Grove of the Burnwillows

Grove of the Burnwillows

Land

: Add to your mana pool.

: Add or to your mana pool. Each opponent gains 1 life.

Latest Decks as Commander

Grove of the Burnwillows Discussion

multimedia on Gruul Werewolf Pack

3 weeks ago

Hey, interesting high budget version of Tovolar with less Werewolves.

Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.

If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.

With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.

Wolves and Werewolves to consider cutting:


Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.

Some changes to consider:

Some other lands that would improve the manabase by cutting some basic lands especially Mountains:

Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.

Door of Destinies is another tribal only card and it's very slow with so few Werewolves or Humans to cast. Could cut Door for Beastmaster Ascension since it's an anthem for all creatures you control.

Good luck with your deck.

trblrbt on Hideaway for cheap!

1 month ago

psionictemplar I felt that Grove of the Burnwillows would be the most effective because this deck doesn't really care about how much life my oppenent has. As long as I can get out a big creature I've pretty much won. Thanks for your suggestion though!

legendofa on Banlist Open Discussion

1 month ago

Punishing Fire isn't a significant threat any more, in my opinion. I only remember it being used in Kird Ape/Wild Nacatl Naya Zoo decks alongside Grove of the Burnwillows, and Wild Nacatl spent some time on the banned list, too. Now it's a non-entity in tournaments.

I think Ragavan, Nimble Pilferer is much more banworthy than Faithless Looting, but that might be the salt talking. Pretty much every tiered deck that Faithless Looting was in saw further bans, so I don't think Looting was the problem.

psionictemplar on Banlist Open Discussion

1 month ago

Given the list above, I would say punishing fire could probably be unbanned safely. The days of grinding Grove of the Burnwillows with it are long gone in my opinion. Especially given the number of ways to exile graveyards nowadays.

multimedia on Draconic Rage Precon Upgraded

1 month ago

Hey, well done with upgrading the precon on a budget.

Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.

Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.


Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.

Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.

Wulfgar of Icewind Dale is out of place in the precon and here because there's very few cards that trigger when the creature attacks. He's not worth keeping really just for Klauth, Unrivaled Ancient.


One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:

I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.

I offer more advice. Good luck with your deck.

multimedia on I Have Not Yet Begun To Fight

1 month ago

Hey, nice version so far with a high budget. Cutting Garruk's Uprising was a mistake, the card is really good in creature decks.

Apex Altisaur and Thorn Mammoth are upgrades for Ravager Wurm and Foe-Razer Regent for repeatable fight. You don't really need Regent since you have Vigor which has a much better ability to put counters on creatures you control. Vrondiss, Rage of Ancients from the new Draconic Rage Commander precon is a target for fight and good with Vigor. He can also be a repeatable source of big tokens to abuse Greater Good, Terror of the Peaks and Garruk's Uprising.

Quartzwood Crasher is a five drop to pair with Garruk's Uprising, another repeatable source of big tokens and it's combat damage trigger goes well when you can double the power of a creature with trample. Garruk, Primal Hunter and Garruk, Unleashed can be repeatable sources of tokens for attacking and fighting. With fight it's easier to protect them to get to their ultimates.

Arcane Signet is a ramp upgrade for Rampant Growth. Harrow is an upgrade for Kodama's Reach. Karplusan Forest, Grove of the Burnwillows, Cragcrown Pathway  Flip are three more Gruul dual lands that always ETB untapped to consider adding. Cinder Glade is an upgrade for Temple of Abandon.


Some cards to consider cutting:

Good luck with your deck.

StopShot on Innistrad: Midnight Hunt and Crimson …

2 months ago

I'd like to see a second wave of foretell cards. Innistrad is a spooky realm and foretell would be great in terms of suspense and surprise. It would also work really well with werewolf flip mechanics as you can turn multiple cards in hand face down without actually casting anything just to flip your werewolves.

I would absolutely love to see a complete set for Nimbus Maze or even Grove of the Burnwillows , but I'm willing to bet they're going to complete the Lorehold Campus cycle just under a different naming scheme for ally lands.

Lastly I do hope Investigate returns as a mechanic or they make another white draw effect like they've done the last two times with Mentor of the Meek and Bygone Bishop .

Also can we please get a Slender Man EDH commander? Seriously, what is that thing in Certain Death ?

zapyourtumor on Tainted remedy

2 months ago

I'd cut the bad stuff and lean 100% into the enemy lifegain theme. This means up to 4 Tainted Remedy plus 4x Kavu Predator , and cut Idyllic Tutor , Serrated Scorpion , Twilight Prophet , Gonti's Machinations , Roiling Vortex , etc.

I know Blessed Alliance and Rest for the Weary are used with Tainted Remedy, but the best cards with Remedy are ones that have a "drawback" that involves your opponent gaining life and Remedy/Kavu turn that drawback into an advantage. I see you already have Wall of Shards and Grove of the Burnwillows , which are classics. Some other ones are Oust , Fiery Justice , Solitude / Condemn , Devour Flesh with Nature's Claim for the sideboard. Alms Beast is also funny.

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