Heartbeat of Spring
Whenever a player taps a land for mana, that player gains one mana of any type that land produced.
Printings View all
|Double Masters (2XM)||Rare|
|Champions of Kamigawa (CHK)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Heartbeat of Spring occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Heartbeat of Spring Discussion
1 week ago
Juicy_J82 I really like those ideas! Often, the low costs of Mana Flare and Heartbeat of Spring makes me able to "surprise" my opponents and use the massive amounts of mana in one turn. I would likely save these cards for the mid to late game plays, since this deck focuses on ramping on turns 2-5. I'm definitely going to try these two cards!
2 weeks ago
I apologize if this has already been discussed, but I didn't see this deck until after the Maybeboard went away and I didn't notice these cards in previous comments. If you're not too averse to helping the opponent out as well, you could always run things like Mana Flare or Heartbeat of Spring for cheaper options.
Pro: They'll come down earlier than most of your other mana doublers. Con: Your opponents get them too. In this build though, I'd almost argue that you're well enough equipped to offset any advantage the opponent would receive. Looks fun to play either way! +1
3 months ago
Considered Heartbeat of Spring? Lets you cast Zacama off of 8 lands the turn you play it. Symmetrical is scary though. Maybe Mana Vault or Mana Crypt for that unexpected ramp. Cavern of Souls seems essential as well, more so than Command Beacon. Deck looks solid.
3 months ago
3 months ago
Sturmgeist could certainly be a use for FoF, keeping a full grip and having it by a flying beatstick.
To expand on my earlier statements, FoF requires your opponents to make a choice regarding the piles. What card goes where in what pile. As we've talked about previously, your opponents can only put cards into a 3-2 pile, a 4-1 pile, or (never) a 5-0 pile. This opens a lot of room for error because the opponent doesn't know what cards you already have. If you look at the Heartbeat list I linked, the basic combo is mana doubler (Heartbeat of Spring or Unbound Flourishing) plus an enabler (Early Harvest or Magus of the Candelabra), and finally a payoff card (In this case, Helix Pinnacle, but it could just as easily be Banefire or Torment of Hailfire, etc.). The value of what you need from the FoF piles changes based on what you have. Imagine your opponent makes a 3-2 pile, the 3 pile is Early Harvest + Helix Pinnacle + Forest, the 2 pile is Heartbeat of Spring + Island. Which pile you take depends on your cards in hand. If you already have your payoff + your enabler, then the opponent split the piles well by making the 2 pile your best choice. If you already have the mana doubler, your opponent has made a mistake by putting both pieces of what you need into the 3 pile. When you build with this in mind, it becomes an exploitable part of the card.
We can simplify it further than that though. Imagine a situation where your opponent has a Serra Ascendant on the board, and happens to have just hit 30 life. You cast Fact or Fiction, and one of the cards is Doom Blade. Your opponent really wants to keep their activated Ascendant, so they give you a 4-1 pile, with the Doom Blade as the 1. If you're already holding a piece of removal in hand, your opponent has incorrectly read the situation and given you the luxury of a 4 pile. You don't have to be on a combo deck for opponents to hang themselves with this card, you just need to have a grip of unknown cards.
Having an opponent make incorrect piles can be amplified with certain deckbuilding choices. This is where graveyard synergy and recursion come in. When you see a Regrowth or a Snapcaster Mage or Mission Briefing, it becomes harder to split piles, as the other pile goes to the zone where these cards can interact with them. These cards in hand make it easier to take 4-1 splits, and has been known to tilt opponents. Nostalgic Dreams is the absolute all-star in this regard, and its really a nut card when playing with FoF in your deck, but it is sadly not modern legal.
