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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | 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 |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Wild Growth
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional (in addition to the mana the land produces).







SaberTech on
Mad World Rising
1 week ago
Thanks for the questions greyninja!
Grazilaxx is a remnant from an older, pre-banning of Dockside cEDH build for the deck. At that time in cEDH people were running Animar as more of a midrange deck because it wasn't fast enough for a turbo build to work well in the meta. I've kept it now that I run the deck as more of a Bracket 4 build and have to face off against more board wipes in the casual meta. It's mostly in the deck as another way of drawing cards to help recover but if an opponent would rather have me bounce back my creatures so that I can put more counters on Animar and get more ETB effects instead of drawing a card, then who am I to argue?
I've generally been pretty happy with Elvish Spirit Guide and Simian Spirit Guide. Like you pointed out, they help to increase the chances of a turn 2 Animar. There have also been times where I was digging through my deck with the help of something like Glimpse of Nature but have completely tapped out to do it. In those cases, having cards like the Guides, Lotus Petal, and Chrome Mox help to give free coloured mana that I might need to help close out the game. In cEDH the guides are a little more useful because they can pay for cards like Red Elemental Blast and Veil of Summer on their own but even in this build they can help to pay for a Wild Cantor or a Talisman so that I have blue mana up for counters to protect Walking Ballista. At 3 mana, the Guides can also be Neoformed into Ancestral Statue.
The 27 lands may not seem like a lot but some of the cEDH builds have even less. Animar doesn't really need many lands to go off considering the various cheap mana dorks and other ramp the deck provides. It is a bit tricky to go that low in lands and can require some aggressive mulligans to get a decent starting hand. While playing though, I've sometimes found that even just 27 lands can result in some mana flooding when I would really rather be drawing spells. The land count is something that you just have to experiment with for your own build to see where that sweet spot is for your own play style.
As for Utopia Sprawl, there are times where it has been a dead draw but it's not that often. Between the Dual Lands, Shock Lands, and Fetch lands in the deck it's not normally that difficult to get access to a land that counts as a forest on turn 1. Using Utopia Sprawl and Wild Growth as ramp synergizes well with Arbor Elf and can also net extra mana with the help of cards like Snap, Deceiver Exarch, and Peregrine Drake.
SufferFromEDHD on
Enchantment Recursion.
1 week ago
Lose the artifacts add Wild Growth, Utopia Sprawl and/or Fertile Ground. Possibly Stony Silence.
Extinguish All Hope > Blot Out
On Thin Ice, Oblivion Ring or Parallax Wave > Swords to Plowshares
FadingReality on
Dragons, Dragons, Dragons
2 weeks ago
A couple ramp options that are all either land ramp (the best) or ramp that isn't artifact or creature based.
1.) Wild Growth
2.) Three Visits
2.) Wargate. Wargate gets any land in the game untapped; a very rare effect at any mana range (much less 3 mana). It is as opposed to but aside from that it's superior to even Darksteel Ingot. 3 mana to get an untapped Command Tower is strictly better than 3 mana to get even an indestructible artifact (artifact can still be exiled). This card also gets utility lands that even fetches can't get. On top of all that, Wargate also gives you the additional option of making X be more than 0. If you do that, you can tutor any permanent in your deck directly onto the battlefield. Very useful late game in that regard. So there's a ton of utility in this card for the same price as a 3 mana rock that just gives any color. Lastly, the blue pip in the casting cost gets you closer to being able to run Force of Will.
3.) Archdruid's Charm. Currently the only other card in the whole game besides Wargate that can get any land in the game for 3 mana. could be tricky, but your mana base can handle it honeslty. Although the land you get with it does come in tapped, Archdruid makes up for this by being instant speed! What really makes this card shine is its utility. It is ramp, removal for artifacts, creatures, and enchantments, AND it is a creature tutor. Again, compare this to a 3 mana rock that just gives any color. This gives any LAND instead of a rock, also tutors, and is also removal. This card is nuts.
Lastly, this card isn't ramp per se, but The World Tree can give you a Chromatic Lantern effect and doesn't take up a deck slot. It can be tutored with wargate or archdruid's charm. Just something to keep in mind if you do cut Chromatic Lantern. I'd try to implement all 3 of the land ramp recommendations and then add wild growth if you still need more ramp. Alternatively, you could cut Delighted Halfling for wild growth. Wild growth gives you colored mana for any spell (not just legendaries like halfling), survives WAY more boardwipes and removal, and is also slightly faster since enchanting an untapped land with wild growth allows you to use its mana immediately. Halfling will never tap for mana same turn unless it has haste.
leovolt884_ on
Raze, Rebuild, Reclaim
4 weeks ago
I may be stupid, but how are you casting snuff out?
