Creature — Elemental

Fertilid enters the battlefield with two +1/+1 counters on it.

, Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then that player shuffles their library.

Browse Alters


Have (0)
Want (4) stride , Bakery300 , kingcraig , fellrex

Printings View all

Set Rarity
Jumpstart (JMP) Common
Ikoria: Lair of Behemoths (IKO) Common
Battlebond (BBD) Uncommon
Archenemy: Nicol Bolas (E01) Common
Duel Decks: Nissa vs. Ob Nixilis (DDR) Common
MTG: Commander (CMD) Common
Archenemy (ARC) Common
Planechase (HOP) Common
Morningtide (MOR) Common

Combos Browse all


Format Legality
Oathbreaker Legal
Canadian Highlander Legal
Arena Legal
Pauper Legal
Brawl Legal
Vintage Legal
Tiny Leaders Legal
Magic Duels Legal
Unformat Legal
Historic Legal
Pre-release Legal
Leviathan Legal
Standard Legal
Pioneer Legal
Modern Legal
Frontier Legal
Commander / EDH Legal
Pauper EDH Legal
Penny Dreadful Legal
Highlander Legal
Noble Legal
Duel Commander Legal
Block Constructed Legal
1v1 Commander Legal
Legacy Legal
Casual Legal

Fertilid occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Latest Decks as Commander

Fertilid Discussion

AgentJackjohn on Tayam, Enigma Incarnate

1 week ago

Fertilid is another good enabler for Tayam, comes in with 2 +1/1 counters and the vigilance counter. Since it has a cmc of 3 if you don't get anything you want off of your Tayam activation you can just return it to the battlefield. Helps ya dig deeper and whatnot without worrying too much about hitting something else.

Strangelove on MillDrotha

2 weeks ago

Hiii Kit!

KingMetalink on Olivia Deck

1 month ago

Bloodcurdler, Undercity Informer, Sewer Nemesis, Keening Stone. Mortal Combat could be a neat alternate win-con. Eternal Witness is probably better than Treasured Find, sinch you have cards that care about the fact that she's a creature. At the very least, Regrowth is pretty much strictly better. Fertilid kinda sucks. Deadbridge Chant never works out like you want it to. Thoughtrender Lamia looks too expensive for what it's doing. Also, where the hell is Fleshbag Marauder?

abby315 on Meren to Nethroi

2 months ago

The above comment about sums it up for me, unless you were planning to take it in a combo or other kind of direction! Here are some good Nethroi targets that have low power but make tokens or have good effects when they enter:

Biogenic Ooze Blade Splicer Master Splicer
Maul Splicer
Sensor Splicer
Noosegraf Mob
Chittering Witch
Creakwood Liege
Akroan Horse
Deep Forest Hermit
Deranged Hermit
Nut Collector
Geist-Honored Monk
Ghave, Guru of Spores
God-Eternal Oketra
Hornet Queen
Izoni, Thousand-Eyed
Tendershoot Dryad
Trostani Discordant Trostani's Summoner

Most of the above cards create creature tokens, so you'll probably want the usual: Doubling Season, Anointed Procession, Parallel Lives if you include a lot of them.

Here are some 0-power utility creatures to consider, because they're free to reanimate if they get killed:

Arboreal Grazer
Birds of Paradise
Devoted Druid
Incubation Druid
Faeburrow Elder
Custodi Soulbinders
Embodiment of Agonies
Golgari Grave-Troll (also a great include because Dredge can fill your GY)

And you'll also want at least a few additional Mutaters in case you have Nethroi out and want to trigger it again:

Auspicious Starrix
Cavern Whisperer
Dirge Bat
Migratory Greathorn
Sawtusk Demolisher

...all seem like good includes.

Hope this gives you a good place to start and a list of interesting cards to consider. Many are very affordable. Now I kinda want to make a Nethroi deck.

Have fun!

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


crazedspeed on Kenrith best of all worlds

3 months ago

Ok, so after last games, I decided to make some more changes. I want to make the deck leaner in creatures.


Mana/ramp 1. Selvala, Heart of the Wilds 2. Kinnan, Bonder Prodigy 3. Bloom Tender 4. Exploration

Others: 1. Yisan, the Wanderer Bard untapping him every turn and activating him for less 2. Faithless Looting , Frantic Search , Windfall getting the more expensive creatures in the graveyard for reanimation with Kenrith.


  1. Fertilid not enough basics to make this a good option
  2. Dack Fayden dies quickly (little flying blockers), and mostly used for his first ability
  3. Knight of the Reliquary
  4. Dryad of the Ilysian Grove
  5. Sakura-Tribe Elder
  6. Hurkyl's Recall

Harrusakama on Touch of death

3 months ago

First I want too say cool deck arch type idea. I am wondering if you did consider building in some mana ramp though. I get it, I too sometimes get over excited about the deck mechanice and forget about it. Good you considered the card draw other then just your commander.

Green offers some awesome land ramp like Harrow,Grow from the Ashes, and Rampant Growth. Also Springbloom Druid and/or Fertilid in the creature department. This is not only important for land matter decks but helps any deck run more smooth.

Further more the first two cards that come to mind for this deck are: Archetype of Finality + Ohran Frostfang. Allowing maybe a bit more creature flexibility with the deathtouch keyword.

Hi_diddly_ho_neighbor on Ikoria Teaser

4 months ago

Heh, after reading the description about Ikoria I feel like someone just watched Avatar and simulataneously finished play StarCraft HotS and decided to make a set about it.

Here are some quick thoughts on spoilers so far:

Whaaaaaaat? Nethroi is absolutely busted as a Commander. Has WotC not yet learned that 0 is a number? Also, how does this work with creatures variable P/T? I think they still have a P/T regardless of which zone they are in, but if it's zero....then here comes Lhurgoyf tribal!

As far as the Lutri ban goes, it is correct. It's criteria is automatically met by having a commander deck. You start the game with an extra card in hand which is a solid advantage. There is literally no reason not to run the card in any deck that has the proper colors. It's ability is quite strong.

The Kaiju alternate arts are absolutely fantastic, but the normal alternate arts don't really fit the set's themes. I would've liked to see the cave painting style on the mythos cards used instead.

Speaking of which, the mythos cycle is looking quite strong.

I am glad to see cycling come back and mutate looks like a pretty fun mechanic. I also like the idea of keyword counters. It is very flavorful to the set and allows even bad creatures to suddenly become quite menacing.

Everquill Phoenix is a miss in that it would've been the perfect Phoenix tribal commander (good card otherwise).

Anyone else notice that they slipped Fertilid into the set? I wonder if we will see a saproling theme.

Of the 5 precon-flagship commanders, only Kalamax and Gavi look interesting too me (2 out of 5 isn't bad) which probably means that I'll end up building a deck around one of the other 3 :p.

seshiro_of_the_orochi if partners are really coming back, that is fantastic! Also, the cats are mostly within the Mardu color pie this time (at least according to the article describing the plane).

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