Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
: Add or to your mana pool.
|Have (3)||metalmagic , shinbatsu , pskinn01|
|Want (8)||insecticon3000 , DarkKnifer , Throl7 , Drogon5 , Etinifni , jpv , DisarmingStar0 , Danny1298|
Printings View all
|Commander 2016 (C16)||Rare|
|Magic 2013 (M13)||Rare|
|2012 Core Set (M12)||Rare|
|2011 Core Set (M11)||Rare|
|2010 Core Set (M10)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Sunpetal Grove occurrence in decks from the last year
Commander / EDH:
All decks: 0.11%
GW (Selesnya): 2.36%
BGW (Abzan, Junk): 3.6%
RGW (Naya): 3.05%
GWU (Bant): 1.77%
All decks: 0.1%
All decks: 0.63%
Sunpetal Grove Discussion
1 day ago
Hey, I like the changes you've made, well done.
Armada Wurm is a good high CMC creature upgrade and it makes many other high CMC creatures here not needed. Creatures such as Soul of Zendikar, Tendershoot Dryad, Thragtusk, Rampaging Baloths, Wingmate Roc. These creatures and the token they can create for their mana costs are not better with or without Ghired than what Armada gives you for six mana. When you get Doubling and Lives these are creatures who could be cut.
Another place to think about upgrades is the manabase. The precon manabase is decent, but there's still too many lands that will always ETB tapped making it slow. Some dual lands that can ETB tapped are fine such as Check lands and Battle lands, but these lands can ETB untapped and have a much better chance of doing that because of the high number of basic lands.
Currently Farseek can only search for Cinder Glade meaning it can't search for a dual land that can make white mana. What makes Farseek a good card is it can be dual land ramp which also makes it color fixing. Canopy Vista is a land to consider adding.
With the current manabase consider these lands upgrades:
- Canopy Vista > Graypelt Refuge
- Karplusan Forest > Rugged Highlands
- Brushland > Sungrass Prairie
- Rugged Prairie or Battlefield Forge > Wind-Scarred Crag
- Rootbound Crag > Gruul Turf
- Sunpetal Grove > Selesnya Sanctuary
Like the Talismans the Pain lands will ETB untapped, you pay 1 life to make colored mana or they can make colorless mana without paying life. This is fine though, don't be afraid to use your life as a resource in 40 life Commander especially if you're playing cards that can gain you life later on in a game. Brushland and Karplusan are nice because they can ETB untapped turn one to cast a green one drop mana dork.
The Check lands are fine lands when playing a lot of basic lands in the manabase. Rootbound and Sunpetal will ETB untapped if you control just one Forest which is the most lands of the manabase. Of course Pain lands and Check lands can be even further upgraded with Shock lands and other Rainbow lands, but this is a start to consider for manabase upgrades.
2 weeks ago
Hey, what's the max budget you have to make upgrades?
It can be a long process to upgrade an entire precon. What the precon really lacks is ramp, tutors and cards for better interaction with Ghired. The manabase in the precon can be upgraded with better dual lands, but casually is actually fine the way it is. Draw sources is one thing that the precon has a lot of which is surprising.
This is a summary list of some budget cards ($5 or less each, most are less than $1) that I think would help your deck:
- Ramp: Avacyn's Pilgrim, Wild Growth and Elvish Mystic
- Ramp: Selesnya Signet, Gruul Signet and Boros Signet
- Tutors: Eladamri's Call, Idyllic Tutor, Fierce Empath and Sylvan Scrying
- Extra Combats: Aggravated Assault with Savage Ventmaw
- Haste: Hammer of Purphoros, Ogre Battledriver and Lightning Mauler
- Protection: Mother of Runes, Eldrazi Displacer and Boros Charm
- Utility: Temur Sabertooth, Eternal Witness, Reclamation Sage and Regal Force
- Removal: Swords to Plowshares, Cleansing Nova and Heliod's Intervention
- Land: Canopy Vista and/or Scattered Groves that way Farseek can search for a dual land that can make white mana.
- Land: Battlefield Forge, Sunpetal Grove, Rootbound Crag and Sheltered Thicket
The avg. CMC (converted mana cost) of the precon is high at 3.9. This 3.9 number means that consistently you're not able to cast a spell until you have four mana sources and/or four lands which is slow. Consider reducing this number? Getting it down to 3.0 and then even lower after that. To do this consider cutting many high mana cost cards and replacing them with low mana cost ramp? Reducing the avg. CMC will speed up game play.
The most obvious upgrades to start with are adding more low mana cost ramp and tutors, but other upgrades to consider is how to make Ghired better overall for the deck since he's the Commander General. Casually Ghired is about attacking since he powers your deck's strategy by populating which he does when he attacks. Because attacking is important then consider strategies that can improve combat/attacking? Haste, extra combats and double strike are strong strategies with attacking.
I would make the Rhino the focus of the token population because it's big creature (4/4 trample) and is easily accessible because of Ghired. Because Ghired creates the Rhino token I don't think you need to go over the top with lots of other creatures or cards that create tokens. However, if relying more on Ghired and the Rhino token then consider more repeatable protection for Ghired to keep him alive on the battlefield. Not having to do combat damage with Ghired to populate is nice.
Not having to do combat damage means you can protect Ghired in combat so he survives while still populating a token since he attacked. If you can repeatedly protect Ghired in combat then you can keep safely attacking with him. Ghired needs to attack to populate which means he has to survive combat to be able to attack again. Protection for Ghired in combat is another area for upgrades to consider because you want Ghired to be able to keep attacking.
