As an additional cost to cast this spell, sacrifice a land.

Search your library for up to two basic land cards, put them onto the battlefield, then shuffle your library.

Browse Alters


Have (3) gildan_bladeborn , abritt , GrandeKhan
Want (4) Mlord , Morpho-peleides , Cool_Cat , Azvac

Combos Browse all


Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Harrow Discussion

DreadKhan on Pharika's Graveyard

2 weeks ago

Is the higher card count part of your self mill plan? It's usually a weakness to raise your deck size too much (that's why it's usually called '60 card format', most people run 60 and 15 in the sideboard), because your odds of drawing into key cards goes down a fair bit. You can keep the card count higher if you want, but you could consider moving 15 cards to a sideboard, which you can switch cards from between games during a match. People often put their more situational cards, cards good against certain decks only (but often incredible vs them) in the sideboard, which can 0-15 cards.

As a side effect of running more than 60 cards, you probably want to run more lands. You run a higher number of high casting cost cards, so you probably do want to hit your 4th, if not 5th land drops with reliability. To achieve that, at 60 cards main deck you'd want ~25 lands. For 86 cards, you'd want closer to 36 to reliably hit your 5th land, so you can count on playing your big spells.

The other thing, if you want to run high casting cost spells in Legacy, you probably want more ramp to cast them. 7 drops are fine for casual, but they aren't much fun if they just sit in your hand. Farhaven Elf or Springbloom Druid might be good ways to ramp in here, Springbloom also puts a land into your graveyard, which has some synergy. Either can find a Swamp if you've got access to Green already. There is also Rampant Growth Harrow and Roiling Regrowth type spells that put lands into play for you, but these don't come with a creature attached. There are lots more of them too, but the two elves are probably more relevant than most ramp sorceries/instants. If you don't want to add any more lands, adding more ramp that costs 2 or 3 mana is probably a valid angle, since 86:26 can expect to reliably hit land drops 1-3, you can then advance your game plan by playing ramp. It's usually better to hit your land drops though!

Just a few idea that might help your deck play a bit more consistently, because it looks like a lot of fun!

EyelessStarfish on Making Waves

2 weeks ago

bushido_man96 Search for Azcanta  Flip was a suggestion from someone at my LGS when I was building the deck I didn't see it often enough to believe it needed to be replaced. Yavimaya Granger is a great addition though, I'm putting it in place of Harrow. You have any suggestions for what I should swap the Search for?

bushido_man96 on Making Waves

2 weeks ago

Harrow and Crop Rotation are both great ramp spells, but with Muldrotha's ability to recast creatures from the graveyard, getting ramp on creatures is a better way to go. Yavimaya Granger is a land tutor that also puts itself in the graveyard.

I question why you have included Search for Azcanta  Flip. It doesn't seem like it will do all that much for you, especially once it's flipped. There are some much better mill cards you could run in it's place.

Xenaphix02 on Help make my Ezuri deck …

1 month ago

Wrap in Vigor is another instant speed piece of board protection,

In terms of overall deck durability, I think it would be wise to pick up Nature's Lore and/or Three Visits or even Harrow and Skyshroud Claim. They don't synergize with your elves, but the lands they fetch are more likely to survive board wipes and the fact that the lands come in untapped means your relatively low curve will benefit your low curve.

Shazica on I have crabs! (Landfall Mill)

1 month ago

I wonder if you could replace Cultivate with Harrow. You don't increase your mana as much long-term, but your curve is already quite low and this way you get more land triggers.

Jackfrost23 on Lacerating Landfall (Budget)

1 month ago

You should definitely lower your curve. Even with all your ramp cards like Emeria Shepherd and Rampaging Baloths are far to slow. If you want to stay as a more midrange deck some cards I think you should consider are:

Zuran Orb: this combos excellently with Titania, Protector of Argoth and Elvish Reclaimer. It can easily be fetched with Urza's Saga (which is also a great target to fetch off of Harrow). Urza's Saga + Ramunap Excavator is also a really great combo.

Kazandu Mammoth  Flip: this is an excellent beater that can also be played as a land.

Ancient Greenwarden: although this is more casual then the other cards I've suggested so far once it synergises really well with your gameplan so I thought I would suggest it anyways.

I would also suggest running some utility lands that could be fetched with Elvish Reclaimer or Harrow. Some good ones off the top of my head are:

Blast Zone: Having tutorable removal is always excellent and Blast Zone is even better due to its combo with Ramunap Excavator. It might also be good to add Crucible of Worlds as extra copies of Ramunap Excavator that aren't affected by most removal.

Some other cards you should consider are Lair of the Hydra, Ghost Quarter, Steppe Lynx, Skyclave Apparition and Knight of Autumn.

WhiteLippedWizard333 on Flavor town

2 months ago

I'm loving the flavor of this list! TONS of good stuffs in the maybe board as well. There isn't much I could suggest other than more lands and ramp. From playing my version of this deck, I learned that due to the slightly higher average curve of the food and other cards it played better with 12 pieces of ramp and 36 lands. I started with 10/35 and was consistently being outpaced by most of the playgroups I was with. Myriad Landscape is a fantastic card for anything that has synergy with sacrifice. Field of Ruin and Ghost Quarter can both get rid of those pesky Cabal Coffers , Gaea's Cradle , or any other crazy game swinging lands and have the added benefit of the sac. trigger. Evolving Wilds and Terramorphic Expanse are both great for T 1-4 mana fixing, and I'm sure it goes without saying that ANY of the more pushed fetches are just good on this deck. Lotus Field can also be good SOMETIMES... I found myself waiting to play this once Korvold is out which screwed me over more times than it helped me, but I guess that greedy mentality is flavorful for the commander. Ramp... Nature's Lore and Rampant Growth over there in that maybeboard deserve to be in the deck. Harrow serves the deck well once Korvold is out. Same thing with Renewal Just sac one of the lands you used to cast it to get a +1/+1 and draw 2? Yes please! Fae Offering I feel also fits the flavor of the deck and provides insane advantage once you get rolling on the cast and sac loops this deck wants. This is a great deck so far and I can't wait to play against it!

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