Comprehensive overview of green land-acceleration and fixing.
From all your permanents, your lands are the least likely to become the victim of your opponents control or disruption strategies. Green has a lot of spells regarding land. They work in various ways. The first advantage is that putting lands into play through a spell will give you more mana earlier on, because they don't count as land drops. The second advantage is that they fix your mana, making it possible to cast spells with difficult casting cost. The last and most abstract advantage is the deck thinning effect. Having less land and more spells in your deck increases the chance of drawing spells. This form of card advantage is known as card quality.
1. Cards that put extra lands into play.
Here's the list of green cards that put extra lands into play, or have a similer affect. The non-creaturespells come first, and are sorted by casting cost.
1.1 Greenb sorceries and instants.
Nature's Lore
1G
Sorcery
Search your library for a Forest card and put that card into play. Then shuffle your library.
Acceleration from two to three mana; mana-fixing when you run green duals; effectively costs one mana. This is the best 1G mana accelerator in mono-green decks or decks with duals.
Rampant Growth
1G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Acceleration from two to three mana; mana-fixing; costs two mana. A staple in basic sets and one of the better mana-accelerators until Sakura-tribe Elder saw print.
Untamed Wilds
2G
Sorcery
Search your library for a basic land card and put that card into play. Then shuffle your library.
Acceleration from three to four mana; mana fixing; costs three mana, effective cost is two mana. This card isn't as good as rampant growth, you pay one more and get one untapped land in return, but what are you going to do with one land on turn three ?
Harrow
Harrow
2G
Instant
As an additional cost to play Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them into play. Then shuffle your library.
Acceleration from three mana to four mana; (double) mana-fixing; effectively costs two mana. The strength of this card is that it is an instant, and that it allows better timing. A weakness is the additional cost, making it vulnerable against counters. It is however the cheapest card for double mana fixing. And some lands (read gemstone mine) are just made for saccing.
Primal Growth
2G
Sorcery
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you play this spell.)
Search your library for a basic land card, put that card into play, then shuffle your library. If the kicker cost was paid, instead search your library for two basic land cards, put them into play, then shuffle your library.
Acceleration from three to four or five mana (with kicker cost); mana fixing. The card is strictly better than untamed wilds, because the kicker cost gives you a certain flexibility. But untamed wilds doesn't see much play, and neither does primal growth.
Kodama's Reach
Kodama’s Reach
2G
Sorcery — Arcane
Search your library for two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library.
Acceleration from three to four or five mana (with the land-drop next turn); good mana fixing. Another excellent card from Champions Of Kamigawa that provides card-advantage. Cheap spell that accelerates you quite a lot. The best 2G-sorcery.
Skyshroud Claim
3G
Sorcery
Search your library for up to two Forest cards and put them into play. Then shuffle your library.
Acceleration form four to six mana; effectively costs two mana; card-advantage. A typical mono-G spell, that works well with other forms of acceleration.
Explosive Vegetation
Explosive Vegetation
3G
Sorcery
Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.
Acceleration from four to six mana; (double) mana-fixing, costs four mana; card-advantage. The coloured version of Skyshroud Claim. There is no need to play this spell if you have duals, but it stays a good choice in many other cases.
Deep Reconnaissance
2G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Flashback 4G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Acceleration from three to four and from five to six mana; mana fixing; card advantage when you play it the second time. A pretty neat way to move towards 6 or more mana. But wouldn't you rather play a Kodama's Reach ?
Far Wanderings
2G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Threshold — Instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. (You have threshold if seven or more cards are in your graveyard.)
Acceleration from three to four or six mana; mana fixing; double card advantage when you have treshold. This card is HUGE when you have threshold, and mediocre when you don't. Sees little to no play, because it works opposite to your needs, when you don't have threshold, you want maximum accelation but get only one card. By the time you achieve treshold, you'll have enough cards into play. Maybe something for Erniegeddon.
