Thirsting Roots

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thirsting Roots

Sorcery

Choose one —

  • Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
  • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Andramalech on I Have A Dragon

3 months ago

In my best Kaiba impression- you're a third rate duelist using a FOURTH rate deck! it's not bad, I'm just joking. I like what you have here! If you want to push into bracket 4 territory I recommend the following:

.. all of these to get your draws and hand in a row. I see you've already taken up Three Visits so just increase your count of all those spells like Thirsting Roots and even Farseek to capitalize on that ramp capability. The newly released Temur Devotee is a nice committed mana-fixer.

Otherwise, consider lower cost removal spells such as Pongify and Rapid Hybridization, even Swan Song and Strix Serenade. The most efficient way to break into the higher bracket is to do things at their most efficient capability. In this case, you'll have tons of high cost dragons. Right? So use a formula. turn 1 dork, turn 2 ramp, etc., etc. whatever works for your playstyle. Just have one in mind!

The biggest issue your deck has is that you have next to NO one drop spells. Minion of the Mighty exists and so does Elvish Mystic, and Llanowar Elves. You absolutely need to make use of your first turn beyond just putting down a land and passing.

And if you are intent on holding up that one mana on your first and doing a land down, go - you HAVE to increase the number of instants you leave yourself access to. 6 simply is nowhere near enough. Arguably, more than 2 per hand is preferred. Stuff like Swords to Plowshares and Path to Exile are so popular and effective because they can be used on that first turn. I mean, you might be a card down for it.. but it'd be better than sitting on your hands for the first turn.

I would recommend using that newly printed red dork that was at 2 mana, because I like your 2 mana package in green colors. The hard issue after wards is probably how much has to happen at 3 mana rather than happening at one mana. Consider stuff like Burgeoning, Exploration.

All of this to say I hope your deck building process is easier with the feedback, please feel free to reach out if you have questions- I happen to really like what you've acquired here and want to see you succeed. Good luck, and +1!

Andramalech on The Princess and the Frog

3 months ago

It just takes time and practice. don't forget that there is a play-testing function within the site! Good luck.

Mana dorks, ramp, and draw a card.

Explore,Nature's Lore,Farseek,Rampant Growth,Kodama of the West Tree,Sakura-Tribe Elder,Three Visits,Thirsting Roots, etc.

Consider lowering your 6 costs to about 4 total in the deck.

Consider lowering your 5 costs to about 7 total in the deck.

Consider lowering your 4 costs to about 9 total in your deck.

It's all about scaling, and when you effectively use ramp to push your late game, you do those things faster, and more consistently. the newly printed Abzan Monument is a cool example of how to consistently grab what you need if you do in fact want to keep casting those big costing spells. In order to do that, you must consistently ramp.

You mentioned that this was your first build all on your own so that was why I thought to give some feedback, I wish you the best of luck! +1

capwner on Proliferation Nation (Expensive)

3 months ago

I play an Ezuri, Stalker of Spheres deck and really enjoy the prolif/poison storm archetype, I know this is not poison storm but the proliferation/charge counter ramp shell is the same and that is what makes these decks so explosive and fun to pilot. In my deck I found the best cards were mana producing perms like Druids' Repository and Pentad Prism, as long as you're proliferating these allow you to just keep going and going unlike mana rocks which just tap once. Of course these are better when maxed on proliferation cards with Experimental Augury, Thirsting Roots, Contentious Plan, Planewide Celebration, Radstorm, etc. etc. I also got a lot of mileage out of storage lands like Saprazzan Cove, in THIS deck being able to double the counters on one of these every turn with Zuri seems kind of busted. Your build is very cool and seems more focused on assembling specific combos than general prolif value/storm so it makes sense that you're missing some of these, I would urge you to run Pentad though that card is simply a prolif classic.

Andramalech on Aesi, Tyrant of Gyre Strait EDH

4 months ago

Anything with Aesi is worthy of an upvote. Personally, I like Koma- but for actual recommendations I think you've hit the standard deck construction parameters. Maybe an Uro, Titan of Nature's Wrath would be nice to see, and I'd also mention Kodama of the West Tree purely because you need more concrete ways to simply put the lands down onto the field. Enter the Unknown, Thirsting Roots, Evolution Witness, just so many different cards i think to mention here for you, but i understand not all of them (or any of them) may be precisely what you're looking for. I myself am a long time fan of Vorinclex  Flip and his associated cards, so if you were waiting for someone to rip on you/ support you in that choice, I'd say go for it. I believe the new god from Aetherdrift would be helpful. There's a mention for Fastbond and Manabond, and plenty of room to discuss stuff like Growth Spiral, Farseek, etc. Best of luck building Aesi, the one bit of advice that helped me while I was constructing was you could never have too many lands. Cheers! +1

RockIV on Gruul commander deck: mana ramp …

8 months ago

thks for the advice FormOverFunction i got your message, add more creatures , less spells. i have to think what to take out, but Thirsting Roots will probably go

RockIV on Gruul commander deck: mana ramp …

8 months ago

Ty for the advices RiotRunner789. I probably wont take out Jokulhaups, it has combo with Spearbreaker Behemoth,garruks creature searching emblem and Lurking Predators too, it has been giving me a Lot of winnings.

I can probably take Sarkhan Vol, i was playing it for the creature stealing option and the tokens, not the first one as priority. I Will think about it.

Thirsting Roots can probably goo too, i havent seen it in play very much.

I just have to look at the deck and see wich cards are helping, and wich arent or wich one didnt appear at least once in a Game.

I have that enchantment too,no thought in it as an option but i decide to choose something that can tutor me mountains instead.

RiotRunner789 on Gruul commander deck: mana ramp …

8 months ago

I would cut Jokulhaups. It's one of my favorite cards but outside it's combo with Stonehoof Chieftain, I don't see enough synergy to justify it.

Sarkhan Vol could go. Outside haste (which he isn't even a good haste enabler), he doesn't do much.

Thirsting Roots doesn't ramp you, just helps make your drop. You have a few planeswalkers but not enough to start including proliferate.

You could add Frontier Siege. It gives you two green mana the turn you play it if played main phase one and four green mana every other turn. You also have quite a few dragons, so it's fight ability could be relevant but you'd still choose mana 90% of the time.

legendofa on Gruul commander deck: mana ramp …

8 months ago

I think you should add in the 1-mana Elves. You don't have very many options on turn 1 right now, and the potential card advantage you get from deck thinning with Thirsting Roots and similar cards isn't very meaningful. Cultivate is good, but Explosive Vegetation is probably a little too expensive. Your deck has a lot of high mana costs, so I would recommend ramping aggressively on turns 1-3 so you can start getting your big creatures out on turn 4. This also means that cards that put lands into play like Farhaven Elf are going to be more useful than cards that put lands into your hand like Sylvan Ranger.

Load more
Have (0)
Want (1) beesaurs