Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
|Have (3)||, Forkbeard , gildan_bladeborn|
|Want (2)||Altirian , weyenbergc|
Printings View all
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Growing Rites of Itlimoc Discussion
2 weeks ago
3 weeks ago
- Card draw:
- Sylvan Library : Card draw.
- Elvish Visionary : Cheap, cantrip, shaman.
- Mosswort Bridge : Pseudo cantrip.
- Growing Rites of Itlimoc Flip : Pseudo cantrip. Flip = better Gaea's Cradle.
- Blighted Woodland : Comes into play untapped. Ramp card mid-lategame.
- Path of Ancestry : Potential card filter.
- Strip Mine : Utility land.
- Gingerbread Cabin : Forest with minor upside. No reason not to play it in mono green.
- Fauna Shaman : Tutor, shaman.
- Noxious Revival : Manaless. Allows another shot for wincons.
- Scavenging Ooze : Manasink. graveyard disruption.
- Card draw:
- Lifecrafter's Bestiary : Card draw.
- Beast Whisperer : Green conditional card draw.
- Guardian Project : Green conditional card draw.
- Runic Armasaur : Card draw (meta dependent).
- Compost : Card draw (meta dependent).
- Sakura-Tribe Scout : Early game shaman. Mana acceleration.
- Genesis Wave : Pseudo card advantage.
- Arch of Orazca : Card draw.
- Win more:
- Myojin of Life's Web : Too expensive. Very likely that you do not have enough cards in hand to make this worthwhile lategame.
- Patron of the Orochi : Quest for Renewal is cheaper.
- Gigantomancer : Cute, but 8 mana is too much for this kind of effect.
- Archetype of Endurance : Win more card. No real synergy. Asceticism Is better (although also not recommended).
- Trolls of Tel-Jilad : This is a bad card.
- Soul of the Harvest : Beast Whisperer / Guardian Project, cheaper. Almost same effect.
- Sakiko, Mother of Summer : Too expensive. Doesn't do enough for mana cost.
- Sage of Ancient Lore Flip : Very likely that you do not have enough cards in hand to make this worthwhile mid-lategame.
- Wildheart Invoker : This is a bad card.
- Sakura-Tribe Springcaller : This is a bad card.
- Loaming Shaman : Not enough card draw that allows you to get your desired cards in you hand.
- Essence Warden : This is a bad card.
- Vines of Vastwood : Very situational card.
- Squall Line : Not very good card. Situational.
- Krosan Grip : Expensive situational removal.
- Gilded Lotus : Unnecessary ramp.
- Tranquil Grove : Unless your meta plays a lot of enchantments, not really necessary. Otherwise, recommmend Back to Nature instead.
- Beastmaster Ascension : Your creatures are not big enough for this to work consistently.
- Spidersilk Armor: No tutors, not enough card draw to obtain it. Unreliable flyer prevention. Silklash Spider Will hold off flyers with tutors.
Staple cards are cards I recommend obtaining and using, since they are almost always good cards to have in any green deck. The rest is up to preference and should be taken with a grain of salt. I hope I could be of some use to you.
3 weeks ago
Interesting topic Ramble, I've been meaning to respond for the last day or two but have just been super busy, but let me provide a mana base formula I stumbled on a few years back after noticing a pattern in my deck building - might be something to try out and see if you find similar results, as I find it's very rare to get either flooded or mana screwed using this formula. I'll provide a couple of examples as well - more for the casual-competitive decks, as my cEDH decks don't always follow the formula as rigorously.
The basic formula for mana-producing lands is: Starting base of 30 mana-producing lands, plus additional lands equal to the CMC of your commander, plus additional lands equal to the average CMC of the deck, minus designated values for each mana rock, mana dork, mana spell and draw spell equal to or less than the CMC of the commander.
The first example is for my Zada, Hedron Grinder deck: Yada...Yada...Zada. In this case, the formula is 30 + 4CMC (commander) + 2.28 average CMC, or 36.28. I then subtract designated values for the following cards in the deck: -1.0 for Mana Crypt, -0.5 for Sol Ring (or any other 0 or 1 CMC rock), -0.25 for Thought Vessel (or any other 2 or 3 CMC rock), Battle Hymn, Brightstone Ritual, Traitorous Greed and Dockside Extortionist, and finally -0.10 for each of the draw spells in the deck: Accelerate, Boiling Blood, Crimson Wisps, Expedite, Fists of Flame, Stun and Renegade Tactics for a total reduction of 3.45 and a final value of 32.83 (rounded up to 33).
The second example includes a more aggressive reduction in mana-producing lands based on my Elf tribal Marwyn, the Nurturer deck: Elves Tap and Slap (Marwyn Tribal Counters). The formula here is 30 + 3CMC (commander) + 2.64 average CMC, or 35.64. I then subtract for the following cards: -0.50 for Sol Ring, -0.25 for Elvish Archdruid, Elvish Mystic, Fyndhorn Elves, Gyre Sage, Incubation Druid, Llanowar Elves, Llanowar Visionary, Priest of Titania, Rishkar, Peema Renegade, Selvala, Heart of the Wilds, Viridian Joiner, Wood Elves, Cultivate, Kodama's Reach, Nissa's Pilgrimage, Rhonas's Monument, Gaea's Touch and Growing Rites of Itlimoc Flip. Finally, I subtract -0.10 for Elvish Visionary, Llanowar Visionary and Inspiring Call for a total reduction of 5.30 and a final value of 30.34 (rounded down to 30).