Clear The Land
2G
Sorcery
Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game.
The strengths and weaknesses of this card are similar to those of Gaea's Balance and New Frontiers. It's a usefull card when your opponent doesn't play lands or when you know you are going to find a lot of lands. But in 90% of the times, you will be helping your opponent a lot more than yourself.
Gaeas Balance
3G
Sorcery
As an additional cost to play Gaea’s Balance, sacrifice five lands.
Search your library for a land card of each basic land type and put them into play. Then shuffle your library.
Mana fixing from five land to five basic lands; card disadvantage; the additional cost of saccing five lands makes this card very risky to play.
New Frontiers
XG
Sorcery
Each player may search his or her library for up to X basic land cards and put them into play tapped. Then each player who searched his or her library this way shuffles it.
Potential mana fixing; nudity in the artwork; huge card and tempo disadvantage against most opponents. A real bomb when your opponent doesn't play any basic lands.
Crop Rotation
G
Instant
As an additional cost to play Crop Rotation, sacrifice a land.
Search your library for a land card and put that card into play. Then shuffle your library.
No accelaration; mana fixing; card disadvantage; used to fetch restricted rares or to get rid of legendary lands. Restricted in type 1, banned in extended. Very powerfull in the right deck, but the flavour text says "Counter me, please".
Renewal
2G
Sorcery
As an additional cost to play Renewal, sacrifice a land.
Search your library for a basic land card and put that card into play. Then shuffle your library.
Draw a card at the beginning of the next turn’s upkeep.
No acceleration; mana fixing; Not a very good card. Ignore it.
Natural Balance
2GG
Sorcery
Each player who controls six or more lands sacrifices all lands he or she controls except for five. Each player who controls four or fewer lands may search his or her library for basic land cards to bring his or her land total to five and put them into play. Then each player who searched his or her library this way shuffles it.
Brings both players land total to five. Is card advantage if you have less than or if your opponent has more than five lands into play. This can result in huge card advantage. A green deck should be able to cast this spell with one or two lands in play. Hoses decks with lots of mana, and stays indifferent towards decks with a low mana curve. It is a trick to get a basic land of every kind, and can be played in the right (casual) decks.
1.2 Green creatures that put extra land into play.
Elvish Pioneer
G
Creature — Elf Druid
1/1
When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped.
Acceleration by giving you an extra (tapped) land drop when casted; 1/1 elf for G
Diligent Farmhand
G (+1G)
Creature — Druid
1/1
1G, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
If Diligent Farmhand is in a graveyard, Muscle Burst’s effect counts it as a card named Muscle Burst.
Accelerates from two to three mana; the effective cost is three mana; It can be used as a chump blocker, and thus give card advantage. A problem with this card is that you want to use it early on, and that you will lose your second turn by activating the abity. The net cost is 1GG, and that's quite expensive.
Krosan Wayfarer
G
Creature Druid
Sacrifice Krosan Wayfarer: Put a land card from your hand into play.
No card disadvantage. It's a potential blocker. Very similar to Elvish Pioneer
Sakura-Tribe Elder
1G
Creature — Snake Shaman
1/1
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card into play tapped, then shuffle your library.
Acceleration from two to three mana; mana-fixing; costs two mana.
This card is pretty strong because it is also a 1/1 creature, and therefore capable of attacking/blocking. The absence of an activation cost gives you full flexibility over the ability.
Silverglade Pathfinder
1G
Creature — Spellshaper
1/1
1G, T, Discard a card: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
This card isn't very good, but it can fix your mana base and is capable of doing neat tricks with cards you want to discard. (Like Squee, or Roar of the Wurm). In most circumstances, the card/ability combination is simply to expensive to be effective.
Budoka Gardener
1G
Creature — Human Monk
2/1
T: You may put a land card from your hand into play. If you control ten or more lands, flip Budoka Gardener.
