colossus, Ancestral Mask, and maybe True Conviction would be good adds.

As I am a purist I would also remove the instant and sorcery removal and replace it with enchantment alternatives, but I understand the loss of instant speed removal can hurt a deck a lot, haha :P

NonetheWeisser on Elder Dragon Conduit

4 months ago

I would replace Wild Growth with Utopia Sprawl or Fertile Ground to make this Modern legal.

Zoni on Junk Rhino

6 months ago

Cheap-o flicker shenanigans with two beast of cards (quite literally). Basic idea is to get either Siege Rhino or Thragtusk on the field, protect them with flicker effects from Restoration Angel and Ephemerate or use them offensively. Removal in form of Despark and Mythos of Nethroi to get rid of basically anything. Grisly Salvage to fuel the graveyard, dig for a Rhino or Thrag (most of the time) or early game land drop to stay on the curve. Unburial Rites to make use of the Salvage's graveyard part. Turn 3 is the weakest, which we hopefully either skip with Fertile Ground or make use of with Underworld Connections

legendofa on Pauper Infinite mana

7 months ago

I'm not an expert in Pauper, but it seems like your X/X creatures will be vulnerable to removal and chump blocks. Since your average mana value is so low and you can generate mana freely, would it make sense to drop a couple lands and maybe one each Fertile Ground and Voyaging Satyr for something like Rancor and Tamiyo's Safekeeping?

Yogie on Flight of Dragons

8 months ago

kamarupa - great suggestions!

I agree with you on Tamiyo's Safekeeping and I'll make that swap. The extra life from Sheltering Word is nice but not necessary. Tamiyo's Safekeeping is a fairly new card, right? I probably missed it when I skimmed through Kamigava: Neon Dynasty.

I play Draconic Disciple mainly as a versatile mana dork but you bring up some fair points. The problem I see with Llanowar Elves is that it produces only green mana and the dragons need a lot of red mana. Ignoble Hierarch, however, looks very interesting and Fertile Ground is another good suggestion. You make a good case for T1 spells which puts Ignoble Hierarch as the stronger candidate at first glance. I'll playtest and see what I end up with.

Great land suggestions as well! I'll likely add copies of Haven of the Spirit Dragon when I make tweaks to this deck. Lands are honestly the card type I have the least knowledge about, which is why my decks all play essentially the same set of lands xD

kamarupa on Flight of Dragons

8 months ago

Nice deck.

A few suggestions: Tamiyo's Safekeeping seems better than Sheltering Word, providing Indestructible in addition to Hexproof while also working on any permanent you control instead of just any creature and all for only half the MV. The only downside is less lifegain, which I acknowledge may be a big attraction for you.

Fertile Ground seems as good or better than Draconic Disciple. If you had more Forests and a higher budget, I'd suggest Utopia Sprawl. That said, Ignoble Hierarch (and of course Birds of Paradise) would be great fit(s) as well. I think even a plain old Llanowar Elves might be better than the Disciple. It's seems like the game would have to go on a long time before you have 7 mana best spent on a 5/5 token, and 3MV seems steep for a dork. I also get that it can be more about flavor than efficiency.

On that note, I notice you don't have any 1MV spells. Now I myself have a number of decks without any 1 drops and I think scrying T1 is about as good as it gets without any spells to cast, but it's a tough pill to swallow that a ramp deck isn't going to start rolling until T2-T3. Since none of the ramp spells are dragons, your best ramp card doesn't help you get more ramp into play. I'd really like to see a 1MV ramp spell here, but even a Lightning Bolt would be useful.

Other possible budget-ish lands: Secluded Courtyard, Unclaimed Territory, Haven of the Spirit Dragon, Field of Ruin, Scavenger Grounds

Alpine Moon could be useful in your sideboard.

DreadKhan on [EDH] Tatyova 25$ budget

8 months ago

Have you thought about tossing Harrow in? It's usually better Roiling Regrowth, as long as nobody counters your ramp spells. Stone-Seeder Hierophant has to tap to ramp you, but if you can hit multiple landfall per turn it can be a lot of mana.

This is pretty out there, but Simic Growth Chamber and Guildless Commons are interesting cards, they offer access to an extra land drop as a floor, but technically you can bounce the land itself and replay it if you've got ways to do it, like Skyshroud Ranger for example (there are others, not all low budget, but several are), it can let you hit potentially infinite land drops using a card like Retreat to Coralhelm, which is pretty powerful in Tatyova. Retreat also interacts positively with Tatyova and Dreamscape Artist, which is pretty budget and is a source of tons of landfall over time even without Retreat. Oboro Breezecaller is a nifty way to keep hitting land drops, even if you're not really gaining ground you still draw cards. She can ramp you nicely if you have lands that tap for more than 1 mana, which can be via the Growth Chamber, Commons, or via an aura like Wild Growth or Overgrowth or Fertile Ground, and they are some of the more efficient ramp as long as people don't run enchantment hate/wipes, you can enchant an untapped land often and gain that ramp the same turn, which is usually better/safer than a ramp rock. I also like Soratami Mirror-Mage and Meloku the Clouded Mirror, all three can readily go infinite with Retreat to Coralhelm and a creature that taps to put a land into play, and all 3 make it very easy to hit your potential land drops. Not really sure why, but while everyone agrees Thrasios is amazing, very few people seem to care about Parcelbeast, but it's a good card in Tatyova. If you have Retreat out obviously you can untap when you hit a land, and if you have extra landfall available, you can use a separate landfall to untap the Parcelbeast so you can keep trying for another land, but it's not like 1 mana and tapping your Parcelbeast is a big ask. Also, if you can manage to put a Parcelbeast (or any other Mutate creature, including something like Sea-Dasher Octopus could be decent, there are some huge bodies) onto a Scute Swarm, you'll clone the mutated creature, which can be a 7/7 potentially. Most Mutate creatures seem to just give you a buff when they mutate, but some offer useful abilities that you'd like cloned. This will weird people out, but it's a nice play in budget I suspect.

A bit random, but Tatyova decks should usually be running the card Gush, you might not even mind bouncing the lands, the card draw is a nice perk, with the cost being the main upside of the card. It interacts nicely with Mystic Sanctuary and the aforementioned land-into-play dorks and Retreat to Coralhelm to draw as much as you want, and have other landfall benefits. Even if all you do is draw 2 cards and hit 2 more land drops you would have missed, that's a huge payoff for literally no mana IMHO.

I like having Primal Command in budget Green decks, it's a lot of mana but it can do a lot of stuff technically. If you throw in anything that can recur it, you can keep reshuffling your graveyard back in, which can be useful. Curse of the Swine is a nice juicy removal spell for Simic, it not only exiles, it can hit tons of targets, allowing you to compete with recursive decks more readily.

Cool deck, hope some of this is interesting/helpful!

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