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Format | Legality |
1v1 Commander | Legal |
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Archenemy | Legal |
Arena | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | 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).
ViscountVonSausageRoll on
Green Counter Gang
3 days ago
Since Managorger Hydra has been suggested I feel honorbound to also suggest his older cousin Forgotten Ancient. A little more expensive, but more shenanigan-able. For instance with Branching Evolution
And since Nykthos, Shrine to Nyx has been suggested, allow me to suggest Rushwood Elemental & Chlorophant to make the most of the devotion. Also Garruk Wildspeaker goes great with it, and well with Wild Growth.
Your profile says you're a newer player, so if you're looking for more budget friendly generic ramp options (Nykthos is kinda pricey) Nature's Lore is pretty hard to beat for pure early value, Migration Path is 4 mana, but it's never dead.
Oh, also maybe Bioshift
Max_Hammer on Mono White Ramp/Draw
2 months ago
The thing about white is that it doesn't need to draw and it doesn't need to ramp. White sucks complete ass at both of those things, but it's not meant to do that.
It's meant to Armageddon instead of ramping. White is the color of stax and group hug. Why does it matter that I only have one land if you do too?
I wish they'd lean either more into that or find another way to ramp White, possibly through enchantments. I've always thought that enchanting lands like with Wild Growth was a thing white could totally do. Plus, maybe it's like a sacred ground sorta thing, as far as flavor goes. Idunno, WotC, make it work.
RoarMaster on
Jodah, the Enchantress (Shrine Tribal)
3 months ago
I must admit that when Jodah came out I immediately considered switching out Sissay for him as my Shrines deck commander(Im not the biggest fan of Go-Shi). Haven't gotten around to trying it out yet, but I can definitely see the potential. My only worry about doing so might make the deck simply win accidently through the legendary creatures who are in it. Jodah makes 'em buff mighty quick, and I didnt want them to overshadow the Shrines. Im not sure if that matters to you, but if it does, I might consider running a lower number of legendary permanents other than shrines in the deck in order to both retain a high chance of cascading into a Shrine, and to stop beefy creatures from becoming your default wincon.
I would suggest a little more ramp/fixing in the deck. Cultivate And Kodama's Reach are easy on the budget and make for pretty reliable T4 Jodahs. I'd take out Kestia and Arasta/Alela. Most of your enchantment creatures are your tech, which you generally dont want to risk often by attacking with them, so Kestia may not get much in the way of triggers. Arasta is super situational and will usually just be a feel bad moment when you cascade into her. Alela is making you a couple lil magic bugs a turn which is sorta meh, and the deathtouch on her is arguable as relevant as her token making ability.
If you are going to go balls-to-the-walls enchantments though, Id suggest getting rid of almost all of your artifact ramp and replacing it with enchantment equivalents. Wild Growth, Overgrowth, Fertile Ground, Market Festival, and Dawn's Reflection. That way your Estrid might be sort of useful, otherwise she could probably get cut. Her totem armor is nice, but it is the only thing she is really bringing to the table right now.
If you do go with the green source ramp, you will probably have to tweak your landbase a more to the green side. "Mono-Green Five-Colour" is a trope for a reason ;)
As an aside, you could drop a few of the card draw enchantresses with the double mana pips and In Bolas's Clutches and you could run Jegantha as a companion, which would almost guarantee you to get your colours for Jodah. Just a thought. Not sure if you want to remove the draw for it, but Jodah provides a lot of card advantage as is and you may not need it all.
If you dont care about winning through non-shrine means, cards like Steel of the Godhead, Nylea's Colossus, Ancestral Mask, and maybe True Conviction would be good adds.
As I am a purist I would also remove the instant and sorcery removal and replace it with enchantment alternatives, but I understand the loss of instant speed removal can hurt a deck a lot, haha :P
AstroAA on
Bant enchantmentz
4 months ago
I would cut the number of lands in your deck to around ~33 to ~35. You can substitute these with enchantments like Utopia Sprawl, Wild Growth, and Carpet of Flowers.
Additionally, you specifically ask for "controlling enchantments". I myself run a Sythis, Harvest's Hand deck that is based on shutting the entire board down, so you can check my deck for inspiration. I run stuff like Suppression Field, Stony Silence, Root Maze, Ground Seal, and other cards like Kataki, War's Wage, Null Rod, Collector Ouphe, and Linvala, Keeper of Silence. My deck wins through locking my opponents by preventing them from being able to play/use lands with Elesh Norn, Grand Cenobite and Living Plane.
If you need any other help, feel free to ask.
NonetheWeisser on
Elder Dragon Conduit
4 months ago
I would replace Wild Growth with Utopia Sprawl or Fertile Ground to make this Modern legal.
SufferFromEDHD on
Autumn Enchantress '99 (ULG)
5 months ago
I'm a big fan of themes/gimmicks/deck building rules. I've never done an era/year restriction. This is really cool! You picked arguably the most legendary block in the games history as the cut off point. I have very fond memories cracking boosters and building broken decks with old friends.
Thran Tome green draw was few and far between back then. I remember using this occasionally back in the day.
Conch Horn is colorless Brainstorm
Defense Grid and/or City of Solitude anti blue/anti combo.
Plow Under and Stunted Growth tempo removal. Ruins 1 potentially 2 turns.
Willow Satyr blue effect for your mono green deck.
Wild Growth and Carpet of Flowers high quality ramp and easy card draw off Argothian Enchantress.
Katabatic Winds might be one of the most evil stax cards if 1999 is the cut off point! I appreciated seeing this in the maybeboard. Slot out Storm Front and test it out.
SufferFromEDHD on
Would You Still Love Me If I Was A Wurm?
6 months ago
Mutavault wurm manland!
Bonders' Enclave easy card draw.
Emerald Medallion wurms are expensive.
Wild Growth over Arcane Signet.
SufferFromEDHD on
My Viper Don't Want None Unless You've Got-
6 months ago
If you are looking for an aura to dodge removal I'd suggest Wild Growth over Utopia Sprawl in mono green. At the end of the day they both do the same thing but Utopia Sprawl is clearly designed for multi color.
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