----- (flip card)
Dokai, Weaver of Life
Legendary Creature — Human Monk
3/3
4GG, T: Put an X/X green Elemental creature token into play, where X is the number of lands you control.
Usefull to get extra land drops. A 2/1 for 1G isn't such a bad deal. The playability is however limited to casual combodecks that put tons of land into play.
Wood Elves
2G
Creature — Elf
1/1
When Wood Elves comes into play, search your library for a Forest card and put that card into play. Then shuffle your library.
Acceleration from three to four mana; limited to forests; effectively costs two mana; 1/1 elf; card-advantage and therefore used as a tech-card in certain decks.
Avenging Druid
2G
Creature — Druid
1/3
Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard.
Acceleration when it deals combat damage to a player; potential mana fixing; 1/3 creature; synergy with threshold and flashback. Great in multiplayer !
Yavimaya Granger
2G
Creature — Elf
2/2
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Yavimaya Granger comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
Acceleration from three mana to four mana; mana-fixing; costs three mana; free one turn blocker or a 2/2 creature if you are willing to pay echo; If you pay the echo cost, it means net card-advantage, but 4GG is not a generous cost, in fact it is the exact sum of a grizzly bears (1G), a rampant growth (1G) and a cantrip (2)
Quirion Trailblazer
3G
Creature — Elf
1/2
When Quirion Trailblazer comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
Another landfetcher. It comes quite late (at a time when you already have access to four mana), and at that point in the game a 1/2 tends to be rather weak, but the card is correctly priced. G for the 1/2 elf, 1G for the fetch-effect and 2 for the saved card would mean 3GG, thus 3G is slightly less expensive. This card doesn't see much play, but it was included in the domain precon during the invasion block.
Centaur Rootcaster
3G
Creature — Centaur Druid
2/2
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
Acceleration, mana fixing and card advantage when it deals combat damage; you get at least a 2/2 creature for 3G. Pretty expensive and a lot less powerfull than avenging druid
Silverglade Elemental
4G
Creature — Elemental
4/4
When Silverglade Elemental comes into play, you may search your library for a Forest card and put that card into play. If you do, shuffle your library.
Acceleration from five to six mana; mana-fixing with green duals; cost five mana; 4/4 creature; card-advantage. It's a 4/4 with a built in Nature's Lore, 5 mana is pretty cheap four such an effect. (A vanilla 4/4 costs 2GG/3G, a natures lore costs 1G and a cantrip costs 2, equaling 5GGG or 6GG) But is it that important to jump from five to six mana ?
1.3 The greens accelerating enchantments;
One With Nature
G
Enchant Creature
Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Accelaration, mana fixing, card advantage for every succesfull use after the first. This card has some potential, but your opponent will do anything to disrupt your play. This card does have some potential in multiplayer games.
Manabond
G
Enchantment
At the end of your turn, you may reveal your hand and put all land cards from it into play. If you do, discard your hand.
A very tricky enchantment. Usefull in the right deck.
Exploration
G
Enchantment
You may play an additional land each of your turns.
It does what it says. But it is only really usefull if you manage to draw multiple lands per turn. A powercard in any enchantress-deck.
Fastbond
G
Enchantment
You may play as many lands as you choose on your turn.
Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you.
Restricted because it allows sick combos in T1. Sometimes it is better than exploration, sometimes it is not.
Burgeoning
G
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand into play.
A lot less usefull than exploration, but still an accelerator.
The following spells put land in your hand. Stricktly spoken, this isn't even a form of mana acceleration. But since you aren't going to have a land drop in every single turn, they can give you that fifth and sixth land-drop that would otherwise take turns and turns to draw. Some of the following spells give real card advantage. Others can give card advantage when you are lucky (like mulch). But they all give you the statistical card advantage of card quality.
2.1 Green sorceries and instants
Land Grant
1G (0?)
Sorcery
If you have no land cards in hand, you may reveal your hand rather than pay Land Grant’s mana cost.
Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library.
Used in mono-green beatdown decks instead of a regular forest. Don't use it in combination with lands that produce colorless or no mana (Gaea's Cradle), or you might be screwed in your first turn. People use this card for the deck thinning effect, and because it counts as a spell.
Lay of The Land
G
Sorcery
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
A cheap mana fixer. Not good, but not bad either.
Mulch
1G
Sorcery
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and all other cards revealed this way into your graveyard.
Statistical card advantage when you have more than 25% lands in your deck; Huge combo and treshold-potential.
Sylvan Scrying
Sylvan Scrying
1G
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
A tutor for lands; any land Very usefull to set up an Urzatron-engine or to fetch restricted lands..
Living Wish
1G
Sorcery
Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game.
An overlooked ablity of this card; living wish also fetches lands out of your sideboard. Good to find silver bullets.
Rites Of Spring
1G
Sorcery
Discard any number of cards. Search your library for that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.
Puts a basic land card in your hand for every extra card you discard. The discarding isn't part of the casting cost, so you only have to do it when the spell resolves. This means net-card disadvantage, but it can be used as a discard engine.
Gaea's Bounty
2G
Sorcery
Search your library for up to two forest cards, reveal those cards, and put them into your hand. Then shuffle your library.
Puts two forests in your hand, is card advantage. The effectivity of this card depends on the number of lands you already have in your hand. If this spell gives extra land-drops, it's good. If you have or would have had enough land, it's only mediocre. Journey of Discovery costs the same and does the same in many cases, but the forests you pull out with Gaea's Bounty can be duals ;).
Sprouting Vines
2G
Instant
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Storm (When you play this spell, copy it for each spell played before it this turn.)
Puts at least on basic land in your hand. It is also one of the few instants in this list. You should be able to get at least two lands in return (playing it during your opponents turn), but the card isn't going to be good unless it's a three for one deal. You are most likely to take full advantage from this card against weenie-decks.
Journey of Discovery
2G
Sorcery
Choose one — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn.
Entwine 2G (Choose both if you pay the entwine cost.)
It's a quick way to go from 6 to 8 mana. Not the greatest of land-searchers, and the entwine cost isn't payed very often. The card has some use in combo decks, but in almost any case, this card is worse than Kodama's reach or Krosan Tusker.
2.2 Hermit Druid and the so-called creatures that put land in your hand.
Hermit Druid
1G
Creature — Druid
1/1
G, T: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
Card advantage; potential mana fixing; but HUGE combo potential, therefore it is banned in all formats but T1.
Krosan Tusker
5GG (2G)
Creature — Beast
6/5
Cycling 2G (2G, Discard this card: Draw a card.)
When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library.
Is basically a lay of the land with a 2-mana cantrip. Cycling doesn't is an ability (that you can play as an instant) and not a spell, therefore it is a lot harder to counter. An extra advantage of Krosan Tusker is that it is a creature, and that it can function as a threat in the late game.
Elvish Aberration
5G
Creature — Elf Mutant
4/5
T: Add GGG to your mana pool.
Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
The can be usefull to get you a third landdrop, and it is a creatures in the late game. Being a cycle-effect means that you can play it as an instant, you opponent can't countered it, and that it does not count as a spell. Pretty good in the right deck, especially if you can so something with the fatty in the graveyard. Like reanimating ?
Wirewood Guardian
5GG
Creature — Elf Mutant
6/6
Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
Same here.
2.3 The green enchantments that put land in your hand.
Elfhame Sanctuary
1G
Enchantment
At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skip your draw step this turn and shuffle your library.
Replaces your draw with a basic land card in your hand. This enchantment provides net-card disadvantage, because you'll never make up for the spell itself. It has a rather big combo potential since you don't actually draw any cards.
Abundance
2GG
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Gives control over your draw. Quite expensive to cast, but an excellent illustration of card quality. Abundance combos very well with Sylvan library, giving you three cards draw each turn.
