Viridescent Wisps

Viridescent Wisps

Instant

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

Draw a card.

Latest Decks as Commander

Viridescent Wisps Discussion

Lanzo493 on theoretically worst deck

1 year 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

1 year 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

2 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?

jordanalessi on Mono Green Pump-Storm

2 years ago

Hickory Woodlot can help get Marwyn out on turn two. Turn one Elvish Pioneer can get her out on turn two also, while being just as useful once she's already on the board, buffing her and giving you an extra land to play with. Season of Growth is a new card I'm excited about for Marwyn. I find that Hunter's Prowess works just as well as Soul's Majesty for drawing cards, and also pumps Marwyn allowing her to tap for more after you untap her. Marwyn doesn't win by combat damage, so it doesn't matter if your combat step gets wasted as long as you can untap her in the second main phase. Viridescent Wisps is a cantrip that "pays for itself" by buffing Marwyn.

Nerdytimesorwhatever on List of EDH Draw Cards

3 years ago

Visions of Beyond isnt there

Peek? probably didnt see it up there

the wisps cycle is fun and underrated..

Aphotic Wisps, Cerulean Wisps, Crimson Wisps, Niveous Wisps, Viridescent Wisps

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