Vastwood Surge

Vastwood Surge


Kicker (You may pay an additional as you cast this spell.)

Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library. If this spell was kicked, put two +1/+1 counters on each creature you control.

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Vastwood Surge Discussion

alchemist4533 on Land is Falling! Land is Falling!

2 months ago

shadeslayerx22 you're not wrong. I am considering it and have a private copy of the deck where I have pulled Akoum Hellhound, Vastwood Surge, Wings of the Cosmos, and Angelfire Ignition to have playsets of most of the other cards. I am play testing it now.

The problem is I like diversity in a deck even though I know running 4x of the best cards is always the smarter move.

zapyourtumor on G/W Landfall +1/+1

5 months ago

Ok so basically you want to build a landfall deck with +1/+1 counter synergies.

First off, there are some cards I recommend you cut since they don't add enough to your gameplan. Commune with Nature is a decent dig spell but it's probably better to just pack more threats instead and cut them. Reclaim the Wastes and Vastwood Surge synergize well with the deck but are unfortunately just not that great cards. The other cards I'd cut are Broken Wings, Sudden Spinnerets, and Vines of Vastwood.

I'd add some better removal in Path to Exile, maybe Prismatic Ending with a single Indatha Triome.

Undergrowth Champion is a fun card. More Hardened Scales and Conclave Mentor can multiply +1/+1 counters.

Master_J on Aesi physical copy

5 months ago

Some upgrades, things to look for and think about:

First, your commander Aesi, Tyrant of Gyre Strait wants you to play lands and draw cards. Anything you can change towards that theme will help your deck run better. Also, there's some "sub-optimal" choices that could be upgraded for other things, some of which may have come with other commander precons, are really cheap, etc. Lastly, it looks like your paper version here has some token and +1/+1 counters sub-themes, which I'd bet would make your deck less focused, leading to more random things going on or you not being able to execute a game plan consistently.

So, with all that in mind, I would suggest some of the following changes, and my reasoning behind them:

Change Arcane Signet for Thought Vessel. Arcane Signet is good and all, but Thought Vessel will help with the unlimited hand size for the same amount of mana.

Change Wolfwillow Haven and Gift of Paradise for things like Kodama's Reach and Cultivate. Again, enchantments tend to eat removal, sometimes just by accident, where as lands generally don't.

Change Migration Path, Explosive Vegetation, and Vastwood Surge for things like Nature's Lore, Rampant Growth, Farseek, Three Visits, or Sakura-Tribe Elder.

You could change Crushing Vines for Beast Within, since Beast Within is more versatile, and it looks like you have enough bodies to protect yourself from a 3/3.

If you can get your hands on a Scute Swarm, you'll have some awesome token stuff to go on.

Also, if you can get your hands on a Tatyova, Benthic Druid, you'll have some redundancy and not have to rely solely upon your commander (for when it's died too many times, or you don't have the extra lands / fetch to keep your commander chugging along.

Ghost Town is a cheaper land that will let you pick it up on opponents turns, so you'll always have at least one land to play on your turn.

You might want to change some other bodies like Ornery Dilophosaur and Wren's Run Hydra for bodies that fetch lands like Wood Elves, Farhaven Elf, or others like it (like Elvish Rejuvenator and Springbloom Druid). This will give you blockers earlier, help you ramp, and make use of your commander later in the game too.

You could possibly upgrade your land base a little (in case you find yourself without the right colors often enough?). Some include Breeding Pool (which is on the $$ side), Hinterland Harbor, Rejuvenating Springs, Command Tower, and maybe a few more.

If you want a few bigger bodies to make use of your lands, I'd suggest Multani, Yavimaya's Avatar and Ulvenwald Hydra.

Hopefully this helps with how you think about your deck, some choices of cards, what you ultimately want the deck to do, and things to look for. Let me know if you have questions on choices or anything else.

GrimlockVIII on Goreclaw's Wild Kingdom

5 months ago

I'd replace Bristling Hydra with something else since you don't seem to have any other energy counter synergies.

Universal creature buffs like Return of the Wildspeaker and Overrun will help you feel more confident about swinging in with all your creatures.

Fog will always be a great for saving your ass in a pinch.

I'd focus a bit more on land ramp like Cultivate , Sakura-Tribe Elder and Kodama's Reach since relying on mana dorks in a deck full of expensive CMC creatures might make it more difficult for you to recover in the event of a board wipe. Vastwood Surge is actually really good too in the late-game since you can kick it to buff all your creatures.

Scavenging Ooze and Deathgorge Scavenger are great options for graveyard hate.

I would add in a few cheap Eldrazi for their Annihilater abilities. Bane of Bala Ged and Ulamog's Crusher come to mind.

Display of Dominance and Wrap in Vigor are decent budget alternatives to Heroic Intervention .

Color_pie14 on Call me Hazezon one more Tamar!

5 months ago

I would recommend Cathars' Crusade . It is more resilient than anthems, since the counters remain even if the enchantment is removed. Also, why aren’t you running Conjurer's Closet ? Flickering Hazezon every end step gives you a crap-ton of tokens and provides an engine your opponents NEED to answer. One last thing: You need more/better ramp. The earlier you get a critical mass of lands, the earlier you can get your engine going. I’d recommend more 2-3 mana value ramp spells, like Rampant Growth and Into the North . I’d also cut Explosive Vegetation for one of its strictly better counterparts, like Migration Path or Vastwood Surge . More flexibility is always better, and so being able to cycle it or pay more to buff your team in the late game can be very valuable.

Mechanon on Xenagos' Revenge

8 months ago

Hey there! I would swap out Vorstclaw for something more useful. Reclaim the Wastes might be a better substitute for Lay of the Land and Vastwood Surge for Strength of the Pack . Cultivate is also a nice card. Check out my Zilortha deck Strength Incarnate for more cards that might be useful.

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