(posted in two parts because the forums don't allow posts that long)
(a section about mana-creatures will be added)
Private Mod Note
():
Rollback Post to RevisionRollBack
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Nice job! Hoping to read about Yavimaya Elder though. While some people claim he was made obsolete by Sakura Tribe Elder (cheaper, costless activation, puts the land into play), I still play him (specially in multi) because he's 2 land thinning and the extra card comes AFTER pulling 2 lands from your deck, which makes the probability of them being gas spells a bit higher. Also, the 2 power randomly kills important creatures
From all your permanents, your lands are the least likely to become the victim of your opponents control or disruption strategies. Green has a lot of spells regarding land. They work in various ways. The first advantage is that putting lands into play through a spell will give you more mana earlier on, because they don't count as land drops. The second advantage is that they fix your mana, making it possible to cast spells with difficult casting cost. The last and most abstract advantage is the deck thinning effect. Having less land and more spells in your deck increases the chance of drawing spells. This form of card advantage is known as card quality.
1. Cards that put extra lands into play.
Here's the list of green cards that put extra lands into play, or have a similer affect. The non-creaturespells come first, and are sorted by casting cost.
1.1 Greenb sorceries and instants.
Nature's Lore
1G
Sorcery
Search your library for a Forest card and put that card into play. Then shuffle your library.
Acceleration from two to three mana; mana-fixing when you run green duals; effectively costs one mana. This is the best 1G mana accelerator in mono-green decks or decks with duals.
Rampant Growth
1G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Acceleration from two to three mana; mana-fixing; costs two mana. A staple in basic sets and one of the better mana-accelerators until Sakura-tribe Elder saw print.
Untamed Wilds
2G
Sorcery
Search your library for a basic land card and put that card into play. Then shuffle your library.
Acceleration from three to four mana; mana fixing; costs three mana, effective cost is two mana. This card isn't as good as rampant growth, you pay one more and get one untapped land in return, but what are you going to do with one land on turn three ?
Harrow
Harrow
2G
Instant
As an additional cost to play Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them into play. Then shuffle your library.
Acceleration from three mana to four mana; (double) mana-fixing; effectively costs two mana. The strength of this card is that it is an instant, and that it allows better timing. A weakness is the additional cost, making it vulnerable against counters. It is however the cheapest card for double mana fixing. And some lands (read gemstone mine) are just made for saccing.
Primal Growth
2G
Sorcery
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you play this spell.)
Search your library for a basic land card, put that card into play, then shuffle your library. If the kicker cost was paid, instead search your library for two basic land cards, put them into play, then shuffle your library.
Acceleration from three to four or five mana (with kicker cost); mana fixing. The card is strictly better than untamed wilds, because the kicker cost gives you a certain flexibility. But untamed wilds doesn't see much play, and neither does primal growth.
Kodama's Reach
Kodama’s Reach
2G
Sorcery — Arcane
Search your library for two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library.
Acceleration from three to four or five mana (with the land-drop next turn); good mana fixing. Another excellent card from Champions Of Kamigawa that provides card-advantage. Cheap spell that accelerates you quite a lot. The best 2G-sorcery.
Skyshroud Claim
3G
Sorcery
Search your library for up to two Forest cards and put them into play. Then shuffle your library.
Acceleration form four to six mana; effectively costs two mana; card-advantage. A typical mono-G spell, that works well with other forms of acceleration.
Explosive Vegetation
Explosive Vegetation
3G
Sorcery
Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.
Acceleration from four to six mana; (double) mana-fixing, costs four mana; card-advantage. The coloured version of Skyshroud Claim. There is no need to play this spell if you have duals, but it stays a good choice in many other cases.
Deep Reconnaissance
2G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Flashback 4G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Acceleration from three to four and from five to six mana; mana fixing; card advantage when you play it the second time. A pretty neat way to move towards 6 or more mana. But wouldn't you rather play a Kodama's Reach ?
