Harrow

Harrow

Instant

As an additional cost to cast Harrow, sacrifice a land.

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

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Legality

Format Legality
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Vintage Legal
Custom Legal
Legacy Legal
Limited Legal
Canadian Highlander Legal
Oathbreaker Legal
Commander / EDH Legal
Casual Legal
Modern Legal
Duel Commander Legal
2019-10-04 Legal
Highlander Legal
1v1 Commander Legal
Block Constructed Legal
Unformat Legal
Tiny Leaders Legal

Harrow occurrence in decks from the last year

Latest Decks as Commander

Harrow Discussion

Azeworai on Land Twins

1 week ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

Sultai_Sir on Best Creatures to Copy?

2 weeks ago

I am doubling my mana with cards like Nyxbloom Ancient and Zhur-Taa Ancient, and doubling up on ramp spells like Harrow (4 untapped lands!), Wood Elves and Tempt with Discovery. Most of my targets to copy are four mana, like Ogre Battledriver and Biowaste Blob, but I'll cut most of the top-end cards. Thanks for the advice!

Strangelove on Storm Fury

3 weeks ago

+1 Mizuki_Minami!

+1 Crop Rotation... its cheap now! (I also think you should def play +1 Harrow)

+1 Impact Resonance... chunk.

+? Overblaze... more chunk.

+? Cerebral Vortex... maybe?

...more evasion!!!

+1 Lazotep Plating... this is so good!

+1 Sheltering Word... this is gonna gain you like 20+ life

+1 Simic Charm... yes plz

Refuse / Cooperate...

Insidious Will...

...Idk if you wanted to do this or not (it seems like you avoided Increasing Vengeance, etc.)... Idk if you feel like you need them, but just a heads up...

-1 Fling... because the sacrifice is a cost you can't throw Kalamax twice T.T

-1 Ravenous Gigantotherium... so fat... ur tokens step 2 so this is step 3... slow!

-3 Electrostatic Field/Guttersnipe/Murmuring Mystic... idk if I like these... you're not playing for pure storm and these don't trigger off copies.

-1 Hunting Pack... so fat... so slow? Also doesn't trigger off copies.

HELLcaster19 on Yarok, Landlubber

1 month ago

Epicurus Greetings! It is shaping up to a great start, so far!

Some cards that I would definitely consider cutting:

Deathsprout due to it being your only removal piece. With no recursion for anything other than lands, 1 piece of removal isnt worth running.

Storm Cauldron Considering that a lot of your big value pieces are upwards of 3 mana, you may find that that you end up with less lands in the end, and not accelerating your mana base, as most Landfall decks want to do. This card is typically a combo piece, and not worth the inclusion.

Path of Discovery This one is a choice based on personal preference. I prefer not to run cards that will allow opponents to know what I have coming up. That, and the cards value comes only from flipping a land off the top.

Ghirapur Orrery, Howling Mine and Rites of Flourishing Again, based on personal preference. Granting opponents the ability to draw additional cards per turn and play additional lands will not put the deck ahead of everyone else.

Some worthwhile additions that I believe will help develop and accelerate your board:

Growing Rites of Itlimoc  Flip will allow you to add creatures into your hand (I know, I dont like providing knowledge to opponents). With its ability to flip into a Gaea's Cradle it will ramp up your mana base.

Panharmonicon It is a great value engine in a deck that contains a commander that does the same thing, but better!

Ashaya, Soul of the Wild This one is already in your Maybe board. I urge you to consider adding it, as it causes your non-token creatures to enter as Forest creatures, which will trigger your Landfall stuff!

Alchemist's Refuge Allows you to play at instant speed.

Drownyard Temple A great utility land that you can offer up to Harrow, Crop Rotation, Elvish Reclaimer, etc. Then, you can always bring it back to your field and trigger your Landfall, and doesn't count towards your land limit per turn :)

Field of the Dead Beautiful utility land that generates bodies when lands enter as long as you meet its requirements!

Traverse the Ulvenwald Just a nice fetch piece. Worst case scenario; you go and find a basic land. Otherwise, you can find ANY land or put a value creature into your hand.

The Great Henge is a noteworthy inclusion. Based on the creatures in your deck, you will most likely be casting this for 3-4 mana, easily, by the time you reach mid-game. With your commander, it just screams value as you draw 2 cards and gain two +1/+1 counters with non-token creatures that enter your field.

Guardian Project and Elemental Bond are two strong Enchantments that will garner you some massive draw with your creatures.

Hopefully some of this information will add some spice to your deck. :) +1 from me.

psionictemplar on Domain, is it good enough?

2 months ago

Disclaimer: I do not play a lot of pauper so take this with a grain of salt as well.

I think domain has playable cards, but they need to be a supplement to another strategy. My thoughts lead me to think of a landfall strategy where the "domain" can be built over time with things like Harrow which allow you to apply pressure and set things up simultaneously. Nylea's Presence could be included as a supporting cantrip/ psuedo power-up but not the main focus.

Simerix on Karador Sacr

2 months ago

Scavenging Ooze is a good card, but doesn't play into the theme. Don't take it out necessarily, just something to keep in mind. Altar of Dementia would be an all-star in this deck. Fiend Hunter is kinda absurd. You can sac it before you exile, so the creature is permanently exiled. Disciple of Bolas is great because it gives you repeatable card draw in creature form which is huge for this deck.

Other good cards (some are around $5 but might be worth splurging for): Solemn Simulacrum, Stitcher's Supplier, Zulaport Cutthroat, Grim Haruspex, Ashnod's Altar, Vraska, Golgari Queen, Buried Alive, Viscera Seer, Pitiless Plunderer, Dictate of Erebos, Pawn of Ulamog, Smothering Abomination (this one triggers for any type of sacrificing), Archon of Justice, and Stonehorn Dignitary

In general, you have more noncreatures than I think is optimal. I could be wrong, and it's your deck. Build it how you want, but I think this deck excels with a higher creature count. If it's a creature it's repeatable and still usable if milled. Noncreatures aren't. For instance, I like Farhaven Elf more than Harrow because it is a creature.

Looking over your deck, you don't have many actual ways to sacrifice creatures. You have a couple that self sac, such as Caustic Caterpillar, and Carrion Feeder, but you definitely need more. Cards like Viscera Seer, Altar of Dementia, Ashnod's Altar, Woe Strider, Fanatical Devotion, Sadistic Hypnotist, and Stronghold Assassin are needed to make this a sac deck.

Starsky2814 on Omnath, A Song of Creation and Chaos

3 months ago

CoolCat7271, with extra basic lands, I’d run Harrow, Roiling Regrowth and/or Springbloom Druid if you have the space to include them. I wouldn’t force them in otherwise. I personally like Green Sun's Zenith, plus if you were to add Dryad Arbor you can have early ramp with the tutor. If you add the dryad, you can also have the win con of Emiel the Blessed + Dockside Extortionist + Dryad Arbor + Omnath, Locus of Creation. If you feel you need just bombs then go with Natural Order.

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