Vine Trellis

Vine Trellis

Creature — Plant Wall

Defender *(This creature can't attack.) *

: Gain .

Latest Decks as Commander

Vine Trellis Discussion

libraryjoy on Death Touch Green Boi

5 months ago

So if that's your strategy, then dump a lot of your low cost creatures and build a ramp package. There's two ways I've found that work with that - Elves, or Defenders. As Vectornaut mentioned, the Axebane Guardian , Overgrown Battlement , and Traproot Kami (also can add in Vine Trellis if you need more) ramp package multiplies quickly. A few elves like Elvish Mystic and Llanowar Elves plus Elvish Archdruid (or Karametra's Acolyte for a cheaper option)go nuts fast. Arbor Elf plus ramp land auras like Elvish Guidance can also do the trick. Another option is Gyre Sage with the larger creatures.

Tell me where you feel like going in terms of ramp package, and I'll start making a proposed list for you.

xram666 on

8 months ago

Hi. Nice Deck. +1 from me. Some suggestions from me:

maybe you want to take a look at me Arcades Deck: Arcades the new leadsinger of the Rolling Stones

TheVectornaut on When The Wall Is Up Against You

10 months ago

I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.

Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.

For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.

The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.

DeltaMoth on Arcades - Quarantine King

1 year ago

Heyya Sheldaconda! Fellow Arcades user here, love the deck and the flavour! I have a few suggestions.


Ensnaring Bridge: "Us advocates feel this overpass can't be overcome!"

The Bridge works in both ways, allowing us to attack under it with our 'low-power' creatures and stifling other players by not letting them over it. Note also the incredible card advantage of Arcades and his leagues of bulwarks may stymy you somewhat.


Axebane Guardian: "Our efficient bane to our opponents!"

Axebane Guardian is similar to Overgrown Battlement in that it supplies a Cradle-esque effect dependent on the number of defenders you control. However, it adds any colour you choose, making it a defender all-star!

If you have enough defenders, Axebane goes infinite with High Alert. But as the deck is staying casual, you may want to omit this suggestion.


Brago, King Eternal: "Blink and you'll miss him!"

If you do decide to swing in, Brago can be a big help with built-in evasion and the ability to flicker all our creatures (for draws off Arcades, the Strategist) and artifacts such as your Sol Ring for double usage.


Static Orb, Winter Orb and Tangle Wire: "Our stacks of STAX will surely stack our odds!"

Various STAX card with various effects. They can play off your mana generating creatures as well as your artifacts. The best one for you here is Static Orb which shuts everyone down equally while you keep up strong creatures for big punts.


Wall of Roots, Ulvenwald Captive  Flip, Sylvan Caryatid and Vine Trellis: "Our dorks draw for us and excel us forward!"

These dorks can trigger Arcades due to being defenders as well as tapping for mana or in some cases giving us immediate mana. They also play well with STAX cards that tap lands down as you won't need them anymore!


I have many more suggestions, but this is all for now. If you like these and want more, say so!

Thank you!

lukeanto on Tribal Plants

1 year ago

Well maybe Wall of Roots instead of Gatecreeper Vine?or Vine Trellis...i think Genesis Hydra works really well here!

Barbarian_Sun_Pope on Old school snakes

1 year ago

Yep =), btw I noticed that Vine Trellis doesn't quite fit the theme. You can replace it with Orochi Sustainer to add even more snake flavor =).

CommanderEesha on The Great Wall of Green

1 year ago

Gomoomog, Thanks for the comment! I did originally have Vine Trellis and Sylvan Caryatid in the deck, but I was having more problems drawing finishers than having enough mana to cast them. My testing has been limited though, so it is possible that I have a weird sample that is skewed, I'll have to get more data.

Gomoomog on The Great Wall of Green

1 year ago

You can also use a few Vine Trellis to help with the ramp. And maybe a few Seek the Wilds if you need more help to get out your big boys. Although it could also bury your sorceries too so use with care.

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