
Rootborn Defenses
Instant
Populate. Creatures you control are indestructible this turn. (To populate, create a token that's a copy of a creature token you control.)
Trade
Have (1) | orzhov_is_relatively_okay819 |
Want (2) | OrionTheBrave , Luke67 |
Combos Browse all
Legality
Format | Legality |
Custom | Legal |
Unformat | Legal |
Canadian Highlander | Legal |
Tiny Leaders | Legal |
Limited | Legal |
Modern | Legal |
Casual | Legal |
Duel Commander | Legal |
Pauper | Legal |
Highlander | Legal |
Commander / EDH | Legal |
Block Constructed | Legal |
Leviathan | Legal |
Pauper EDH | Legal |
Vintage | Legal |
2019-10-04 | Legal |
Pioneer | Legal |
Oathbreaker | Legal |
1v1 Commander | Legal |
Legacy | Legal |
Rootborn Defenses occurrence in decks from the last year
Rules Q&A
Latest Decks as Commander
Latest Decks
Rootborn Defenses Discussion
A55Destroyer69 on
general tazri commander in progress
1 week ago
Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.
Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.
Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.
Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient
Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway
Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.
Asfleya on Underrated EDH Cards
1 month ago
I've always used Rootborn Defenses Instant indestructible for your board, for 3 cmc, plus a populate trigger for those who use tokens?
sparky_ on
Norn's Tokens
1 month ago
Hey Trevor,
Have you considered Court of Grace or Akroma's Will? I believe you had Rootborn Defenses in here at some point? Or maybe it was a similar card.
Elmoisamac on
dmereel
1 month ago
Great start! There are a few categories of stuff I would add, I will start with budget options:
Ramp - Cultivate, Kodama's Reach, Farseek, Rampant Growth will fix your colors.
Removal - Reclamation Sage, Swords to Plowshares, Austere Command, Wrath of God, Wear / Tear, Sundering Growth
Card Draw - Guardian Project, Shamanic Revelation, Beast Whisperer. Lifecrafter's Bestiary
Lands - Cinder Glade, Canopy Vista
Win Conditions: Overwhelming Stampede, Chord of Calling to tutor out a win
Other good cards: Swiftfoot Boots, Lightning Greaves, Rootborn Defenses
Other good cards, but not as budge
Xenagos, God of Revels, Token Doublers Anointed Procession, Coat of Arms, Heroic Intervention,
Cards to Consider Cutting:
Veteran Warleader, Shanna, Sisay's Legacy, Gruul War Plow, Ajani, Inspiring Leader
That is all for now, but I can suggest more later.
MrKillStar on
Angels Brought The Apocalypse
2 months ago
I really like Angel themed decks, but the only problem is, most angels are just super expensive and looking at your deck list, there is just no ramp, except very few cards... Im just gonna type some cards, maybe you'll like some, most likely not all of them, just so you have some larger pool of cards to choose from. :)
Myriad Landscape/Burnished Hart is alright; Land Tax is just auto-include in most decks; Caged Sun is also good, but you need to ramp into it somehow; Sword of the Animist is ok, but you need to swing with a creature and there are no Haste enablers (not even Lightning Greaves.
First of all, I would cut exile board wipes, since it just hurts mono-white without ramp the most (Play of the Game and Perilous Vault). You could hold priority and cast Teferi's Protection, but.. dont really know about that... :D
Sunscour should have really good place in mono-white deck.
Endless Horizons - is something like budget of Land Tax, but can also help to thin your deck after you get enough mana on board.
Planar Bridge,Planar Portal,Thran Temporal Gateway,Belbe's Portal,Cryptic Gateway - to either search for anything or put big stuff directly on board. Urza's Incubator should be there to reduce mana cost of your big angels.
worldslayer -> protect your creatures and artifacts: Show
Card draw in white isnt the best, so using artifacts is really helpful, both for ramp and card draw: Show
Some mana rocks for sure: Show
Some ramp with white creatures and spells: Show
multimedia on
Budget Emmara Selesnya Tokens
2 months ago
Hey, nice budget version, less than $50 is impressive.
Command Tower is now less than $1 and is one of the best lands in Commander. Selesnya Sanctuary is another upgrade for a dual land. Quest for Renewal good with Emmara letting you create Soldiers or tap your tokens for other effects during each opponent's turn. Good repeatable draw with Mentor of the Meek. Glare of Subdual goes well with Renewal as opponent creature lockdown using tokens. Nullmage Shepherd can wreck opponents artifact or enchantment strategies.
Felidar Retreat is a new enchantment in Zendikar Rising for tokens. It's repeatable no mana cost Township effect or create a Cat token just by playing a land. Worth adding Evolving Wilds, Terramorphic Expanse and Myriad Landscape it adding Retreat. Champion of Lambholt can make your token army unblockable since she grows each time a token is created.
Jiang Yanggu, Wildcrafter combines well with Good-Fortune Unicorn to make each token created a mana dork. Jiang can put a counter on Emmara making it easier to tap her while also making mana. If going the Vehicle route for crew then Aethersphere Harvester and Untethered Express are some budget upgrades.
Rootborn Defenses and Sundering Growth are good instant spells with populate included. Camaraderie is an upgraded for Collective Unconscious and it's less than $0.50.
Cards to consider cutting:
- 2x Forest
- 2x Plains
- Blossoming Sands
- Anointer Priest
- Crusader of Odric
- Attended Healer
- Infiltration Lens
- Curse of Bounty
- Renegade Freighter
- Ovalchase Dragster
- Fleetwheel Cruiser
- Abundance
- Krosan Grip
- Entrapment Maneuver
- Collective Unconscious
Good luck with your deck.
Savage1988 on
Bleed It Out
3 months ago
Since you're looking for feedback:
More lands 33 lands is not enough. On a quick count there's 6 other sources of "ramp" (counting the horn and the altar) which is also on the lower side.
I think 38 lands and 8+ ramp spells is pretty default for a deck with a normal curve. Since vamps are somewhat cheapish, you could cut some lands and maybe go down to 36, but 33 is just way off.
I don't necessarily advocate using deck templates (x lands, x removal, x wincons, x draw, etc), since every deck has different needs, but they're a good baseline and let's just say you need a damn good reason to diverge by so much (IMO, ofc). Good resources on this topic are easy to find. Command Zone and others have done a number of videos on the topic.
Cuts As for some cuts (which is always somehow harder than suggestions, so i'll leave that to others here):
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Anointed Procession is not good enough in your deck. Making more 1/1s is not impressive or worth 4 mana and a turn
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Mana Echoes doesn't really seem very good here either but i'll admit i've never touched the card so that's just me theorizing
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Depending on your meta, 4 ways to protect your team seems a bit much between Scapegoat, Teferi's Protection, Boros Charm and Rootborn Defenses. Out of these I think i'd cut rootborn defenses
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I'm not sure Athreos, God of Passage is good enough, not being a vampire and not being a creature. It may be interesting for diplomacy though.
I just noticed i basically mostly agree with most of the things Nightblad3 said but hope this helps
king-saproling on
Kinder Surprise
4 months ago
Looks good!
You might like these cards: Magewright's Stone, Thousand-Year Elixir, Awakening, Patron of the Orochi, Second Harvest, Parallel Evolution, Growing Ranks, Song of the Worldsoul, Rootborn Defenses, Wayfaring Temple, Shields of Velis Vel (turn all your dudes into eggs in response to a board wipe!), Volatile Claws, Cryptolith Rite, Axebane Guardian, Primal Vigor, Anointed Procession