Flare of Cultivation

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander 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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Flare of Cultivation

Sorcery

You may sacrifice a nontoken green creature rather than pay this spell's mana cost.

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle your library.

WingsofIcarus on Omnath EDH

2 weeks ago

Made these changes a while ago to the decklist, but never actually posted the change log. Slotted in Fetchlands for more land ETB triggers. With Yavimaya, Cradle of Growthfoil, Ramunap Excavatorfoil, Eternal Witnessfoil and other recursion, downsides are minimized.

This update also marks a big moment for the deck in retiring Tempt with Discovery, a very well known card in this deck amongst my playgroup for accelerating my mana. It has been replaced with Realms Unchartedfoil and Petrified Field (which is additional land recursion), to make better use of a land tutor. Many other swaps were just to lean out the mana curve of my ramp and make some better functionality and flexability changes with how the meta of EDH has evolved. I also acquired a new copy of Craterhoof Behemothfoil. I like the art and the flavor text seems very fitting for how I feel the deck plays.

Forestaltered --> Wooded Foothills

Forestaltered --> Windswept Heath

Forestaltered --> Misty Rainforest

Fabled Passage --> Verdant Catacombs

Wirewood Lodge --> Petrified Field

Kodama's Reachfoil --> You Happen on a Gladefoil

Tempt with Discovery --> Realms Unchartedfoil

Burgeoning --> Natural Order

Khalni Heart Expeditionfoil --> Rampant Growth

Praetor's Counselfoil --> Seasons Pastfoil

Mana Reflection --> Invasion of Ikoriafoil

Skyship Weatherlightfoil --> Nissa, Ascended Animistfoil

Courser of Kruphixfoil --> Augur of Autumnfoil

Gemrazerfoil --> Ulvenwald Oddityfoil

Scryb Rangerfoil --> Tireless Trackerfoil

Mana Crypt --> Ojer Kaslem, Deepest Growthfoil

Cultivatefoil --> Flare of Cultivationfoil

Nissa's Pilgrimagefoil ---> Bloomvine Regentfoil

Craterhoof Behemoth ---> Craterhoof Behemothfoil

kamarupa on Uren8

10 months ago

Oh boy. I have... uh... a lot of thoughts.

I'm going to start with ramp and mana base. I've been commenting something along these lines on a lot of decks lately. Ramp isn't much of a ramp if you're missing land drops regularly. Getting to, say 3 available mana on t2 is nice, but if you don't hit a land drop or dork on the next 3 turns, the ramp didn't really help. I'm generally not a fan of spells like Arboreal Grazer and even less a fan when there aren't a substantial number of lands in a deck to start with. At a mere 20 lands, you're going to be have to be very lucky to get both Arboreal Grazer AND 2+ lands in an opening hand. And even if you do, the likelihood of you continuing to draw lands just isn't very high. Basically, any effect that lets you "play an additional land" is just way too conditional to be consistent in my view, and therefore, I prefer to run with dorks and enchantments and rarely, rocks. You do have an enchantment that tutors you 2 lands, but at a pretty steep 4MV, I think it's going to function as much as a 'thinner' as it will a ramp spell. I do see some redundancy there with Prime Time, so I could see it be a useful spell. I should state that Prime Time isn't a creature I have much experience with, so I don't know much about what other spells synergize with it best, but I have a gut feeling that what you've brewed could have better synergy with it. It seems like it might be getting included because it's a well known and feared threat more than being a perfect fit. You also have Flare of Cultivation, which seems like your 3rd best ramp spell after your two dorks. While I like that you can cheat it into play, I don't like the required sac cost to do so as the only really good target is the Arboreal Grazer and that's just too conditional to be consistent. It's not a spell I have lot of experience with, and while I'm not a big deck thinner, I can't deny it has a lot of powerful potential. But I want more good targets for it, preferably ones that actually WANT to be sacrificed. The best part of your ramp is that you have 8 1MV dorks. Given your EXTREMELY high average MV of 4.35, I think 8-10 is probably the right number. To sum up, I would cut Arboreal Grazer and possibly reconsider both Prime Time and Encroaching Dragonstorm, either leaning into Prime Times most classically defined deck elements or cutting it. I'd try to find another 1MV creature for your Flare of Cultivation to target (6-8x 1MV non-dorks that want to be sacced) or I'd look for some other ramp choices. I'd also consider adding in something like Fertile Ground, or maybe Utopia Sprawl, as you do already have a good number of lands with the basic Forest type. If you do go for the Sprawl, then perhaps Yavimaya, Cradle of Growth might be a smart add. Finally, I'd like to see this deck reach for at least 22 lands if not 24. You've just got a hell of a lot of very high MV spells and these days I strive for 22 lands as my minimum. It's just more consistent.

Next, I want to follow up on some of what Balaam__ brought up - disruption. Disruption doesn't do much good in a sidebaord. It needs to be mainboarded or else your deck will not only end up unbalanced when sideboarding, but you'll also be tempted not to sideboard as much as you struggle to choose what spells to swap out of the mainboard. I believe almost all decks need at least 4x disruption spells in the mainboard, with 8 being best. Disruption comes in a lot of forms - counterspell is great, but I don't like tieing up mana playing the waiting game. Removal is classic for reason. Usually half of 8 disruption spells are a form a removal. Sideboards offer us different methods of removal so you can get past all the defenses opponents might use to prevent that removal. That makes sideboarding a lot easier to pull off, swapping removal for removal. I really like protection spells Heroic Intervention - while defensively, it can function like a counterspell, offensively it can do things counterspell can't. It largely comes down to preference, but disruption beyond removal is almost always essential. Of course, there's also discard, which is a solid choice, too, though I don't prefer it because it misses cards drawn after it's cast and so isn't as foolproof as a pre-emptive defensive play. I also like squeezing in 1x Fog spell when I can. I love the comedic flavor of it, but again, that's just my preference/sense of humor. Assuming you cut Arboreal Grazer, Flare of Cultivation, and at least a few copies of Encroaching Dragon Storm, even after adding 2x land, you should have room for at least 4x disruption spells in your mainboard. Incidentally, all these changes should also help bring down your average MV, which will make the deck not only faster, but more resilient as it will be able to respond to opponents.

