Lignify

Lignify

Tribal Enchantment — Treefolk Aura

Enchant creature

Enchanted creature loses all abilities and is a Treefolk with base power and toughness 0/4.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Duel Decks Anthology (DD3) Common
Duel Decks: Garruk vs. Liliana (DDD) Common
Lorwyn (LRW) Common

Combos Browse all

Legality

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

Lignify occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.3%

Lignify Discussion

DarkHero on Treefolks spells

1 month ago

Can we Lignify?

Inkmoth on Yeva Draw-Grow

1 month ago

precociousapprentice: Thank you very much for the suggestion! I already added it to the Moxfield version of the deck (still awaiting on T/O to make it available).

It's going to be replacing Prowling Serpopard as you would expect.

12_dwarfs: Thank you so much for the comment and the upvote<3

SynergyBuild: I always thought that explaining the Lignify + Genesis Hydra trick once at that point, given how fleshed out every other loop is that people would figure that one out. But I'll include it for the sake of posterity :) (that super corner case actually happened twice; very satisfying wins)

Also, expect an update very soon guys! I was thinking some time next week. However, in my last update I mentioned a couple changes I was struggling with and it all came down to these cards being NECESSARY to the deck:

  1. Tangle Wire
  2. Destiny Spinner
  3. Eldritch Evolution

I have no idea as to what to remove for them. So help will be greatly appreciated.

Khaleid on Plated Crusher

2 months ago

Thanks for the suggestions lonesentinel and Podkomorka.
To make room for Ambuscade, Band Together, Lignify, Ram Through (which is strictly better than Pounce), and Unnatural Aggression, I decided to drop the Primal Druid as suggested, as well as the Viridian Emissary (which does basically the same thing).
Not feeling comfortable going down to 35 lands, I opted to only drop Khalni Garden, and both Forge of Heroes and Opal Palace (as I rarely need to recast my commander).

MtG-Crash on [PDH] Tatyova Combo

2 months ago

Big Update 21.5.2020: I included the Tidal Bore Combo together with Whispers of the Muse. That makes the 4 landdroppers combo pieces and takes away a lot of pressure from Ghostly Flicker. Plus it balances the power of the Transmute tutors, because searching for cmc2 now gives you Tidal Bore which comboes with a landdropper (plus Sanctuary).

Next I finally made the decision to cut Trinket Mage and Relic. I have cut Relic before but didnt update it here. It felt good and then I asked myself why I am still running Trinket Mage. It really took me some time of testing until I was sure this decision is correct.

Next thing is that I wanna make a list of cards that I have tried out and that got cut somehow. There is 2 lists: First a list of cards that are very interchangeable with cards in the deck. Its just a matter of what you expect from your playgroup. Both powerlevel wise as well as archetype wise. Second there is a list of cards Im definitely sure that do not belong in the deck even it might surprise some people :)

LIST OF CARDS THAT CAN BE USED IF YOU WANT TO:

Tutors: Shoreline Ranger, Vedalken AEthermage, Trinket Mage + Relic of Progenitus

Protection: Broken Fall, Fortitude, Vines of Vastwood, Ranger's Guile, Condescend, Rethink, Miscalculation

General: Temporal Fissure, Lignify, Frantic Search, Sleight of Hand, Sakura-Tribe Elder

LIST OF CARDS THAT DO NOT BELONG IN THE DECK: Mulldrifter, Wormfang Newt, Tilling Treefolk, Groundskeeper

Alexplosio on Urza, Lord High Artificer is a dangerous man

2 months ago

If you're for some reason looking at this deck and thinking, "What on earth does this bad boy do?" well: here's the goal, kinda. You dig. and dig and dig and dig and search and search and search and search and ramp and ramp and ramp and ramp and by like turn 4 you've got infinite blue mana congradulations! The main win cons are: Painter's Servant / Grindstone infinite mana + Walking Ballista Mycosynth Lattice + Memnarch Urza's ability to cycle through your whole deck The main infinite mana routes are: Grand Architect + Pili-Pala Basalt Monolith + Power Artifact / Rings of Brighthearth Isochron Scepter + Dramatic Reversal + a way to get 3 nonland mana rocks cough Urza cough

Something to note is that the deck doesn't win immediately. It isn't aggro, it's control. You play cards such as Winters Orb, Trinisphere, and Static Orb to control your opponent's board(s) and then tap them down to allow yourself to not be controlled. The main weaknesses of this deck is artifact hate (duh) and Urza getting removed or negated. If you get Urza on board and he doesn't get removed, it is very typical to win in the next 2-4 turns solely due to your whole board being a mana rock. If cards such as Null Rod is played against you, it is important to remember that Urza taps your artifacts for mana, which is nice. On the flip side, if Urza is enchanted by a card such as Lignify, the reverse happens and most of your mana is unusable. In blue in general, once something hits the board it is very difficult to remove, so I included cards such as Pongify to deal with problems, but typically in my games I just outspeed the problem. I know I included a lot here, but I am still playing and tinkering with this deck. If you have any suggestions or comments or questions, let me know! I want to see more Urza players out there, and I think that he is a terribly fun commander. Also you WILL get targetted as hard if not harder than an Atraxa player, so good luck!

enpc on Sliver and Arrest.

3 months ago

Th distinction here is that the card Manaweft Sliver, doesn't actually have any activated abilities. Instead, Manaweft Sliver has a static ability, which gives all slivers you control the ability ": add one mana of any colour", which in turn includes itself.

Because Arrest only shuts down activated abilites, it means that the manaweft sliver cannot tap for mana. However this does not actually remove the static ability, unlike a card like Lignify or Turn to Frog. So all the other slivers in play under your control can still tap away freely.

Optimator on Muldrotha deck

3 months ago

Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!

That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.

The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.

Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.

Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!

Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.

Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.

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