Viridescent Wisps

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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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Viridescent Wisps

Instant

Target creature becomes green and gets +1/+0 until end of turn.

Draw a card.

Omniscience_is_life on The Green Sting

3 years ago

Something tells me protection isn't really what you're needing for this strategy; I'd remove Snakeskin Veil, as it doesn't provide nearly enough of a buff to aid your ASAP strategy. Replacement options could be anything from Groundswell to Prey's Vengeance to Viridescent Wisps for some card draw.

skroes on

3 years ago

You can really abuse the 1 Mana wisp spellsCerulean Wisps, Crimson Wisps, and Viridescent Wisps as easy cantrips or draw 2s will Kalamax.

Lanzo493 on theoretically worst deck

4 years ago

Another issue with Celestial Dawn is it makes all your creatures white. So, to make it harder, you'd have to run Cerulean Wisps, Crimson Wisps, Aphotic Wisps, and Viridescent Wisps.

Peoni on Catrunner

4 years ago

The once a turn clause is definitely a drawback for sure, but I the way I figured it is if you have enough consistent card draw happening every turn then you're still getting to use the ability and you're finding other cards that will trigger it. More card draw never hurts, especially when your commander's activated ability can be a wincon depending on how many cards you have in hand. That reminds me, Library of Leng and Reliquary Tower both serve as pretty good budget options for holding onto all of the cards you'll be drawing, with Thought Vessel being a good but less budget option.

As far as drawing on everyone else's turns, the previously mentioned Runic Armasaur is a really nice choice. Some decent green instant draw you might like are Aggressive Urge, Benefactor's Draught, Bind, Feral Instinct, Inspiring Call, Lace with Moonglove, Lammastide Weave (lol), Momentous Fall (lots of tokens makes the sacrifice no big deal, especially if you get some big ones out there), Provoke, Skyshroud Blessing, Viridescent Wisps, and Vivify could be considered. Also the previously mentioned Verdant Rebirth. I'd say replacing the more situational cards that you'd usually be cycling anyway with cards that net you draw and share the same cost as the cycle should serve as replacements. For example Stinging Shot and Thornado are probably better off being replaced by some of the 2 cmc cards I just listed like Aggressive Urge, purely because in that case you're getting an effect and a card instead of just paying 2 to draw a card.

Gnarlback Rhino and Veil of Summer also have the potential to net you a card on another player's turn, with Veil being a good card all around and giving you some much needed stack interaction to get around enemy counters.

BodhiQL on Mono Green Pump-Storm

5 years ago

Hickory Woodlot enters tapped and I don't like any lands that do that. Elvish Pioneer is okay but I have an extremely low land count because I usually only want and need 1-2 lands per game anyway. I consistently play Marwyn on turn 2 anyway, I have tons of dorks and rocks in the deck to make it possible and easy. Hunter's Prowess is interesting, I've seen it before but never really considered it until you mentioned it, but I play pretty much every decent green tutor so that card is a maybe. Good but not quite good enough in a budgetless list. I really like both Season of Growth and Viridescent Wisps but I have no idea what to cut, because every card in the deck is so important and functional, kind of like a puzzle piece. I don't know what I would take out. Suggestions?

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