In terms of suggestions you could probably go 20 or 21 lands in a deck where lands matter so much. I don't think Rubblebelt Maverick is actually helping that much to run 4 of it. I think what would be funnier is jam 4 Raze and run 2 or 3 Skyshroud Ranger or something of the same effect. Maybe make a small engine with Groundskeeper to return lands and then put them directly into play from your hand.
Another direction you can take it is just have one REALLY GOOD land and sacrifice the rest. Enchant a land with Wild Growth and Utopia Sprawl and just focus on keeping one or two enchanted lands around and keeping your opponent down to one or two mana while you have 3, 4, or even 5. Stone Rain is also an iconic card. This deck seems to really want to play black. Bone Shards can help you bin an early land to play a turn 2 wurm. Village Rites is excellent card draw and can keep your hand full of lands for afforementioned Skyshroud Ranger type effects. Black loves to sacrifice for cheap and while Improvised Club is a great use for Akki Blizzard-Herder more sacrifice outlets would be more consistent.
I don't really like Werebear in this deck because I think it will just take too long for it to become a 4/4 and it isn't an effective beater if you have to end up using it for mana to cast anything. Maybe consider Bayou Groff or Burning-Tree Emissary. This deck looks kinda funny and it makes me want to make my own version
Femme_Fatale on mn6334
3 months ago
Cards that cause other cards to generate mana get the mana generation tags themselves because they function the same way within a deck like mana dorks do. Consider land enchantments like Wild Growth. Or cards like Prismatic Omen which function like a lot of filter cards do.
SufferFromEDHD on
Shisato! Whispering! Hunter!
4 months ago
I need to slither a Winter Orb into this list for an additional blinkmoth synergy!
Myth Unbound is currently filling the roll of all your suggestions. Clearly I need to trim a playset of pet cards and add 2 ramp/2 draw. Something as simple as Wild Growth?
This month I did a lot of brainstorming around green legends from Kamigawa. Ayumi and Shisato are definitely in a tie for my favorite green commander. This plays like a control deck!
Doombeard1984 on Is my deck off putting …
5 months ago
Just had a quick look through the deck, and whilst there is some cool synergistic stuff, and as stated before, being able to constantly remove a counter and recur nasty effects like Binding the Old Gods removal etc is nasty, its nothing crazy out of control. You are also not running a huge amount of untap effects to abuse your commander, and its ability is only at sorcery speed anyway. Please don't take offence to this, but I would probably not be targeting you out of the game. And to be fair, people should be running interaction to deal with things they do not like. Thats the way of Magic in general lol.
Conversely, if you are having your game-plan interrupted/disrupted... you are in . There is a whole suite of cards out their to help you "Counter" those situations. Just a basic suite of Counterspell's would probably allow you to better sustain a barrage of interaction from your opponents.
Would say, ramp is a major issue in your deck. Appreciate wanting to stay on them with enchantments/sagas, but sometimes you just need a rock or dork. Birds of Paradise, the Talismans, Sanctum Weaver, Wild Growth... even just a Sol Ring will help speed you out a little bit, and with more consistency I feel.
DreadKhan on Is my deck off putting …
5 months ago
To me it looks like it combines a general lack of acceleration with lots of 'just wait a few turns! Mwuahaha!' type effects that attract a lot of negative attention by telegraphing what you're on while not strengthening your position very much. The thing about not using ramp is that many games it won't seem to matter (provided you keep hitting drops), but many of your better Sagas require a fair bit to cast, and then they need to stick around to really cause an impact. If you don't cast a 6 drop Saga until turn 6 you've given your opponents more opportunities to have draw into interaction, with ramp you can potentially get a 6 drop out turn 4. Increasing how much quality land ramp your deck includes will make your good cards better. Also, if you're already on Enchantress you should at least take a look at stuff like Wild Growth/Utopia Sprawl, the only good reason to not use these is if people run a lot of targeted land hate.
Do you find that having multiple Enchantress cards in play results in you getting targeted, or is it just the token generation that gets people's ire up?
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