Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller gains an additional (in addition to the mana the land produces).
|Have (3)||eryops , ivaggione , rockleemyhero|
Combos Browse all
|Commander / EDH||Legal|
Wild Growth occurrence in decks from the last year
Wild Growth Discussion
2 days ago
@Sandilini yep, the inclusion of card draw like Beast Whisperer and Guardian Project really encourages you to go all in on creature ramp. Those little synergies add up! Wild Growth and Utopia Sprawl are obviously great, but I've definitely noticed an improvement after swapping them out for dorks. As for Yavimaya Hollow , I just seldom found myself being able to activate Winding Canyons . Hollow's ability is cheaper and more often relevant. The corner case with Wrath of God / Day of Judgment has seldom come up. The truth of the matter is that I have a textless foil promo Wrath of God, and I just enjoy looking at the art :)
1 week ago
Grubbernaut: Apologies for the super later response, but that is in fact a good suggestion. I think I had one of those Wild Growth enchantments in here at one point, which is why I wanted something like Benefaction. Now that I dropped that BS, you're totally right though. I should look to upgrade my draw spells for consistency.
Great advice and thanks for stopping by! (And Happy Easter!) =)
1 week ago
Derevi is a great choice for the general. The strategy I would go for personally when it comes to Derevi is low-cost evasive creatures, Coastal Piracy effects, and land auras like Fertile Ground . The little dudes hit to draw you cards and untap your lands. This leads to snowballing damage as you are able to play more small doods, leading to exponentially more damage, draw power, and mana each turn.
Here are some other cards that would fit with such a strategy: Signal Pest , Topplegeist , Bident of Thassa , Reconnaissance , Ohran Frostfang , Edric, Spymaster of Trest , True Conviction , Wild Growth , Wolfwillow Haven , Soltari Foot Soldier , Gudul Lurker , Mist-Cloaked Herald , Slither Blade , Triton Shorestalker
1 week ago
Utopia Sprawl is your best friend here. It fixes your mana, ramps you, and makes your Aura Gnarlid bigger.
Wild Growth is also excellent. It doesn't fix your mana, but you can play it on any land, not just a forest.
In order to make room for this ramp, I think taking out Fertile Ground, Karametra's Favor, Baloth Gorger, BTE, Armor of Thorns and a few lands would do the trick.
You should definitely be playing all 4 Ancestral Mask . I would cut Uncontrollable Anger and AEther Webs for it.
Reckless Abandon seems better than Artillerize. It costs way less mana, which seems worth losing a point of damage for.
Rabid Bite seems much worse than Ram Through . It's an instant that also has the upside of "trampling over" its damage if your creature has trample.
2 weeks ago
Ahhh okay, apologies for going overboard. I play a cEDH Rashmi list that is significantly different from yours, though there are some topdeck manipulation similarities!
I still think you should run Elvish Mystic , Arbor Elf , Carpet of Flowers (if applicable), Wild Growth , Utopia Sprawl , and more ways to play Rashmi in the earlier turns in general (like Jeweled Lotus ). My meta has evolved to make it impossible for me to play Rashmi after turn 3, so my lists usually run 15-19 ramp pieces. So take my ramping advice with a grain of salt lol.
I also feel that your interaction suite is a bit light, but thats from the position of someone who runs over 35 interaction spells haha
What does your meta look like, and how does this deck counter it/fit into it?
3 weeks ago
Thanks for the suggestions! You are certainly right about the enchantment based ramp being a great option for a deck like this (and one that allows for card draw with your ramp). I chose to go for the sorcery based ramp however because I find that the breaking point for this deck can be a well placed enchantment sweeper, and when that happens having all of your ramp taken out as well sort of ends the game for this deck.
Having my ramp in the form of sorceries that put lands onto the table is a good way to make sure my mana base stays together (plus land based ramp is just too powerful not to lean on when you have access to green). I also have many effects that sacrifice lands and then get them back from the graveyard or that just want them in the graveyard so having as many extra lands on the table as possible is always good.
That being said, including Smothering Tithe might still be something I want to look into, and I did also include the classic Wild Growth because it's a favorite of mine. Root Maze was also another good suggestion since I have so few artifacts in this list right now (which may change if I decide to add some in, I just haven't so far because cards like Sol Ring and Sensei's Divining Top make it into every deck I build).
Overall good suggestions, thanks for taking the time to comment and upvote! I appreciate it.
3 weeks ago
I'm going to go ahead and start on ramp here, you have only a couple pieces of pretty bad ramp.
So I really recommend picking up Llanowar Elves , Elvish Mystic , Elves of Deep Shadow , Fyndhorn Elves , Wild Growth , Rakdos Signet , Golgari Signet and Gruul Signet . Those are all really good because they can come down early, they get you more mana to play Mario and Luigi earlier, they can help you play your bigger cards earlier, and they can be sacrificed to the brothers.
If you want to find room, Cultivate , Harrow , Kodama's Reach , Rampant Growth , and Boundless Realms are all really really good, but not quite as necessary here as they can't be sacrificed to the brothers.
The player with the most mana is often the player in the best position in EDH, so mana ramp is important.
You also want some good interaction, which isn't quite as relevant with the brothers but it's still very important. Rakdos Charm , Terminate , Abrade , Abrupt Decay and Assassin's Trophy (which are a bit pricier), Doom Blade effects such as Cast Down , Ultimate Price , Go for the Throat and Heartless Act , Lightning Bolt , Nature's Claim are all pretty solid ones. The purpose is just to be able to stop someone from killing you, remember not to be aggressive and kill things without reason.
Casualties of War is pretty cool too, I just like the card.
4 weeks ago
Hey, I love the deck! I have a more competitive Sisay build, and I’ve been really interested in changing it to a shrine build. I know that all of the enchantresses aren’t cheap, but there are a few that are affordable that I’d highly recommend.
- Eidolon of Blossoms . This is a great card draw for little mana
- Satyr Enchanter . This is cheap and it’s on cast. Great card
- Mesa Enchantress . Really similar to Satyr Enchanter.
- Setessan Champion . Card draw and eventually a threat.
- Verduran Enchantress . A little more expensive $-wise, but still affordable
- Tuvasa the Sunlit . Not only does she give you card draw, she buffs Sisay by +3/+3 all on her own.
The two enchantresses that have constellation would be the ones I’d put in first, followed be Tuvasa. Since Sisay will be tutoring, it’s more important to have ETB triggers instead of cast triggers.
Because this is an enchantment deck, I’d also recommend some ramp that deals with Enchantments. Wild Growth , Utopia Sprawl , Herald of the Pantheon , Starfield Mystic , and Fertile Ground are all great options.
Destiny Spinner is a great card to protect your enchantments.
Grim Guardian is a nice card to get some incremental damage.
Protean Thaumaturge is a fun card that can become a threat out of nowhere.
But anyways, I hope that helps!