Lignify

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Legality

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

Lignify

Kindred Enchantment — Treefolk Aura

Enchant creature

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

Coward_Token on Loot?

2 months ago

IMO get some cheap-ish planeswalkers and battles to increase the maxinum number of Loot cards. I'd suggest cutting down on spell cards since they can help Loot.

Also, while they're pretty bad, you might want to consider Cloak and Dagger and even Eyes of the Wisent in order to tick the Tribal/Kindred type in addition to Lignify. C&D can at least give Loot shroud for some resiliency, and Eyes... well, it might trigger, sometimes. Both gives up to two cards with Loot at least.

legendofa on Custom Card Design: Weaving Aurachnid

1 year ago

This feels like it fits into a Commander precon. That's not a bad thing, I'm just trying to work out what sort of Auras you would be grabbing with this thing. The Impetus spells and Vows would be okay. Some stuff like Song of the Dryads and Lignify. (Seriously, what cards didn't get a LotR reprint? I skipped the previews, and now I'm finding the everywhere.) After that, it's mostly white and black control and debuff. Is there a specific interaction you were looking at?

The name is great.

legendofa on MONO GREEN FUN

1 year ago

How about some more removal? Beast Within, Lignify, and Song of the Dryads are all good ways to get rid of annoying stuff.

Epicurus on Runadi, Behemoth Caller: Beef Chief

1 year ago

First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.

Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.

Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.

Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.

I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.

To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.

I think that I'd have to actually see you play it to appreciate how it works.

bushido_man96 on Answers to Massacre Wurm for …

1 year ago

Player removal is still removal. Get aggressive and don't let him set up.

Lignify, Song of the Dryads, and Kenrith's Transformation can render the Commander useless.

Suggestions above are all good. I like Kyren Negotiations in a token deck.

Rhadamanthus on Question about "Number of times …

1 year ago

The counting works normally. Every time you use mutate to merge something onto that creature, it has "mutated". This is just a fact about events in the game, not anything to do with what abilities the creature does or doesn't have.

To the additional question: the effects of things like Lignify and Kenrith's Transformation will continue to overwrite the new mutations. In the system of "layers" used to determine an object's characteristics, certain types of effects are applied before others regardless of the order in which they happened in the game. For the specific layers relevant to your examples: characteristics resulting from merging are part of Layer 1, type-changing effects are Layer 4, color-changing is Layer 5, ability-removing is in Layer 6, and P/T setting is in Layer 7. The creature will continue to be a base 0/4 treefolk with no abilities in the case of Lignify, and a base 3/3 green elk with no abilities in the case of Kenrith's Transformation.

lil_cheez on Question about "Number of times …

1 year ago

Hiya folks!

I've been building a mutate commander deck and while looking for possible corner-cases, I've been stumbled with the following:

If a mutated creature "loses all abilities" (for example is enchanted with Lignify or Kenrith's Transformation), and I try to mutate on it something that counts the number of times the creature mutated (like Porcuparrot), does the counting happens normally? The creature still knows how many times it mutated?

Additionally: If that same creature suffer future mutations, it will look like the "new" creature or it will still be suffering the effects of the aura?

Thanks in advance!

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