Extra combats are good with Ghired because he wants to be attacking and extra combats means you get to attack again or multiple times on your turn. Aggravated Assault + Savage Ventmaw is infinite combats which is infinite attacks. As long as Ventmaw can attack it makes six mana. Five of that mana can be used with Assault for an extra combat. At the extra combat Ventmaw will attack again and make six mana; use that mana with Assault and repeat. Without Ventmaw Assault is still a very good card because it can be repeatable for five mana on your turn you get to attack twice which can be a lot of Rhinos.
I offer more advice, more explanations about each of these suggestions, more detailed steps you can take to improve your deck, cards you could cut, etc. Would you like more advice?
Good luck with your deck.
2 weeks ago
Thanks for your continued help and feedback on my two Pioneer decks, I really appreciate it. I also apologize for the late response, this is my first week in a new school. Yea I think I've found a better angle on my original deck, making it two colours definitely feels more consistent and better against my bad matchups.
You're right in saying that I should split Llanowar Elves and Elvish Mystic, so I'll do that. I chose Nylea, Keen-Eyed and Ripjaw Raptor over the Heliod-Balista combo because the latter is pretty expensive and I think that Ripjaw Raptor will really help my aggro matchup. Even though I know that Nylea won't be a creature most of the time, I still think she's worth it, due to her activated as well as her passive. In her place, however, I could add in something like Gisela, the Broken Blade, Rhonas the Indomitable, or Verdurous Gearhulk. I could even take out Board the Weatherlight and add in some of these, which is what I'll think I'll do. I like Cast Out because it allows me to cycle it, as well as having flash.
I like Sunpetal Grove because if I don't have a land in hand, I can play it without it coming in untapped. But you might be right in saying that I'll probably need Fortified Village so I'll test it out. I've talked about Sylvan Caryatid before and I think I agree with you now, so I'll add it to my next order.
3 weeks ago
Glad to see you trying out the GW build :)
I have a few suggestions. Running a mix of Llanowar Elves and Elvish Mystic makes you less vulnerable to Detention Sphere which is played quite a bit in UW control decks. Nylea, Keen-Eyed doesn't do much for you in terms of its discount as you only have five 5-drops, and with only 11 other green creatures, she will rarely be a creature. Ripjaw Raptor seems like a pretty mediocre source of card advantage when you don't have a way to give it damage yourself. If I were to add a divine secondary plan, I'd much rather go with Heliod, Sun-Crowned + Walking Ballista. I also don't think the higher mana cost makes Cast Out worth it over Banishing Light, you have so few instant speed effects that you basically never want to hold up mana. You have 13 hits for Board the Weatherlight which gives you a 27% risk of missing which doesn't seem acceptable.
I would also play Fortified Village over Sunpetal Grove since having green on turn 1 for the 1-dork is pretty important, and Sylvan Caryatid over Paradise Druid since an 0/3 to stop aggro is more relevant than a 2/1 beater, and having hexproof when tapped is also relevant.
3 weeks ago
Lands to consider: Prismatic Vista, Blood Crypt, Bloodstained Mire, Bountiful Promenade, Breeding Pool, Clifftop Retreat, Command Tower, Dragonskull Summit, Drowned Catacomb, Exotic Orchard, Fabled Passage, Flooded Strand, Glacial Fortress, Godless Shrine, Hallowed Fountain, Hinterland Harbor, Isolated Chapel, Mana Confluence, Marsh Flats, Misty Rainforest, Morphic Pool, Overgrown Tomb, Polluted Delta, Reflecting Pool, Sacred Foundry, Sea of Clouds, Steam Vents, Stomping Ground, Sulfur Falls, Sunpetal Grove, Temple Garden, Verdant Catacombs, Watery Grave, Windswept Heath, Woodland Cemetery
4 weeks ago
Slice in Twain
Voice of Many
Tahngarth, First Mate
Angel of Sanctions
In: Divine Visitation Luminarch Ascension Doubling Season Parallel Lives Greater Good Return to Dust Teferi's Protection Shalai, Voice of Plenty Eldrazi Monument Godsire Avenger of Zendikar Wurmcoil Engine Rootbound Crag Sunpetal Grove Clifftop Retreat Fire-Lit Thicket Wooded Bastion Rugged Prairie Fabled Passage
4 weeks ago
Hello again! Here are some suggestions for this build:
1 month ago
Another Dino fan! Cheers. This is the sort of stuff I like to run, maybe you’ll find some inspiration :) Pioneer Dinosaur Hub Some things, I prefer using sweepers often and consider Commune with Dinosaurs a must for increased consistency and a great play at any stage of the game.
Here is a revised version of the deck with some changes I made. I did add in a sideboard but if you wanted to just focus on the 60/Bo1 that’s not too hard either. It’s there if needed.
Everything looks good in general, I’d consider moving all Kinjalli's Sunwing to the sideboard, maybe dropping to 2.
For these I’d suggest 4 Stomping Ground and 4 Rootbound Crag to cover with 1 or 2 Mountains for Ranging to grab if need be. I see you’re heavier into white than I usually go. I would do something like 2 Sunpetal Grove and 3 Temple Garden with 1 Plains.
The final amount might look something like this, however could probably be upped a bit. I just lean quite a bit more into .