Rejuvenating Springs

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker 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 .

Rasaru on Merfolks Counting

8 months 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

8 months 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

1 year 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

1 year 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

1 year 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)

Kiyomei on 京 An illusion? What are you hiding? (cEDH-$T4KS) 京

1 year ago

@DawnsRayofLight

Thank you! (I got a sideboard as well if you're interested = 京 An illusion? (SideBoard) 京 = bit outdated but still handy...)

I know I haven't been most active on here anymore and haven't updated it at all indeed. Been playing her a lot though but have had a small dip in activity due to shops closing, and going broke but never stopped playing her since she came out... + just been playing her online... Won over hundreds of Commander events/leagues with her easily...

I'd like to keep the list as Cutthroat and Competitive as possible and not toy around with strategies that don't really compare like random blink, wizard-shell, etc...

Flashy wins are redundant for Derevi, and if you are consistently leaving gaps and misplaying you'll get blown out pretty fast. this primer still holds up to this day with minor tweaks that could increase its power a bit...

If the power of your meta is lacking though and not everyone is playing cEDH lists and BIS/META decks you'll need to adjust some cards and add more specific hate... No Tournament or League is the same if you have even the slightest info on what is going to show up or what is currently relevant. Going in blind this list still holds up perfectly fine though.


Cards that have been released and have been in and out of the list or are still in if you're interested:


The strategy you might be interested in is flickering Derevi, Empyrial Tactician with Emiel the Blessed to untap Circle of Dreams Druid or Gaea's Cradle and generate infinite mana for Finale of Devastation.

AstroAA on Should I Keep Luminarch Ascension …

2 years ago

Luminarch Ascension is just slow. I used to run it in my Sythis, Harvest's Hand enchantress prison deck as a backup method to get beaters out, and most of the time I'd play it and it'd just sit there as I'd use my mana for other things. It's not worth it most of the time.

I do not know why you aren't already running Esper Sentinel. In your deck you're running a bunch of anthems, and Esper Sentinel can easily draw you a ridiculous amount of cards rather quickly if his tax gets up to 4~5 mana. He's easily one of the best white cards in Magic, and your deck seems likely to support him. Plus he's only one mana, and you have an absolutely ridiculous CMC of 3.87 with only seven mana rocks - two of which are 4+ CMC.

My advice? Fuck Smothering Tithe. I personally think the card is overrated and is one of the most "kill on sight" cards in Magic. A quarter of the time you play it and it's countered. Another quarter of the time you play it and it gets blown up immediately. Another quarter of the time you play it and it does nothing. The last quarter of the time it does something. If you wanted to play some cheaper "kill on sight" cards to bait out counter magic and kill spells, Food Chain, Survival of the Fittest, and even something like Grafdigger's Cage against certain decks. But, take what I say here with a grain of salt - I just don't like Smothering Tithe, and I think the CMC of it won't help you that much since you don't run a lot of ramp. I'd honestly rather run Yasharn, Implacable Earth over Smothering Tithe in your deck right now.

Now, you asked for feedback and suggestions, so here are my main suggestions. I'm not sure your budget, but considering you're asking us to decide between two $20~$30 cards, I'll assume it's higher than the average Magic player's. Here is a basic list of things you can do to improve your deck:

  • Go through your deck and individually look at every card in it. Think to yourself "How often do I play this card? Does this card make an impact whenever I play it? Is it just immediately answered? How does this fit into my game plan?" etc. Cut cards that you think aren't up to par or properly fit into your deck.
  • Your deck seems to lack a proper direction. You say you want to pillowfort and focus on building up an army. Cards like Windborn Muse and Ghostly Prison can help you prevent people from swinging at you. If you wanted to prevent people from swinging at all, Crawlspace and Dueling Grounds can work, and you can just pop them with a Nature's Claim or something before you want to start attacking. If you wanted to focus more on the army aspect, you could go with stuff like Avenger of Zendikar, Rhys the Redeemed, or Tendershoot Dryad.
  • Lower your Converted Mana Cost. You currently have a CMC of 3.87, which is rather high. In addition, you are only running seven pieces of ramp - all mana rocks - and two of them are four or more CMC, which does not help you much. Cut cards that don't do much and replace them with either cheaper mana rocks or mana dorks. A few that I immediately see that I would cut are cards like Treva, the Renewer, Skyward Eye Prophets, Empyrial Archangel, and Archon of the Triumvirate. Cards you should add are like Avacyn's Pilgrim, Birds of Paradise, Sylvan Caryatid, and Noble Hierarch. This will lower your CMC and provide additional mana ramp.
  • Lands. You are currently running 38 lands, which is definitely on the high end. However, I think this is a product of having a CMC of 3.87. I think should you end up reducing your CMC to around 2.75 to 3.00 while adding in at least ~7 sources of mana acceleration you can go down to 32~33 lands, which is much more reasonable. However, I also want to talk about your land choices. You aren't running any fetches and many of your lands have a chance to enter tapped. I would look at adding in more fetches such as Prismatic Vista, Windswept Heath, Misty Rainforest, and Flooded Strand at least. In addition, I'd also look at lands such as City of Brass, Mystic Confluence, and the Battlebond lands such as Bountiful Promenade, Rejuvenating Springs, and Sea of Clouds should you reliably play with 3+ people pods. Cut cards like Seaside Citadel and the check lands, as they're kind of feelsbad turn one plays.
  • Removal. You aren't running much removal to deal with threats. Cheap removal such as Nature's Claim, Swords to Plowshares, Path to Exile, Return to Nature, and On Thin Ice are all super good in EDH. I would definitely look at improving your removal suite outside of 3+ mana counterspells. Also, look at cheaper counterspells. Cards like Mana Drain would be super good here as it provides you mana acceleration while stopping your opponents.

There is more I would like to add, such as talking more about card advantage, but I've spent damn near close to an hour typing this so I'm gonna call it here. Now, take what I've said with a grain of salt. I'm a high-powered player; I like to optimize my decks, and with optimization comes homogenization. I.e; your decks become less unique. You've got a pretty unique deck here, and if you like it then you like it. Ultimately it's up to you on making that call of whether or not you want to optimize and change everything. If you need more help, feel free to ask. Good luck, and sorry for the wall of text.

Mortlocke on The Queen's Egg

2 years ago

Hey abierto,

Indeed it’s been awhile since you commented, glad to hear from you. Thank you for bringing these cards onto my radar, let’s discuss them - I can easily tell that Survival of the Fittest would dramatically change the way the deck plays – with Survival of the Fittest + Dregscape Sliver on the board, access to at least 3 mana, 1 creature in hand, and at least an additional I can combo out and win the game on that turn. The only drawbacks I can see here are the mana requirements coupled with the more than likely opponent interaction that would be coming my way. Given that Dregscape Sliver’s ability is only sorcery speed – that only solidifies my concern as A simple Bojuka Bog could wreck me If I do not populate my graveyard with care and proper timing. This makes me wish that Paradox Engine wasn’t banned – I really miss that card. The verdict is out on Survival of the Fittest, I want to like to this card but I can’t help but feel hesitant in including it (let alone the investment). I think I’ll maybe proxy it in and see where that takes me. Speaking which, check out this really awesome alter:

Survival of the Fittest Sliver Alter Show

Dregscape Sliver on the other hand I’m considering including. Maybe cutting Patriarch's Bidding, as I do not like the mana investment and the potential added bonus of assisting opponents. In the metas I play in there are a lot of tribal decks – I’m sitting across from at least one or two other tribal decks every game. I’m ordering a copy today, so thank you for mentioning that card again.

Hi Sneuxfox (death by Snu snu?),

Welcome to my deck page! Thank you for posting. I’ve always wanted to work Magma Sliver into this decklist, but I don’t think it would be a good fit – Magma lends itself toward a Sliver deck that compliments a more Aggro strategy where the goal is to hit a “critical mass” of creatures and abuse enough evasion keywords to get a single creature to knock an opponent out. First Sliver's Chosen would be an absolute must include alongside Magma Sliver, as it would solidify a Voltron strategy by stacking Exalted triggers alongside Magma’s ability. I definitely agree that the aforementioned can get out hand when you have just one Sliver be the target of multiple triggers.

I agree that it's criminal that Magma doesn't make it's way into alot of lists, maybe it's due to most decks wanting to lean into the Mid-range Sliver tool box? Or maybe it's because the deck would need to be more Voltron centric? I decided to throw together a quick decklist as an example of what I think the average deck running Magma Sliver would look like:

Budget Aggro Sliver Decklist Show

What're your thoughts on the list, Sneuxfox ?

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