Another type of cards that make FoF harder for your opponents are tutors. Tutors allow you to exploit the knowledge of your list against what an opponent thinks you are able to tutor. This is once again further complicated by what you are holding in hand. You just have to keep your tutor in mind while building, and layer the deck so that a tutor is a toolbox answer
Magnanimous is correct though that FoF should not be your go-to graveyard filler. Cards like Commune with the Gods and Mulch are going to outperform it in this regard. What makes it so good is that there are so many little exploitable parts to the card, being instant speed, opponent pile creation, and your own pile selection, possible GY synergies and fill, many cards go to hand, always digs 5 deep and lets you take the best card. Its really the combination of all of these elements that make FoF very good. You can use FoF to great effect in decks without considering these exploitable angles, but decks that are able to feed on these synergies and punish bad pile choices make this card great.
I'd recommend looking at Gifts Ungiven heavily too, which also relies on opponent's making piles for you to select. Many of the strategies and synergies that work well with FoF work extremely well with Gifts. I've written about Gifts extensively on this list Enchantress Storm Harvest.
4 months ago
I love myself a good'ol theft deck. May I suggest the new Thassa, Deep-Dwelling? It's an additional Conjurer's Closet that is harder to interact with and has a relevant secondary ability. Also, you run only 5 ramp spells, with a lot of 5+ cmc spells. This is in addition to your 5cmc commander who is a lightning rod for removal, regardless of how group-huggy your deck is. I'd suggest adding a few more ramp options. There are the usual ramp suspects, but cards like Ghirapur Orrery, Rites of Flourishing, Heartbeat of Spring, Veteran Explorer, Pir's Whim, and New Frontiers fit your group hug theme.
A few other cards that are very strong in my Scarab God theft deck that you might consider are:
Rite of Replication - not theft exactly, but getting 5 copies of the best creature on the battlefield is extremely powerful
Sudden Substitution - probably the best counter spell printed in the format in a long while and it fits very well with the theft theme
Illusionist's Gambit - a highly underrated card that plays into your theft and pillow fort themes.
Mirage Mirror - honestly, this card is starting to become an auto-include in most of my decks, but it is even more potent in this style of deck.
5 months ago
You're welcome. Now, of course, as I'm sure you probably already know, it's all about playtesting to determine how many of each card you'd want to run. Keep in mind that the suggestions I've made are meant to help this deck be what it is, and not to turn it into something else. You might, for example, add in some Beast Whisperer for card draw, or other such stuff, but it would subtract from your hydras and dinosaurs to do so. I'm certainly not here to tell you how to play your deck.
I will add, though, that I'm not entirely against replacing Heartbeat of Spring with Llanowar Tribe as suggested earlier by Funkydiscogod. I'd honestly want to see the deck in action both ways to determine which would help you more.
7 months ago
Surprised I haven't seen Rhystic Study mentioned already or that Rhystic was a theme in Prophecy experimenting with getting an effect cheaply or repeatably at the expense of giving your opponent a simple countermeasure of a mana tax.
I first experienced MtG in the Onslaught block, but I was too young and English is not my mother tongue, so I quickly dipped out again, having only gotten a handful of booster packs (although I kept them, including a Polluted Delta ). I came back and found new joy during the Lorwyn mini-blocks and stuck to it afterwards, but mainly as a casual player.
I have no relationship with Masques as a block and only know pieces of the sets. As such I'm largely indifferent to the set as constructed goes, but there definitely are quite a few gems between the cards. As a block, I'd say Kamigawa is more forgettable for me, as there are very few cards from that block that I have seen used in other formats - both Extended (predecessor of Modern) and in EDH/Commander. And that said even knowing that Sakura-Tribe Elder , Kodama's Reach , Sensei's Divining Top , Azusa, Lost but Seeking , Azami, Lady of Scrolls , Kiki-Jiki, Mirror Breaker and Umezawa's Jitte were all from Kamigawa. I just don't associate Kamigawa with most of these cards.
Huh, Ghostly Prison , Gifts Ungiven , Glimpse of Nature , Heartbeat of Spring , Nature's Will , Pithing Needle , Time Stop and Tomorrow, Azami's Familiar are likewise from Kamigawa. That block really didn't stick much with me. But that's actually a substantial amount of cards used in multiple formats. I guess I just never associated them with their original printing block.
Anyway, Masques have a few interesting utility choices and I don't consider it the worst block/set. The gems are mostly utility though and not power houses nor build-arounds.