Far Wanderings
2G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Threshold — Instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. (You have threshold if seven or more cards are in your graveyard.)
Acceleration from three to four or six mana; mana fixing; double card advantage when you have treshold. This card is HUGE when you have threshold, and mediocre when you don't. Sees little to no play, because it works opposite to your needs, when you don't have threshold, you want maximum accelation but get only one card. By the time you achieve treshold, you'll have enough cards into play. Maybe something for Erniegeddon.
Clear The Land
2G
Sorcery
Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game.
The strengths and weaknesses of this card are similar to those of Gaea's Balance and New Frontiers. It's a usefull card when your opponent doesn't play lands or when you know you are going to find a lot of lands. But in 90% of the times, you will be helping your opponent a lot more than yourself.
Gaeas Balance
3G
Sorcery
As an additional cost to play Gaea’s Balance, sacrifice five lands.
Search your library for a land card of each basic land type and put them into play. Then shuffle your library.
Mana fixing from five land to five basic lands; card disadvantage; the additional cost of saccing five lands makes this card very risky to play.
New Frontiers
XG
Sorcery
Each player may search his or her library for up to X basic land cards and put them into play tapped. Then each player who searched his or her library this way shuffles it.
Potential mana fixing; nudity in the artwork; huge card and tempo disadvantage against most opponents. A real bomb when your opponent doesn't play any basic lands.
Crop Rotation
G
Instant
As an additional cost to play Crop Rotation, sacrifice a land.
Search your library for a land card and put that card into play. Then shuffle your library.
No accelaration; mana fixing; card disadvantage; used to fetch restricted rares or to get rid of legendary lands. Restricted in type 1, banned in extended. Very powerfull in the right deck, but the flavour text says "Counter me, please".
Renewal
2G
Sorcery
As an additional cost to play Renewal, sacrifice a land.
Search your library for a basic land card and put that card into play. Then shuffle your library.
Draw a card at the beginning of the next turn’s upkeep.
No acceleration; mana fixing; Not a very good card. Ignore it.
Natural Balance
2GG
Sorcery
Each player who controls six or more lands sacrifices all lands he or she controls except for five. Each player who controls four or fewer lands may search his or her library for basic land cards to bring his or her land total to five and put them into play. Then each player who searched his or her library this way shuffles it.
Brings both players land total to five. Is card advantage if you have less than or if your opponent has more than five lands into play. This can result in huge card advantage. A green deck should be able to cast this spell with one or two lands in play. Hoses decks with lots of mana, and stays indifferent towards decks with a low mana curve. It is a trick to get a basic land of every kind, and can be played in the right (casual) decks.
1.2 Green creatures that put extra land into play.
Elvish Pioneer
G
Creature — Elf Druid
1/1
When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped.
Acceleration by giving you an extra (tapped) land drop when casted; 1/1 elf for G
Diligent Farmhand
G (+1G)
Creature — Druid
1/1
1G, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
If Diligent Farmhand is in a graveyard, Muscle Burst’s effect counts it as a card named Muscle Burst.
Accelerates from two to three mana; the effective cost is three mana; It can be used as a chump blocker, and thus give card advantage. A problem with this card is that you want to use it early on, and that you will lose your second turn by activating the abity. The net cost is 1GG, and that's quite expensive.
Krosan Wayfarer
G
Creature Druid
Sacrifice Krosan Wayfarer: Put a land card from your hand into play.
No card disadvantage. It's a potential blocker. Very similar to Elvish Pioneer
Sakura-Tribe Elder
1G
Creature — Snake Shaman
1/1
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card into play tapped, then shuffle your library.
Acceleration from two to three mana; mana-fixing; costs two mana.
This card is pretty strong because it is also a 1/1 creature, and therefore capable of attacking/blocking. The absence of an activation cost gives you full flexibility over the ability.
