Fertile Ground

Fertile Ground

Enchantment — Aura

Enchant land

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

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Fertile Ground Discussion

Lanzo493 on Improving Budget Atraxa

4 days ago

One of the better ways to fix a land base is to lean into green more. Cards like Harrow , Sakura-Tribe Elder , Cultivate , Kodama's Reach , Fertile Ground , Roiling Regrowth , and Khalni Heart Expedition make playing your other colors easier. There’s also cheap rainbow lands like Unclaimed Territory (since most if not all of your creatures have the new creature type Phyrexian). I love the thriving lands from Jumpstart like Thriving Isle , Thriving Heath , Thriving Moor , and Thriving Grove for 4C decks.

Conte7 on Selesnya Enchantments

2 weeks ago

zapyourtumor

Herald synergizes with those for sure, but i cannot afford to play a ton of non-enchantment spells. A late game Herald does nothing, a late game Fertile Ground procs constellation to draw cards and make tokens and also makes Destiny Spinner lands bigger.

Conte7 on Selesnya Enchantments

2 weeks ago

zapyourtumor I thought about Herald of the Pantheon but in the end i preferred Fertile Ground and Wolfwillow Haven as 2 mana ramp spells, simply because they are enchantments so they are never actually dead cards, while Herald is totally dead if I draw it late.

Setessan Champion has been my choice for a 3 mana Eidolon, I like it better than the Satyr because it grows.

Destiny Spinner is a cheap enchantment that is also an alternative wincon if needed.

I might consider Runed Halo

C--8CLARK8--D on G/W/x enchantress modern MH2 update

3 weeks ago

@TKDbeast thanks! I have been trying to make ths deck work for 4 years the new mh2 cards are a huge upgrade.

(1)I dont use Suppression Field atm due to its interaction with Arbor Elf and Voyaging Satyr as this is the main way the deck produces mana

(2) i used to play Courser of Kruphix but i have found drawing a card when you cast an enchantment to be more consistent than playing a land off the top with courser

(3) sanctum weaver looks really good and will most likly replace Voyaging Satyr and Fertile Ground

multimedia on Tuvasa- Enchantment Voltron

3 weeks ago

Hey, good start on a budget version of Tuvasa.

Some budget cards to consider adding:

Some cards to consider cutting:

  • Azorius Signet
  • Lightning Greaves
  • Selesnya Signet
  • Simic Signet
  • Swiftfoot Boots
  • Chromatic Lantern
  • Arcane Signet
  • Reclamation Sage
  • Llanowar Elves
  • Danitha Capashen, Paragon
  • Transcendent Envoy
  • Herald of the Pantheon
  • Starfield Mystic
  • Kestia, the Cultivator
  • Sun Titan
  • Creeping Renaissance

Consider more enchantments, less mana rocks and creatures? Adding more land auras as well as more enchantresses could replace mana rocks, Sol Ring is the exception. With only Sol then Stony Silence could disrupt your opponents artifacts. More advice for cuts is to streamline the creature base. Use the other creature spots to add more enchantments.

Danitha Capashen, Paragon , Herald of the Pantheon , Starfield Mystic and Transcendent Envoy could be cut for more low CMC enchantments since you have more low CMC enchantments then higher CMC ones which makes these cost reducers subpar. To replace Greaves and Boots for protection for Tuvasa instead use some auras. Vanishing can be repeatable protection for Tuvasa and all auras on her from removal even board wipes. When Tuvasa phases out all the auras she has also phase out. When she phases in at your next untap step all the auras also come back still with her.

Seal of Primordium and/or Seal of Cleansing are artifact/enchantment removal that are enchantments which can be saced at instant speed. Either Seal is an upgrade for Reclamation Sage .

Good luck with your deck.

twechsler on Insane ramp idea - please help

1 month ago

TheVectornaut yea I agree that the two Adventure Awaits would be my first choice of things to cut. Originally I only had 4x Overgrowth 4x Utopia Sprawl but was suggested to put more enchantments in there for consistency which is why I added 3x Fertile Ground . Without those 5 cards tho I added two Toralf, God of Fury  Flip Soul of the Harvest and two Fierce Empath . I may switch out soul for toski because I already have one. I was thinking maybe of taking out one time of need for a primal surge to limit the number of sorceries. Also I really like Greenwarden of Murasa so maybe adding one of him instead of emrakul because that was kind of in there as a joke anyways. Only thing that concerns me is that fierce empath doesn't have too many creatures to pull out so maybe ill pick up a Pathrazer of Ulamog for cheap. Also I switched out the two spinners with two Prowling Serpopard because I already have them. Later on if I wanted to get two shushers I feel like they would be better to ensure the enchantments resolve. Unfortunately, my friend does run counterspells cancels, and a whole lot of those kinds of cards. let me know what you think of these changes.

twechsler on Insane ramp idea - please help

1 month ago

I like Fertile Ground a bit more just because its cheaper mana cost and Elvish Guidance will likely only have 1 or 2 elves. I will look out for land destruction though haha.

libraryjoy on Insane ramp idea - please help

1 month ago

Wondering about adding Sculptor of Winter and changing to snow lands?, Fertile Ground or Elvish Guidance . I now see a little better what you're doing with Time of Need , so I'll see what I can find in cheaper Legendary bombs. I still don't think Yisan or Kolvori are worth their slot.

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