Rejuvenating Springs

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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
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rejuvenating Springs

Land

Rejuvenating Springs enters the battlefield tapped unless you have two or more opponents.

: Add or .

salzstange on Adrix Nev - upgrade precon - go wide&fat with food

3 months ago

Deck needs more lands / less CMC, as it is too slow

Might remove the following cards for being to slow / high cmc

In favor of less CMC / more lands:

Doombeard1984 on The Queen's Egg

4 months ago

hello Mortlocke and Bishoprage

Sorry to put my 2 pence worth in, but you could also look at the Battlebond lands. There is super limited possibility it comes into play tapped, but with Slivers you are probably killing everyone in 1 go. Rejuvenating Springs could work for you. You could also potentially consider a Verge land Willowrush Verge which again could sort your land quandy with an untapped land. Your shocks should let you hit both land types from it.

Hope that helps a little

Belfore on Hydras and +1/+1 Counters - Needs Help

10 months ago

Curious about your choice of commander but to each their own, I just feel there are much better Hydra commanders. As for suggestions. I would drop the transguild promenade, temple of the false god, and rupture spire because the are not nearly as good as they seem Vineglimmer Snarl, Breeding Poolfoil, Rejuvenating Springs, Dreamroot Cascade are just a couple of ideas that would be much better in slot for the deck. Have you looked at Vorel of the Hull Clade not quite as strong as your commander in his effect but in the 99 lets you either double the double or double a 3rd creature. Gyre Sage, Forgotten Ancient Are very strong creatures for any hydra deck. As for artifacts I would say The Ozolith is a must for any +1/+1 deck. You might also consider Doubling Cube, Horizon Stone, Fractal Harness. As for enchantments Unbound Flourishing, Asceticism. That is all I got for now. Let me know if you want some more input.

Rasaru on Merfolks Counting

2 years ago

If I were to only look at your pending deliveries, I'd make the following changes.

Empress Galina --> Lord of Atlantis

Kumena's Speaker --> Master of the Pearl Trident

Shaper Apprentice --> Realmwalker

Storm Sculptor --> Merfolk Skydiver

Rootwater Diver --> Svyelun of Sea and Sky

Lotus Blossom --> Hadana's Climb  Flip

Afiya Grove --> Utopia Sprawl

Thornwood Falls --> Flooded Grove

Vivid Grove --> Rejuvenating Springs

Littjara Mirrorlake --> Dreamroot Cascade

Quandrix Campus --> Windswept Heath

Battlegrowth --> Barkchannel Pathway  Flip

Once you make some additional updates and clean up your maybe list (I see some cards there that are also in your main board), I'll be happy to take another look! However, some other cards you should consider (that I don't see in either list) are Emperor Mihail II, Murkfiend Liege, Simic Ascendancy, Kindred Discovery, and Guardian Project. A more more expensive card option could be The Ozolith, but I'd wait on that to see if you like how the deck plays after some changes.

joni1707x on Merfolks Counting

2 years ago

Rasaru Thank you for commenting and giving me some advice. I really appreciate this!

For my budget, I would like to include some cards that cost about 10€ each, in total I would say I can afford about 100€ +/-20 (the lesser the better).

After testing the Deck for my own, I agree that my manabase needs some fixes. I ordered some cards to upgrade this a bit (see below).

As I am trying to put as many counters on my board as possible, I feel, that the creatures that do not create tokens like Kumena's Speaker, could be excluded?

I got some pending deliveries. Here are the cards that I bought to upgrade it:

Lord of Atlantis, Master of the Pearl Trident, Snakeskin Veil, Realmwalker, Double Major, Forced Adaptation, Kiora, Master of the Depths, Deeproot Champion, Merfolk Skydiver, Primal Empathy, Vastwood Fortification  Flip, Oversimplify, Tangled Islet, Flooded Grove, Rejuvenating Springs, Utopia Sprawl, Dreamroot Cascade, Talisman of Curiosity, Simic Signet, Hadana's Climb  Flip, Barkchannel Pathway  Flip, Svyelun of Sea and Sky, Windswept Heath

I am not sure what to exclude and what to include.. (fyi I am playing for half a year, Thank you in advance!

