Virtue of Strength

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Standard Brawl Legal
Vintage Legal

Virtue of Strength

Enchantment

If you tap a basic land for mana, it produces three times as much of that mana instead.


(You may cast Virtue of Strength from exile if you sent it on an adventure.)


Garenbrig Growth

Sorcery — Adventure

Return target creature or land card from your graveyard to your hand.

(Then send this card on an Adventure in exile. You may cast the enchantment portion from exile.)


(You may cast Garenbrig Growth for from anywhere if you would have permission to cast it in that zone, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Garenbrig Growth and put it on the stack, this card is treated only as Virtue of Strength in whatever zone it is in.)

(When not exiled on an adventure, Adventure cards function identically to modal double faced cards when regarding to the interactions of cards that look at them or attempt to cast them.)

mrweaselman on Stompy Boys (EDH)

1 week ago

Since you're in green, you have some pretty good options for ramp for two mana. Oketra's Monument, Rhonas's Monument, Invasion of Ixalan  Flip and Thought Vessel seem to be the weakest. Three Visits, Nature's Lore, and Skyshroud Claim are all very solid options that are much harder to remove. Selvala, Heart of the Wilds can also make a ton of mana and draw you cards.

Cards that seem weaker:
Wayward Swordtooth: You only run 33 lands, I am not sure how often this is going to trigger. With a lower land count you have a lesser chance of having multiple lands in hand.
Akroma's Will: This may be overkill. A better option may be Return of the Wildspeaker because it can also draw you a lot of cards.
Bite Down and Ram Through: Requires you to have a creature of the board. Something either cheaper or more flexible like Swords to Plowshares or Touch the Spirit Realm can be beneficial.
Boros Charm: Unless you play in a token heavy meta, there may better options like Flawless Maneuver or Tyvar's Stand. Both can protect your commander the turn you get it out for cheap.
Virtue of Strength: This card does say basic land and you do only run 18 in the whole deck. Take a look at Mirari's Wake, or you could run Bala Ged Sanctuary  Flip and another ramp spell for basically the same slots.
Kinjalli's Caller, Knight of the Stampede, Marauding Raptor, Otepec Huntmaster, and Atzocan Seer: These cards are definitely thematic, but I'm not sure if they're all better than Delighted Halfling, Birds of Paradise, Avacyn's Pilgrim, Bloom Tender, and Sylvan Caryatid. Especially if you're only casting one big dinosaur a turn. Same for Commune with Dinosaurs < Once Upon a Time

Hyunkel on Wild and Unchained

8 months ago

Virtue of Strength's really good in like mono-green or gruul/selesnya landfall, you could pair that with Shigeki, Jukai Visionary and run mostly basic lands and fetch lands, you play cards like Topiary Stomper and Vorinclex  Flip to get more lands that you can tap for 3 mana, and then it's very straight forwards you coule run things like Lotus Cobra, Primeval Titan and other strong landfall cards, then you could run things like an Eldrazi Titan or some X mana creatures, hydras idk, whatever you feel like popping off with, I guess. I think it's a good card, the cycle of Virtues in general is really good, I feel like.

Apollo_Paladin on Wild and Unchained

8 months ago

I think that's a fair assessment. The Great Henge still has its place in certain niche builds, but overall I feel there are a lot better options in the sets printed since Throne of Eldraine when it came out for most decks.

I mean, it's still quite powerful and useful in general, so it's hard to argue that even 1 copy isn't useful, but if you have other utility available that you could focus on more & flesh out (which it appears you do) I'd say it's definitely worth trying at least.

The pure RNG says that being able to drop a Henge even mid-to-late game will be the difference for at least a couple games here and there since it's just 2 easy lifegain per turn, but if you can hone the deck with more mana-efficient options that don't necessarily require large creatures in play to pull off, I say go for it. Plenty of good choices & if Virtue is working for you then absolutely play around with it.

I've been wanting to try the green one Virtue of Strength in a deck since I got a free copy in a pack. The Sorcery is my main draw since re-usable Eiganjo, or Bosejiu, or Fabled Passage lands could be quite useful & it's also a way of helping keep mana dorks on the board after removal for the all-important turn 4 and 5 plays in a deck like this where you really need to be popping off. The enchantment side is a bit mana-heavy but you're already ramping pretty well in this deck & it could get really stupid as a kind of finisher combo with something like Primal Might (which is also kind of removal) on a Trample creature.

Things to think on. Catch you on Arena.