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).

DatShepTho on Revenge of the Sythis (Active)

5 months ago

Can I recommend Enchantments like Fertile Ground, Wild Growth, and Wolfwillow Haven to replace the Signet and Diamonds? Not only will you get to draw from them when Sythis is out, but if you enchant an untapped land, they can net you mana the same turn.

Kaweiwu on Eldrazi Bitches

5 months ago
  • mayael could be fun. sorry, i'm writing this on my mobile phone ^^ Honestly, other The land thing, you already included a ton of the good stuff, so adding some lands would probably already be enough for it run really well :) Personally, i'd probably run it green or gruul, add 8 wastelands, cut the swamps and islands and replace them with forests / mountains. Another easy way of ramping while keeping the 5 color theme would be the usual enchantments like Utopia Sprawl, Fertile Ground, Trace of Abundance, but they would require more sources of green mana to be useful.

Licecolony on NayaDinos

7 months 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)

9 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

10 months ago

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

Zoni on Junk Rhino

11 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

1 year 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?

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