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.
|Have (2)||metalmagic , orzhov_is_relatively_okay819|
|Want (3)||PhynX , booradleypwns , Othrus|
Combos Browse all
|Commander / EDH||Legal|
Rites of Flourishing occurrence in decks from the last year
Latest Decks as Commander
Rites of Flourishing Discussion
4 days ago
AultimusPrime i looked and indeed i definitely did. Tuvasa is a very powerful commander. Also thanks for the feedback, got me to thinking "i need to cut the high cost cards lol. I was using Archetype of Imagination as a pseudo win con, it makes all your creatures unblockable, though it's easily replaceable. Wolfwillow Haven is the enchantment version of a signet, but it also boosts tuvasa... It might only make green, but it's an extra green every single turn. I run Rites of Flourishing because it's actually never let me down, an extra land and initial draw are very decent. Gift of Paradise gone lol. Mystic Remora isnt terrible, but i definitely have enough card draw lol. I like churning through the deck with the enchantress effects, so i put as many of them as i can in the deck
1 week ago
I feel like unless you are confident that you are going to maintain a hand of more than 7 then maybe consider swapping out Spellbook might be a good idea
Not sure how useful Patron of the Orochi will be especially being at such a high cmc
Reforge the Soul only triggers the miracle cost if it is the card you draw for turn so you would have to pay the full CMC if you drew into it from a wheel. Thus, could save a few bucks by swapping it out for a different wheel card.
Nadir Kraken might not pull that much weight since you're theoretically going to be creating a ton of snakes and drawing a bunch of cards. Plus I'm not sure if you'll end up wanting to spend the mana to add the +1 counter and make a tentacle
Bag of Holding $0.35 instead of losing all of your cards to wheels, you can actually get them back later lol
Second Harvest $1.29 2GG to double all your creature tokens... could be useful? could also just do with another wheel lol
Soul of New Phyrexia $4 Might be a lot of mana to run but if you have ashnod's alter out then you should have no issue sacking three tokens to give everything indestructible. Just one more board wipe protection
Rhythm of the Wild $3 can either give them haste or make them a lil bit bigger
Ogre Battledriver $0.6 buffs snakes upon ETB and gives them haste; if this is already out and you wheel...OOF
Horizon Chimera $0.25 padding your life total isn't a bad idea; granted you are likely going to be aggressive affff
Geier Reach Sanitarium $2.5 Might not be worth it but having a little something-something on a land is hard to deal with and could help in a pinch
Dragon Mage $0.25
Minds Aglow $2.5
Burning Inquiry $1 One red mana to get 9 snake bois and might get some good stuff out of someone else's hand
Game Plan $0.39 Heftier side of things at 6 CMC but everyone draws 7 instead of perhaps the same amount they discarded. Plus everyone refills their library so any graveyard shenanigans gets shut down and you don't risk milling yourself for a little bit longer
1 month ago
I think you could probably cut down on some of the big creatures- but it all really depends on what you're replacing it with. Molimo, Maro-Sorcerer is really the only card that I think can be changed for more general ramp- maybe Rites of Flourishing- since this isn't a landfall deck so it doesn't have any inherent synergy.
2 months ago
HELLcaster19, thank you for the in depth comment! I'll do my best to respond in full:
You're probably right about Deathsprout, mostly because of the 4 CMC. I originally figured that it would come in handy as an added bonus to fetching a land, but I'm generally disappointed when I draw it.
Ghirapur Orrery also seemed better on paper than in practice, because the second ability helps my opponents way more often than it helps me. I'd hate to lose one of the cards that allow additional land drops, though, because that has become the deck's most powerful feature, from my experience of playing the deck.
Oh, my, God, Storm Cauldron. I have won every single game that I get that beauty onto the board. Given even just a couple of cards that allow multiple land drops, and my opponents are f'd, whilst I get everything back into place, setting off landfall abilities left and right. It's awesome. Never cutting that one. Ever.
Path of Discovery could go, but only if I were replacing it with more multi-land fetching spells.
Rites of Flourishing is important. If I'm able to drop multiple lands, and have a landfall trigger or two, then the extra draw each turn helps me more than the opposition more often than not. Again, that's from my experience from playing the deck. Maybe it's just my meta. But it's also the reason I added in Howling Mine, which I'm yet to draw in a game.
A lot of your suggestions care about creatures entering the battlefield, which make a lot of sense for a Yarok deck. However, this deck is fundamentally a landfall deck. So, for instance, Panharmonicon is out.
And I've considered adding Beast Whisperer, but decided against it so far because he only counts creature spells, not tokens. And Elemental Bond has very limited upside in this deck because most of the creatures are small. Sure, it would rock face with Rampaging Baloths, but the Baloths are really mostly just there as hate bait.
Drownyard Temple is probably a definite include. It does exactly what I want land to do in this deck. Field of the Dead is worth playtesting, though 7 lands with different names might prove difficult with all of the basics I'm running.
