Grove of the Burnwillows

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Grove of the Burnwillows

Land

: Add .

: Add or . Each opponent gains 1 life.

legendofa on Modern Banlist

2 months ago

Bookrook By itself, Punishing Fire isn't anything special. If Grove of the Burnwillows is there, it completely eliminates 1- and 2-toughness creatures. Orcish Bowmasters is often brought up as a banworthy card because of how well it kills 1-toughness creatures. PuniFire + Grove expands that range to 2 toughness and adds full control over when it goes off. It's about as close to uncounterable and undiscardable as an instant can get without actually using those words. This combo showed up most in Zoo decks, but any deck that needed a way to kill small creatures used it.

legendofa on Card creation challenge

11 months ago

seshiro_of_the_orochi Getting into some philosophical waters here. I'll dump this, then let the thread continue. (Not that I don't want to have this discussion, but we shouldn't lose track of the challenges.)

The Lorwyn tribal land cycle has all the ally colors except , with and as the only enemy color ones, and Bosk is the only one with a subtype. Plus, Primal Beyond is plonked in there, too. Definitely not any sort of typical cycle--it's not color balanced or type balanced, and two of them have different effects from the others. It's a thematic cycle, but not a cycle by color or mechanics, and I'm not sure there's anything else like that (the Future Sight lands don't count, and they're color balanced anyway).

Idoneity on When Will WotC Finish the …

1 year ago

WOTC is rather capricious as to what land cycles they finish and when.

Typically, they finish land cycles in adjacent set releases, such as the checklands in Dominaria and Ixalan (see Isolated Chapel and Glacial Fortress. But they have also quixotically completed the showland cycle with Strixhaven in 2021 (see Furycalm Snarl), despite it first being introduced on a separate plane in 2016's Shadow's Over Innistrad (see Fortified Village). They do this a lot, starting with the allies then bargaining it over to the enemies:

1995 brought Underground River then 2001 had Shivan Reef, 2010 brought Darkslick Shores then 2016 had Spirebluff Canal. These are rather large gaps, ranging from months to years.

There are plenty of land cycles that haven't been finished or haven't even begun. The five ally-colored lands from Future Sight has partially been officiated, consisting of Horizon Canopy, Grove of the Burnwillows, Graven Cairns, Nimbus Maze, and River of Tears. All of these are rather unique; two have been finished. Kind of. Modern Horizons parlously gave Horizon Canopy an enemy family. The Graven Cairns cycle was completed in Eventide and Shadowmoor. The rest are lonesome.

There's still Amonkhet's cycling cycle to finish up, so who knows when the buddy lands will be tended to.

iPhalanx on Big Doinks

1 year ago

Update May 2023: I stopped playing the Magic for almost 4 years, back now and made some swaps with newer cards as well as some cards that I should've been running in the first place.

IN

OUT

StopShot on Dual Land Cycles that You …

2 years ago

Grove of the Burnwillows 100%.

My infinite combo EDH deck would love a spammable Punishing Fire to use against hate bears and deny planeswalker ultimates.

nbarry223 on Best Fae of Wishes Targets?

2 years ago

If only Punishing Fire got unbanned, I could see some value plays becoming possible with Grove of the Burnwillows. Right now, all I can think of are cards with cheaper unearth or flashback abilities, or something that benefits from specific cards hitting the graveyard like The Gitrog Monster, a reanimation package, or maybe even some wonky control shell with Haakon, Stromgald Scourge + Nameless Inversion.

Thanks for the interesting suggestion, I'll have to keep playing around with the idea.

nbarry223 on [Community Discussion]: Modern Chat

2 years ago

Well, there’s lots of different lands that have lots of different uses in modern. Beyond certain utility lands that are limited to specific colors, there’s various cycles of lands with an equivalent version in most if not all color combinations. There’s some incomplete cycles like the triomes (name may change) which is going to be finished soon, and the draw painlands (not sure what they are called) which started with Horizon Canopy.

Certain cycles are suited to certain uses or needs better than others.

For example, the Horizon Canopy cycle is more suited to aggro decks that end up with more mana than they need as the game goes on.

The filter lands are one of the cycles where you want to limit the number of them in the deck, since they aren’t capable of producing colored mana on their own (I generally only run one for this reason). However, they are some of the best mana-fixing that modern has to offer for greedy manabases. You can take a white mana and make it into 2 blue mana with a Mystic Gate as an example. Reflecting Pool also works similarly to these lands, and is basically a match made in heaven for them, since it only cares about their capability to produce a colored mana source. So you can use a Reflecting Pool to feed a filter land even if those are your only two lands.

For decks that are more minimal colors, basics are better, since they get around a lot of hate. In fact I don’t suggest ever making a deck without at least 2 basics and some ways to find them.

Black and green also have access to urborg and yavimaya which let you tap things for colored mana you couldn’t normally. This helps with painlands and fetches, since you can now tap them without paying life.

There’s plenty of other lands with specific uses, and there isn’t really a right or wrong answer when making a manabase as long as you can consistently have access to the colors you need, and your manabase doesn’t end up killing you with painlands, shocks, fetches, etc. You also want to try to limit the number of lands you’ll have coming into play tapped for obvious reasons.

Also, when using fetches, I generally find that 7 ish fetches is ideal in a generic manabase. If you pick one main color you can basically make it so you can have access to all your color fixing shocks etc no matter what fetch you draw. You can also have two support colors to minimize the number of shocks you actually need to run. Combine with the aforementioned urborg or yavimaya tricks, and you can really minimize the number of shocks needed.

If your manabase isn’t heavily leaning towards a certain color and is basically a main color with a splash of a second you can run a lot more basics and a minimal amount of fetches with basically the same consistency and deck thinning, with less life loss.

There’s also things like Gemstone Caverns or Grove of the Burnwillows which have niche uses. You can’t really have a one answer cure all for what manabase is ideal for what deck, since most decks have different needs.

Also, if running legendary lands, I don’t generally suggest running more than 2 copies of each, unless you can do something with them in multiples like the channel lands.

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