Silverglade Pathfinder
1G
Creature — Spellshaper
1/1
1G, T, Discard a card: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
This card isn't very good, but it can fix your mana base and is capable of doing neat tricks with cards you want to discard. (Like Squee, or Roar of the Wurm). In most circumstances, the card/ability combination is simply to expensive to be effective.
Budoka Gardener
1G
Creature — Human Monk
2/1
T: You may put a land card from your hand into play. If you control ten or more lands, flip Budoka Gardener.
----- (flip card)
Dokai, Weaver of Life
Legendary Creature — Human Monk
3/3
4GG, T: Put an X/X green Elemental creature token into play, where X is the number of lands you control.
Usefull to get extra land drops. A 2/1 for 1G isn't such a bad deal. The playability is however limited to casual combodecks that put tons of land into play.
Wood Elves
2G
Creature — Elf
1/1
When Wood Elves comes into play, search your library for a Forest card and put that card into play. Then shuffle your library.
Acceleration from three to four mana; limited to forests; effectively costs two mana; 1/1 elf; card-advantage and therefore used as a tech-card in certain decks.
Avenging Druid
2G
Creature — Druid
1/3
Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard.
Acceleration when it deals combat damage to a player; potential mana fixing; 1/3 creature; synergy with threshold and flashback. Great in multiplayer !
Yavimaya Granger
2G
Creature — Elf
2/2
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Yavimaya Granger comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
Acceleration from three mana to four mana; mana-fixing; costs three mana; free one turn blocker or a 2/2 creature if you are willing to pay echo; If you pay the echo cost, it means net card-advantage, but 4GG is not a generous cost, in fact it is the exact sum of a grizzly bears (1G), a rampant growth (1G) and a cantrip (2)
Quirion Trailblazer
3G
Creature — Elf
1/2
When Quirion Trailblazer comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
Another landfetcher. It comes quite late (at a time when you already have access to four mana), and at that point in the game a 1/2 tends to be rather weak, but the card is correctly priced. G for the 1/2 elf, 1G for the fetch-effect and 2 for the saved card would mean 3GG, thus 3G is slightly less expensive. This card doesn't see much play, but it was included in the domain precon during the invasion block.
Centaur Rootcaster
3G
Creature — Centaur Druid
2/2
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
Acceleration, mana fixing and card advantage when it deals combat damage; you get at least a 2/2 creature for 3G. Pretty expensive and a lot less powerfull than avenging druid
Silverglade Elemental
4G
Creature — Elemental
4/4
When Silverglade Elemental comes into play, you may search your library for a Forest card and put that card into play. If you do, shuffle your library.
Acceleration from five to six mana; mana-fixing with green duals; cost five mana; 4/4 creature; card-advantage. It's a 4/4 with a built in Nature's Lore, 5 mana is pretty cheap four such an effect. (A vanilla 4/4 costs 2GG/3G, a natures lore costs 1G and a cantrip costs 2, equaling 5GGG or 6GG) But is it that important to jump from five to six mana ?
1.3 The greens accelerating enchantments;
One With Nature
G
Enchant Creature
Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Accelaration, mana fixing, card advantage for every succesfull use after the first. This card has some potential, but your opponent will do anything to disrupt your play. This card does have some potential in multiplayer games.
Manabond
G
Enchantment
At the end of your turn, you may reveal your hand and put all land cards from it into play. If you do, discard your hand.
A very tricky enchantment. Usefull in the right deck.
Exploration
G
Enchantment
You may play an additional land each of your turns.
It does what it says. But it is only really usefull if you manage to draw multiple lands per turn. A powercard in any enchantress-deck.
Fastbond
G
Enchantment
You may play as many lands as you choose on your turn.
Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you.
Restricted because it allows sick combos in T1. Sometimes it is better than exploration, sometimes it is not.
Burgeoning
G
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand into play.