Although the reduction values could be considered a little arbitrary in certain deck concepts, this formula has held pretty accurate since I started keeping track of it. I hope you find this useful in the future, and happy brewing.
4 weeks ago
Wow! You put some work into those suggestions!! Excellent! Here are the nonland cards that leapt off of the screen and right into my heart...and then the deck list:
Two other spells will be included, as suggested by MTG Burgeoning YouTube subscriber Me Geal:
I prefer Garruk's Uprising over Nylea, God of the Hunt. Both spells provide trample to our creatures, but Garruk's Uprising is more favorable due to its card-draw ability. Nearly all of our creatures will have power four or greater, and as a bonus, Garruk's Uprising is triggered by creature tokens as well. Each time Zaxara, the Exemplary creates a hydra creature token with power four or greater, we will draw a card if Garruk's Uprising is under our control. Drawing cards is more beneficial to us than Nylea, God of the Hunt's ability to give target creature +2 +2 until end of turn.
So this brings our total to 13 cards. Let's continue:
Sacrificing a creature as an additional cost to cast Diabolic Intent should not be a burden in our deck, and we can put the card directly into our hand as opposed to on top of our library. Additionally, we can seek out any card in our library and not just a creature card and keep it a secret from our opponents by not being forced to reveal it. Diabolic Intent is, for all intents and purposes, Demonic Tutor #2.
By doing so, we dodge artifact removal, mass permanent removal and an overloaded Cyclonic Rift. The spells have equal converted mana cost and yield the same total amount of mana (if we include the land needed to activate Simic Signet to the basic land fetched-out by Rampant Growth).
The volume of cards and synergy among our +1 +1 counter spells are already strong in our deck. I sense that our ramp needs strengthening and with few deck slots remaining, necessity may outweigh desire. Thought Vessel helps us ramp and gives us no maximum hand size. We should be drawing a lot of cards, and we prefer keeping them in our hand over discarding down to seven.
I am unsure about Seedborn Muse. Currently we have eight instant spells officially in our deck list (including Cyclonic Rift and Assassin's Trophy) and without a flash theme and/or enabler, I wonder if the card slot dedicated to Seedborn Muse can be filled with a card more dedicated and/or focused to our theme. Bloom Tender ramps us and can help us cast bigger spells and seems like it's a better fit to the concentration of our deck.
I am stubborn when it comes to auras. The threat of a 2-for-1 looms large whenever an aura is cast. Additionally, with respect to Hydra's Growth, we don't reap the major benefits of this spell until the beginning of our upkeep. This allows each opponent an opportunity to remove it with instant-speed and sorcery-speed spells before we can double the +1 +1 counters on our creature. For the sake of comparison, when we cast Pemmin's Aura targeting Zaxara, the Exemplary, the threat of a 2-for-1 exists at instant-speed only. If left unchecked, the payoff is enormous and most likely game-winning. I don't sense the same level of power from Hydra's Growth. Strionic Resonator interacts favorably with multiple spells in our deck and presents greater versatility than Hydra's Growth. As Hydra's Growth enchants one creature, Strionic Resonator synergizes powerfully with numerous cards in our deck.
Open Into Wonder is in our deck already and provides our creatures unblockability (owning it!) for a turn, and Herald of Secret Streams makes creatures we control with +1 +1 counters on them unblockable. This type of redundancy is favorable. However, if this is the last creature we're planning to add to our deck, I think perhaps we go in a different direction and add a previously suggested creature, like Kalonian Hydra. How about exchanging one potential win condition for another?
I do not have available copies of Nyxbloom Ancient or Mana Crypt. When copies become available they will be added to our deck. We'll find a way to make it work! These are powerful spells and would serve us well.
So that's 19 spells added to our deck list! Awesome!! There are, at most, five more spells we can include.
As for our lands, after we solidify and complete our list of spells, we'll check back and construct the land base.
Great suggestions! Thank you again and keep 'em comin;!!
1 month ago
1 month ago
- If I would ever want to run Nissa, Vital Force, I would probably either cut a card with a similar role or a similar CMC. Garruk, Primal Hunter comes to mind as a slot. Krosan Tusker or Tendershoot Dryad might also be contenders.
- To my knowledge there is no other land in the game that allows you to bounce and play it multiple times to ramp like crazy. Of course you can do something a bit similar with Gruul Turf and Amulet of Vigor like in amulet-bloom decks, but Amulet of Vigor does not sit in the command zone. Growing Rites of Itlimoc Flip is similar to Cradle, but cannot be bounced and played in the same way. Nykthos, Shrine to Nyx comes ti mind, but that also requires 2 mana to activate, so it is much harder to abuse (and does not synergize with landfall token makers like Field of the Dead). So, I am not aware of a feasible alternative to Gaea's Cradle if you want to combo it with Mina and Denn, Wildborn for more value. Growing rites is probably your best option.
1 month ago
I don't think it will happen. Wotc has been printing newer not as strong variants to compensate for the reserved list. Growing Rites of Itlimoc Flip in place of Gaea's Cradle, Storm the Vault Flip>Tolarian Academy etc...
1 month ago
If it counts, the flip enchantments from Ixalan (Growing Rites of Itlimoc Flip, etc.) are my favorites. The "cost" to flip is generally low, and sometimes the way it gets you there is just good value. They are a bit sketchy to call lands, though