Rejuvenating Springs

Rejuvenating Springs


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

: Gain or .

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Rejuvenating Springs Discussion

Master_J on Aesi physical copy

3 months ago

Some upgrades, things to look for and think about:

First, your commander Aesi, Tyrant of Gyre Strait wants you to play lands and draw cards. Anything you can change towards that theme will help your deck run better. Also, there's some "sub-optimal" choices that could be upgraded for other things, some of which may have come with other commander precons, are really cheap, etc. Lastly, it looks like your paper version here has some token and +1/+1 counters sub-themes, which I'd bet would make your deck less focused, leading to more random things going on or you not being able to execute a game plan consistently.

So, with all that in mind, I would suggest some of the following changes, and my reasoning behind them:

Change Arcane Signet for Thought Vessel. Arcane Signet is good and all, but Thought Vessel will help with the unlimited hand size for the same amount of mana.

Change Wolfwillow Haven and Gift of Paradise for things like Kodama's Reach and Cultivate. Again, enchantments tend to eat removal, sometimes just by accident, where as lands generally don't.

Change Migration Path, Explosive Vegetation, and Vastwood Surge for things like Nature's Lore, Rampant Growth, Farseek, Three Visits, or Sakura-Tribe Elder.

You could change Crushing Vines for Beast Within, since Beast Within is more versatile, and it looks like you have enough bodies to protect yourself from a 3/3.

If you can get your hands on a Scute Swarm, you'll have some awesome token stuff to go on.

Also, if you can get your hands on a Tatyova, Benthic Druid, you'll have some redundancy and not have to rely solely upon your commander (for when it's died too many times, or you don't have the extra lands / fetch to keep your commander chugging along.

Ghost Town is a cheaper land that will let you pick it up on opponents turns, so you'll always have at least one land to play on your turn.

You might want to change some other bodies like Ornery Dilophosaur and Wren's Run Hydra for bodies that fetch lands like Wood Elves, Farhaven Elf, or others like it (like Elvish Rejuvenator and Springbloom Druid). This will give you blockers earlier, help you ramp, and make use of your commander later in the game too.

You could possibly upgrade your land base a little (in case you find yourself without the right colors often enough?). Some include Breeding Pool (which is on the $$ side), Hinterland Harbor, Rejuvenating Springs, Command Tower, and maybe a few more.

If you want a few bigger bodies to make use of your lands, I'd suggest Multani, Yavimaya's Avatar and Ulvenwald Hydra.

Hopefully this helps with how you think about your deck, some choices of cards, what you ultimately want the deck to do, and things to look for. Let me know if you have questions on choices or anything else.

multimedia on Adrix and Nev

4 months ago

Hey, well done for being new with your $400 version of Twincasters.

Some cards to consider adding and then I'll explain these suggestions:

Tireless Provisioner is a good ramp source with repeatable Treasures. Whir of Invention is powerful to tutor for Helm of the Host at instant speed, puts it onto the battlefield and Clues/Treasures can help to pay for the colorless part of it's cost with improvise. Solve the Equation can tutor for Whirl.

Biovisionary is a creature you want to make a token of because having four Bois can be a win condition at your end step. Bio is really good with Mystic Reflection and Echoing Equation . Risen Reef is another creature you want to make a token of because each token triggers itself as well as all other copies of Risen. Junk Winder can shut down all your opponents nonland permanents, any tokens help to reduce it's mana cost to as low as two mana and if you get to make a token copy of it then the disruption gets crazy.

Here's some suggestions of cuts to consider to add the good cards in the maybeboard.

Good luck with your deck.

multimedia on Ur-Dragon

7 months ago

Hey, nice casual version of Ur-Dragon.

Your deck doesn't have an official Commander and Ur-Dragon is in the 99 main deck. In the deck editor at the end of The Ur-Dragon text add the CMDR tag.

The Ur-Dragon *F* *CMDR*

This will make Ur-Dragon the Commander, putting it in it's own Commander category and displaying an image of it's card.

Some steps you could take to increase the power level of your deck:

If interested I offer more advice. Good luck with your deck.

multimedia on Animar Crossing

8 months ago

Hey, nice Cloudstone Curio :)

Dual lands that can ETB untapped are pretty important for color fixing with three color Animar to be able to cast him consistently turn three. Consider more dual lands in place of basic lands especially Mountains? Dual lands that can make green mana for a turn one green mana dork should be priority.

Some options within your budget to consider, ordered from less expensive to more:

20 basic lands is too much for three colors and you're not trying to take advantage of Blood Moon / Back to Basics . You want to be able to consistently cast a green one drop mana dork, but that's going to be a problem with almost the same number of Forests than Mountains and Islands. My advice is cut Mountains and Islands for dual lands that can make these colors.

Cut more Mountains than Islands because overall red is less important than blue. You really only need red for Animar thus let dual lands and other nonland sources provide red mana and not basic lands. The more Mountains you can cut for dual lands the more consistent getting green and blue will be while not sacrificing red.

Good luck with your deck.

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