One thing I do think you have right here is the number of creatures. But I'd like to see tighter choices that play off each other a bit more. I get that Prime Time and Flare of Cultivation support Ureni, the Song Unending, but at 3 copies and Legendary status, I'd want to solely focus on that creature or abandon that whole strategy - it's all or nothing with spells like that - run 4x of Ureni to maximize its odds it comes up when Breaching Dragonstorm when that hits. Maybe even look for spells that let you tutor it to the top of your library - Scheming Symmetry comes to mind, though I don't think that's exactly the right spell for this brew. Brainstorm might be a good option - not really a path to card advantage, but it would be useful in setting up Breaching Dragonstorm.

To return to Balaam__'s feedback, I also agree with him that Breaching Dragonstorm, especially at 5MV is too easy a target for opponents to thwart. I do think you've got enough ramp to hardcast some of your threats at least some of the time, but adding in a secondary (or even primary?) cheat-in spell would almost certainly make the deck more consistent. Elvish Piper, for example might be just as fast or even more consistent, though it wouldn't help with your big sorcery spells. Although I think this would be a significant departure from your current brew, Maelstrom Archangel would be a nearly identical backup to Breaching Dragonstorm. I'd probably go for 6-8 total "cheat-in" spells.

Overall, I feel like this deck isn't quite focused enough. It's not clear what it really wants to accomplish and doesn't seem completely committed to any one goal. At the same time, it also seems a little over-gunned - I sometimes say, "you don't need to bring a tank to a water-pistol fight to get a win" - when it comes to successful brewing, it's not the biggest threat that wins, it's the fastest fully effective one. So my broadstroke advice is to try to narrow the deck down to the core you really want to win with and try to support that core as much as you can.

I do love me some card advantage and I can see how Up the Beanstalk could have been useful here. As alternatives, you might consider Garruk's Uprising, Tribute to the World Tree, or even just plain old Harmonize

Sometimes I find I'll start a brew like this and realize I might have tried to squeeze 2 or more decks into one. It might be useful to fork this once or twice and explore different aspects in each fork. Make one with a lot more disruption mainboard, one with different ramp spells, one that really focuses on Prime Time, etc etc.

I hope some of this is helpful. I'm just spitballing off the top of my head. Don't take it as me being too critical. I'm really just throwing out the first thoughts that came to mind and I'm very likely to have missed nuances, etc.

Andramalech on Mono green superramp

11 months ago

eww... alright, lemme help.

Andramalech on 11, auf Deutsch

1 year ago

While not a huge necessity for your build, some cards to consider:

Royal Treatment, Flare of Cultivation, Green Sun's Zenith, Birthing Ritual.

Still a really solid example of how you build really well from an old-school kinda glamour. This deck stands the test of time, while also being super inviting if you wanted to upgrade.

Balaam__ on Dig Hard with a Vengeance

1 year ago

@kamarupa yeah that’s definitely the Achilles’ heel, once the graveyard gets tampered with it’s essentially game over. Then again, this isn’t a deck I’d want to play repeatedly, more that I wanted to build around a card I hadn’t come across before. No deck is perfect, and this one is…less perfect than most, ha.

@Andramalech thanks for the suggestions. I don’t think Meltdown is as good as it first seems. I thought about it and reason that people usually don’t have multiple copies of artifact graveyard hate cards in play simultaneously, so the multi-hit functionality is pretty useless outside of hindering otherwise artifact heavy builds. Plus that’s mana that could be used to move the gameplan forward. I do like Abrade and Flare of Cultivation though; the former has extra utility and I’ve never seen the latter before. It’s a new card to me and it might speed things up dramatically. I’ll maybeboard those.

Andramalech on Dig Hard with a Vengeance

1 year ago

Balaam__ it's nice to see you posting a list like this! Seems like something I could potentially use. Very cool, middle-of-the-road kinda deck mechanically, but the idea behind it? Incredible. I agree with capwner that something like Seasoned Pyromancer would be extra useful for you. kamarupa makes a really great point that a few cards like Meltdown, Abrade (can't remember if that's the artifact one), etc. that one-off target an artifact. Some instant-speed removal pieces would help defend against your worst matchups with Leyline of the Void, Tormod's Crypt, and other grave-hating decks. Speeding up your process with cards like Flare of Cultivation might really make that an unexpected victory!

SufferFromEDHD on Your Sass Is Grass! (Sasaya Combo) *Primer*

1 year ago

Yavimaya Elder is OG. Part of the reason I even mentioned Pattern of Rebirth.

Verdant Confluence same cost as Burnished Hart but more value. You run 3 creatures that benefit from counters.

Journey of Discovery same cost and slightly better value than Burnished Heart.

Flare of Cultivation seems good.

Craeter on

1 year ago

Looks pretty good. I'm no Dino expert, but it does look like the predominate Red costs would dictate more Mountains and less Swamps and Foests in general. As for ramp, Nykthos, Shrine to Nyx could work with the high Red devotion. Since you have Green, you also have access to ramp staples like Cultivate and you've already got Kodama's Reach. Other possibilities: Explore, Cryptolith Rite, Flare of Cultivation, Migration Path. You could also do Gamble to try to tutor a powerful enchantment, and/or Demonic Tutor.