Rites of Flourishing
At the beginning of each player's draw step, that player draws a card.
Each player may play an additional land on each of his or her turns.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Rites of Flourishing Discussion
2 months ago
Hey, interesting strategy on a budget using Saproling tokens from Fugus to trigger Esix.
Fugus need spore counters to make Saps; more repeatable proliferate from Evolution Sage can help just by playing a land. Landfall also from Tireless Provisioner can trigger Esix just by playing a land. It's ramp with treasures and treasures are tokens.
Neoform is sac any two drop creature to tutor for and cheat Biovisionary onto the battlefield or sac a four drop and tutor for Mycoloth. Scatter the Seeds can create three Sap tokens at one time for Biovisionary + Esix and all creatures as well as creature tokens you control can help to cast Scatter with convoke.
Beast Within, Rapid Hybridization, Pongify are instant removal spells that create a token creature after destroying. They can be used against an opponent or destroy your own permanent to trigger Esix.
Timeless Witness can recur any card; it's a budget creature to make a copy of and when it's in your graveyard you can choose to embalm it to create a token of Witness. Card recursion is one area your deck currently lacks.
Some cards to consider cutting:
- Commander's Sphere
- Fractal Harness: four mana to make a 1/1 token and then you have pay more mana to equip it.
- Mold Shambler: is too much mana for what it does and if you copy it you don't get it's enter the battlefield ability because you can't pay kicker when you copy.
- Roalesk, Apex Hybrid: has to die to proliferate and that makes it slow.
- Mercurial Transformation
- Gaea's Anthem: this small anthem effect isn't going to help much.
- Sporecrown Thallid: this small anthem effect isn't going to help much.
- Rites of Flourishing: helps your opponents more than you especially the turn you play it where you don't get the draw, but then each opponent's next turn they draw two cards.
Good luck with your deck.
2 months ago
2 months ago
@Starsky2814 as soon as I get my decklist put together i'll link you to it, Confounding Conundrum is one of the big enchantments I also plan on playing in sync with Storm Cauldron . as mentioned the other support pieces i have going along with the cauldron to break that parity are things like Burgeoning , Rites of Flourishing (really nice with conundrum), Oracle, Azusa ETC. I LOOK AT IT AS NOT PLAYING LAND DESTRUCTION BUT RATHER LAND CONTROL
2 months ago
@Starsky2814 as soon as I get my deckles put together i'll link you to it, Confounding Conundrum is one of the big enchantments i also plan on playing in sync with Storm Cauldron . as mentioned the other support pieces i have going along with the cauldron to break that parity are things like Burgeoning , Rites of Flourishing (really nice with conundrum), Oracle, Azusa ETC. I LOOK AT IT AS NOT PLAYING LAND DESTRUCTION BUT RATHER LAND CONTROL
3 months ago
I just realized it might be good to take a look at your snakes list. Looks cool, Xyris is a very powerful snake card. How about Howling Mine , Rites of Flourishing for some more card draw for your opponents? Kami of the Crescent Moon is another similar effect.
5 months ago
Hey TwentDoggo, glad you like the deck. Normally I wouldn't have trouble finding ways to upgrade my decks, but this one in particular is kind of inherently flawed in that there simply isn't much support for its plan. That said, there are some things you could do to make the deck more functional in general.
Probably the easiest upgrade you could make is include the Arbor Elf + Utopia Sprawl ramp package. These two make it possible to have four mana on turn two (turn 1 Arbor Elf, turn 2 Utopia Sprawl on an untapped Forest) which makes higher cmc ramp spells such as Hunting Wilds , Explosive Vegetation , and Nissa's Renewal more viable. It also makes the deck's combo turn come around much sooner since being able to make four mana off of one land gives you more untapped lands to attack with after casting Sylvan Awakening .
If you do this, you'll need to rework the deck a bit--this ramp plan is better with a lower land count, so Arboreal Grazer and Rites of Flourishing would be cut out, and since you have more mana early on you'll want to add some higher impact ramp spells (the aforementioned Hunting Wilds etc). You would also be able to play Rude Awakening , a card that I excluded from the original draft of the deck because 8 mana is a lot.
So these are the changes I'd make:
- -4 Arboreal Grazer , -4 Llanowar Elves , -2 Rites of Flourishing ; +4 Arbor Elf , +4 Utopia Sprawl , +2 Wolfwillow Haven
- -3 lands, -2 Nissa's Pilgrimage , -2 Harmonize ; +4 Hunting Wilds , +2 Rude Awakening , +1 Search for Tomorrow
- -4 Rampant Growth ; +4 Sakura-Tribe Elder
I'm not sure what you're budget is, but that's really the best you can do if you want to stick to the man land plan. I suppose you could also upgrade the mana base, but you can get by with all basics since you've got a lot of color fixing ramp spells.
5 months ago
I've been out of the loop for some 20 odd years, but the challenge of putting together a Fog/Burn deck sounds enticing! The "turbo fog" archetype, typically has a card-draw engine in place, and a bunch of fogs to stall out your opponent — as for a burn version, it might make sense to use some direct damage spells that synergize with the extra cards you and your opponents will be holding, due to the draw effect.
Some ideas of cards that play off each other:
DRAW ENGINE: (the card drawing should allow for more consistency, since you'll have more fogs ready for each turn)
FOGS: (add more fogs, but preferably not "frogs" — they're vulnerable to damage and removal)
BURNS: (here's a list of burns that take advantage of the extra cards both you and your opponents will be holding, and punishing the opponent for drawing as well)
Runeflare Trap , Molten Psyche (an interesting burn, since you should have enough artifacts in play, and works with the Runeflare Trap), Spiraling Embers , Sudden Impact , Conflagrate , Fateful Showdown , Gaze of Adamaro
7 months ago
I like those suggestions!
My particular meta isn't too artifact/enchantment heavy, but Krosan Grip is still a great card!
Personally I'll keep Divine Reckoning over Hour of Revelation for now, I'm still testing. But I play in big groups and a three mana "screw you" is definitely a thing! Unfortunately it hits my permanents as well, so that puts it as a maybe for me.