Ashaya, Soul of the Wild interests me. Maybe that's what I should replace the Orrery with. I just don't own one, so I haven't tried very hard to find a way to add it into the deck.
The Great Henge is one of my favorite cards ever, but I hadn't really ever even thought about it for this deck. Actually, it might be even better for the Yarok Ninjutsu deck I have. Most of my creatures are small in here, though, but I'm down for trying it out.
Thanks again! Cheers!
2 months ago
Epicurus Greetings! It is shaping up to a great start, so far!
Some cards that I would definitely consider cutting:
Deathsprout due to it being your only removal piece. With no recursion for anything other than lands, 1 piece of removal isnt worth running.
Storm Cauldron Considering that a lot of your big value pieces are upwards of 3 mana, you may find that that you end up with less lands in the end, and not accelerating your mana base, as most Landfall decks want to do. This card is typically a combo piece, and not worth the inclusion.
Path of Discovery This one is a choice based on personal preference. I prefer not to run cards that will allow opponents to know what I have coming up. That, and the cards value comes only from flipping a land off the top.
Ghirapur Orrery, Howling Mine and Rites of Flourishing Again, based on personal preference. Granting opponents the ability to draw additional cards per turn and play additional lands will not put the deck ahead of everyone else.
Some worthwhile additions that I believe will help develop and accelerate your board:
Growing Rites of Itlimoc Flip will allow you to add creatures into your hand (I know, I dont like providing knowledge to opponents). With its ability to flip into a Gaea's Cradle it will ramp up your mana base.
Panharmonicon It is a great value engine in a deck that contains a commander that does the same thing, but better!
Ashaya, Soul of the Wild This one is already in your Maybe board. I urge you to consider adding it, as it causes your non-token creatures to enter as Forest creatures, which will trigger your Landfall stuff!
Alchemist's Refuge Allows you to play at instant speed.
Drownyard Temple A great utility land that you can offer up to Harrow, Crop Rotation, Elvish Reclaimer, etc. Then, you can always bring it back to your field and trigger your Landfall, and doesn't count towards your land limit per turn :)
Field of the Dead Beautiful utility land that generates bodies when lands enter as long as you meet its requirements!
Traverse the Ulvenwald Just a nice fetch piece. Worst case scenario; you go and find a basic land. Otherwise, you can find ANY land or put a value creature into your hand.
The Great Henge is a noteworthy inclusion. Based on the creatures in your deck, you will most likely be casting this for 3-4 mana, easily, by the time you reach mid-game. With your commander, it just screams value as you draw 2 cards and gain two +1/+1 counters with non-token creatures that enter your field.
Hopefully some of this information will add some spice to your deck. :) +1 from me.
3 months ago
Also would need to keep those land drops going with some coming and going of the lands. Cards like this that put Lands back to the hand, Trade Routes and cards like Walking Atlas that can put them right back out. other cards I would consider if the price is right. Prismatic Omen, Dryad of the Ilysian Grove, Nyxbloom Ancient, Crucible of Worlds, Rites of Flourishing, etc. Good luck :)
3 months ago
At first glance, here are some recommendations I have that have worked out for me and/or have synergy with your build: Purphoros, God of the Forge, Tunneling Geopede, Emiel the Blessed, Dockside Extortionist, Sakashima the Impostor, Spark Double, Finale of Devastation, Finale of Revelation, Pull from Tomorrow, Sphinx's Revelation, Expansion / Explosion, Windfall, Nahiri's Lithoforming, Lithoform Engine, Strionic Resonator, Felidar Retreat, Rites of Flourishing, Worldly Tutor, Enlightened Tutor, Winds of Abandon, Nissa, Vital Force, Evolving Wilds, Terramorphic Expanse, Flagstones of Trokair, Oboro, Palace in the Clouds, a few bounce lands. Just some ideas to toss around. Good luck with the deck!
3 months ago
I'd suggest Parcelbeast in place of one of your artifacts. Parcelbeast does count as draw, that sometimes also ramps, which fits in very nicely.
Also, mutating it onto Scute Swarm, and having Risen Reef on the field can vomit all the lands in your deck onto the field one at a time, and put the rest of it into your hand, if you get lucky enough on the first few procs of risen reef to get lands. And since it's just looking at the top card of your deck, you don't actually deck out (that turn). While not always practical to do, unless you either have mass haste, Hedron Crab, and/or Ruin Crab, which all give you a win, it's very funny to just go "oops, 3000 scute swarms"
Omnath, Locus of the Roil fits in perfectly with this deck, and works as draw, Deadeye Navigator lets you blink your commander over and over, which lets you draw several cards a turn potentially, and since omnath with count as a new creature coming into the field again, you can get all three of his triggers again.
Valakut Exploration is also a surprisingly good card. It effectively draws you cards for playing lands, and does damage to all your opponents for all the cards you didnt play.