Spirits on

2 years ago

Hey Zorke,

Ok based on your comment about the combo, I'm basing these recommendations on a:

Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.

-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway  Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island

--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season

--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)

--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance

--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman

--Control-- +Beast Within -Fog

I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist

Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)

Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.

Hopefully you find some useful ideas here.

Spirits on

2 years ago

Hey Zorke,

I have a Budget Animar deck built around morph.

Couple questions, first is what is the goal of the deck? Briefly looking, seems to be a Tuned (Mid) 5 or 6 deck, is your goal to stay around that or looking to build towards an Optimed (High) 7 or 8? It really will change what the recommendations are in terms of Land Base / Ramp Efficiency / Combo / Mana-Curve.

The obvious missing card here is Ancestral Statue. With Animar, Soul of Elements at 4 counters, he can make an infinitely large general just by repeatedly bouncing Ancestral Statue with itself. It also contributes to the infinite ETB triggers for things like Beast Whisperer and Purphoros, God of the Forge as examples. You have some non-morph in there, so I'm not sure its a flavor exclude, but maybe a no-combo exclude?

Keep in mind too that although Animar, Soul of Elements discounts the casting cost to play the morph face down, however, he doesn't discount the morph cost to flip them back up, so you have to selective on the morphs you choose, otherwise you lose the ability to activate their morph abilities.

There are some noteable ramp creatures missings, Birds of Paradise for sure, flying/ramp/animar counter, checks lots of boxes. Solemn Simulacrum can be decent ramp, he sticks with a 5/6 theme a bit tougher to find space in a 7/8 if that is the goal. Peregrine Drake is another notable ramp createure.

Heraldic Banner is a bit strange, name by volume, or for a majority of the flyers? I'm not sure. Something like Ornithopter of Paradise feels better even without haste/riot.

Dunno why Stuffy Doll would be in here, he needs either a Blazing Sunsteel or Ill-Tempered Loner  Flip to elminate a single opponent, so no highly efficient. You dont really have a way to retarget him either, even with a Blazing Sunsteel would need more creatures like Icefeather Aven or Echo Tracer. Not recommending, just saying without more bounce he just wasting a spot.

Aether Hub just seems like a bad City of Brass or Mana Confluence. There a lots of lands that would improve your deck, commander lands like Rejuvenating Springs/Training Center or fetch lands like Misty Rainforest/Wooded Foothills.

Unless Tidespout Tyrant is a favorite or something, his CMC is ridiculous and shouldn't be in there, Animar, Soul of Elements can't pay the .

Keep Safe isn't a modular counterspell. Just a plain Counterspell would be better. Depending on power level, there are 0 mana counterspells, 1 mana counterspells, and good 2 mana counterspells. Also, don't forget you have your morphs with counterspells.

Shaleskin Plower is a good example of a heavy morph cost, for an ability you dont really need.

Gilded Lotus isn't reduced by the general counters, not sure why we would want it.

Have lots more ideas, just need a deck goal point of reference to give some better recommendations.

Drayven9309 on Adrix & Nev, Multi-Tokes

3 years ago

Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.

I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.

(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)

This is just my opinion so take this with a grain of salt. But I would replace the following lands

Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.

Blighted Woodland green has better ramp than this.

Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.

Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.

Temple of Mystery, Thornwood Falls can be replaced by dual lands that usually come in untapped.

Rejuvenating Springs is fine but I prefer cheaper options.

Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.

As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)

You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.

This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video

Ramp: 10-12

Card Draw: 10

Single Target Removal: 10-12

Board Wipes: 3

Lands: 33-38

Standalone (cards that are effective by themselves/with commander): 25

Enhancers (cards that amplify or are amplified by standalones or commander): 10-12

Enablers (covers a weakness or fills a gap in your strategy): 7-8

Cards on your theme: 30(ish)

Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)

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