Moldervine Reclamation

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Legality

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

Moldervine Reclamation

Enchantment

Whenever a creature you control dies (is put into the graveyard from the battlefield, tokens are put into the graveyard before they cease to exist), you gain 1 life and draw a card.

GodzSoldier on An Innate Penchant for Sacrifice

3 weeks ago

Hey! Thanks for the upvote! I couldn't help but notice you like Golgari too, and thought I'd point a thing or two. I know it's a bit of an expensive enchantment, but Moldervine Reclamation but could be a great source of card draw and some good life gain to counter act se of the life loss from sacrificing. Also Deathreap Ritual is an option too since you're good at making other sacrifice. I also recommend using Regrowth instead of Treasured Find as it requires an extra colour, and it exiles itself. It may sound picky, but sometimes it will bite you. In my experience at least. GL with the deck and finding that best mono black commander!

daxton001 on kresh the best

2 months ago

Yargle and Multani Zopandrel, Drivnod, Fleshbag Marauder if you can give him trample or another creature trample ram through, Mandate of Abaddon Merciless executioner Lagomos ziatora, reyhan last of abzan, stalking vengeance, viscera seer mycoloth dragon brood mother, butcher of malakir, OG sheoldred lightning skelemental, harvester of souls, yahenni, braids arisen nightmare, meren, sprouting thrynax, sek'kuar, korvold, blood artist,

Vona's Hunger Village Rites Tend the Pests Tainted Strike Victimize Essence Harvest Culling Ritual Reanimate Damnation Deadly Brew Fungal Sprouting

skullclamp ashnods altar whispersilk cloak lightning greaves Urabrask's Forge Riveteers Ascendancy Dictate of Erebos Deathreap Ritual Moldervine Reclamation Hardened Scales Branching Evolution phyrexian reclamation grave pact phyrexian arena Evolutionary Leap Guardian Project black market

trippy_mcfly on Cumly Cube

11 months ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

xram666 on Prossh's Pit - EDH

11 months ago

Some budget suggestions for the deck:

More carddraw: You only cardraw is

I would also add:

BossUltinuc on Golgari Elves (Commander/EDH)

11 months ago

Okay so I'm new to deckbuilding, especially for EDH so I'm just wondering if anyone has any useful/practical suggestions for this deck. I thought Abomination of Llanowar was a cool card, so I wanted to build around that concept of getting a lot of elves onto the field and my graveyard to really boost its power and toughness.

One thing I'll mention is that, with the exception of cards that are already present in the deck, I don't want to spend more then $3-5 on a single card. So keeping all of this in mind, any suggestions?

Commander: - Abomination of Llanowar

Planeswalkers: - Freyalise, Llanowar's Fury - Tyvar Kell

Creatures: - Elvish Eulogist - Elvish Archdruid - Imperious Perfect - Lys Alana Huntmaster - Immaculate Magistrate - Marwyn, the Nurturer - Elvish Visionary - Shaman of the Pack - Lathril, Blade of the Elves - Dwynen, Gilt-Leaf Daen - Beast Whisperer - Timberwatch Elf - Elvish Mystic - Canopy Tactician - Poison-Tip Archer - Skemfar Avenger - Skemfar Shadowsage - Wolverine Riders - Ruthless Winnower - Wellwisher - Golgari Findbroker - Jarad, Golgari Lich Lord - Rhys the Exiled - Nightshade Harvester - Gilt-Leaf Winnower - Elvish Doomsayer - Storrev, Devkarin Lich - Nadier's Nightblade - Fyndhorn Elves - Llanowar Elves

Instants: - Putrefy - Golgari Charm - Murder - Village Rites - Grisly Salvage - Wrap in Vigor - Cast Down - Malakir Rebirth  Flip - Ghastly Demise - Infuse with Vitality

Sorcery: - Cultivate - Rampant Growth - Eyeblight Massacre - Shamanic Revelation - Casualties of War - Dig Up - Victimize - Sign in Blood - Spark Harvest - Diabolic Tutor - Deadly Brew - Bone Shards - Elvish Promenade

Artifacts: - Sol Ring - Arcane Signet - Commander's Sphere

Enchantments: - Elderfang Venom - Moldervine Reclamation - Prowess of the Fair

Lands: - Evolving Wilds - Command Tower - Path of Ancestry - Llanowar Wastes - Jungle Hollow - Skemfar Elderhall - Golgari Guildgate - Tainted Wood - Necroblossom Snarl - Myriad Landscape - Foul Orchard - Darkmoss Bridge - Forest x13 - Swamp x13

Ca1m_down on BlitzKrieg

1 year ago

Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:

Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil

"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher

Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap

I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.

Things in your current list that I'm a little skeptical of:

Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.

Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).

Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.

Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.

All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)

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