Spring Cleaning

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Spring Cleaning

Instant

Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Vessiliana on The Sunblessed Enchantress

2 years ago

Have you considered Calming Verse? Since you've got Spring Cleaning and Enchanted Evening I thought you might like another similar effect.

libraryjoy on Trouble with Helix Pinnacle...

2 years ago

Came here to mention Calming Verse. Also, Primeval Light. Spring Cleaning is less sure, but still functional, as is Root Greevil (hits some, but not all your enchantments).

darkdexterminate on Enchantress' Sky Throne (Enchantments Control)

3 years ago

Hey, have you thought about Enchanted Evening + Spring Cleaning or Primeval Light?

Also, I think a "new" card that truly fits here is Hall of Heliod's Generosity, It could sustitute Rogue's Passage

glorf on Negative Nancy (Hapatra)

3 years ago

Update:

Spring Cleaning -> Barrier Breach : More cycling is always welcome. Exile > Destroy and the times I need to remove more than 3 enchantments isn't very often. Could even replace with Back to Nature

Break Asunder -> Wilt : Better card all around. Instant > Sorcery, 2CMC > 4CMC

Tower Above -> Migration Path : Making room for cycling ramp.

Icbrgr on Do not go into gamestop

4 years ago

Its ok... I carry Wipe Clean with me everywhere I go.... its about time for Spring Cleaning anyway so I'm sure everything is gonna start looking up soon!

Joking aside... stay safe everyone!

Deruvid on Urza's Eldrazi Midrange

5 years ago

Looks like you've done pretty well, given your stated budget. A couple up-front suggestions would be to combine the Oxidize and Spring Cleaning into 4 Naturalize so that you can hit both enchants and artifacts with either card. If you're worried about 2 mana being too much to keep on-hand, you can go for Nature's Claim instead. Secondarily, I don't believe Tranquility is modern-legal. Better choice in the sideboard is Back to Nature .

Next, after goldfishing your deck a few times, I found too many instances where I had giant monsters in hand, but was still waiting on the mana to cast them. I'd suggest lowering the curve a bit; dropping some of the bigger guys for 2 more Thought-Knot Seer or Matter Reshaper . You've got 11 threats that are 6+ mana, which is a bit too heavy, according to my goldfishing. Reality Smasher is another great threat at sub-6 mana which won't break the bank.

Other than that, unfortunately, the best way to improve your deck from here is to start acquiring some of the pricier cards. In addition to a 4th copy of Sylvan Scrying , I'd prioritize Ancient Stirrings first, as it helps dig for both your lands and creatures. Once you can dig better for lands/creatures, you may be able to drop your land count 1 or 2 for more spells.

FiveEightFiveBC on

5 years ago

Sundering Growth is incredibly unlikely to produce value through the populate trigger, as you have about 5 token-producing cards. What do you think about Broken Bond, Nature's Claim, Spring Cleaning, Gleeful Sabotage, or Felidar Cub or Enlightened Ascetic for more cat synergy? All are at a comparable cost to what you have currently.

lagotripha on Help me plzzzz

5 years ago

Ok, this deck has a simple problem. Rather than building win-cons, you've filled a lot of card slots with big, game-ending spells. I'm seeing four combos and big creatures.

The issue with doing this can be explained pretty quickly- Combo cards are effectively blank until you get both parts of them, and high mana cost cards are blank until you can cast them. Most of the game is how you get to your big stuff, rather than staring at them in your hand and wishing you could use them, so that should be reflected on how much of your deck is 'I win if I cast this' compared to 'I need to survive to cast this'.

This basically means that this deck consists of Predator Ooze, Heritage Druid Noble Hierarch Essence Warden and Champion of Lambholt, but your hands will only have one or two of them at most. In modern, most decks will have two removal spells and a way of winning by turn five, so you will lose against most decks unless you get very lucky.

There are some simple solutions to this. This genreally means reducing the number of combo cards while increasing your ways to make sure that they arent 'blank'. Tutors, pseudo tutors, making sure your combos are good without both halves.

You don't want to be attacking enough for Dense Canopy to reliably provide value, so its normally blank- you can replace it. Similarly, Spring Cleaning/Primeval Light takes a long time to be useful, while something like (Felidar Cub/Keening Apparition/Kami of Ancient Law or in particular Qasali Pridemage or Thrashing Brontodon can be bears and destroy all the important stuff the turn evening resolves- its still basically a wipe, its just useful prior to being a wipe.

Your only black cards are Sanguine Bond/Exquisite Blood. They end the game, but without four of each (and Vizkopa Guildmage) it is difficult for them to be in your hand and to reliably cast them. Spells like Zealous Persecution Mortify or Anguished Unmaking could play well with different gamplans but you should cut both of them, and focus more on two colours, as the mana is a lot easier to provide (as cards you can't cast are basically blank).

So, when you are looking at a card in this deck or to add to this deck, think through several things. 'How does it help me' 'When does it help me' and 'when don't I want it'. This means finding versatile cards which can destroy enchantments but are also creatures or have multiple modes (hello Austere Command/Primal Command). Try to pick cards that don't just help with one of your gamplans, but all your gameplans. Similarly. if a gamplan just isn't working out, consider cutting it for more support, or cutting something else to support it more.

I really reccomend focussing on 1 drops that help generate mana/life, and 5 drops that have a big impact the moment they are played (Thragtusk, Painful Quandary) etc. A set of 2/3 mana cards that form your combos or can search your library for them (Idyllic Tutor, Lost Auramancers etc) and a smaller number of wincons. Foccusing in on what you want to do really helps you with picking cards that help you get there.

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