A lot less usefull than exploration, but still an accelerator.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
The following spells put land in your hand. Stricktly spoken, this isn't even a form of mana acceleration. But since you aren't going to have a land drop in every single turn, they can give you that fifth and sixth land-drop that would otherwise take turns and turns to draw. Some of the following spells give real card advantage. Others can give card advantage when you are lucky (like mulch). But they all give you the statistical card advantage of card quality.
2.1 Green sorceries and instants
Land Grant
1G (0?)
Sorcery
If you have no land cards in hand, you may reveal your hand rather than pay Land Grant’s mana cost.
Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library.
Used in mono-green beatdown decks instead of a regular forest. Don't use it in combination with lands that produce colorless or no mana (Gaea's Cradle), or you might be screwed in your first turn. People use this card for the deck thinning effect, and because it counts as a spell.
Lay of The Land
G
Sorcery
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
A cheap mana fixer. Not good, but not bad either.
Mulch
1G
Sorcery
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and all other cards revealed this way into your graveyard.
Statistical card advantage when you have more than 25% lands in your deck; Huge combo and treshold-potential.
Sylvan Scrying
Sylvan Scrying
1G
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
A tutor for lands; any land Very usefull to set up an Urzatron-engine or to fetch restricted lands..
Living Wish
1G
Sorcery
Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game.
An overlooked ablity of this card; living wish also fetches lands out of your sideboard. Good to find silver bullets.
Rites Of Spring
1G
Sorcery
Discard any number of cards. Search your library for that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.
Puts a basic land card in your hand for every extra card you discard. The discarding isn't part of the casting cost, so you only have to do it when the spell resolves. This means net-card disadvantage, but it can be used as a discard engine.
Gaea's Bounty
2G
Sorcery
Search your library for up to two forest cards, reveal those cards, and put them into your hand. Then shuffle your library.
Puts two forests in your hand, is card advantage. The effectivity of this card depends on the number of lands you already have in your hand. If this spell gives extra land-drops, it's good. If you have or would have had enough land, it's only mediocre. Journey of Discovery costs the same and does the same in many cases, but the forests you pull out with Gaea's Bounty can be duals ;).
Sprouting Vines
2G
Instant
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Storm (When you play this spell, copy it for each spell played before it this turn.)
Puts at least on basic land in your hand. It is also one of the few instants in this list. You should be able to get at least two lands in return (playing it during your opponents turn), but the card isn't going to be good unless it's a three for one deal. You are most likely to take full advantage from this card against weenie-decks.
Journey of Discovery
2G
Sorcery
Choose one — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn.
Entwine 2G (Choose both if you pay the entwine cost.)
It's a quick way to go from 6 to 8 mana. Not the greatest of land-searchers, and the entwine cost isn't payed very often. The card has some use in combo decks, but in almost any case, this card is worse than Kodama's reach or Krosan Tusker.
2.2 Hermit Druid and the so-called creatures that put land in your hand.
Hermit Druid
1G
Creature — Druid
1/1
G, T: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
Card advantage; potential mana fixing; but HUGE combo potential, therefore it is banned in all formats but T1.
Krosan Tusker
5GG (2G)
Creature — Beast
6/5
Cycling 2G (2G, Discard this card: Draw a card.)
When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library.
Is basically a lay of the land with a 2-mana cantrip. Cycling doesn't is an ability (that you can play as an instant) and not a spell, therefore it is a lot harder to counter. An extra advantage of Krosan Tusker is that it is a creature, and that it can function as a threat in the late game.
Elvish Aberration
5G
Creature — Elf Mutant
4/5
T: Add GGG to your mana pool.
Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
The can be usefull to get you a third landdrop, and it is a creatures in the late game. Being a cycle-effect means that you can play it as an instant, you opponent can't countered it, and that it does not count as a spell. Pretty good in the right deck, especially if you can so something with the fatty in the graveyard. Like reanimating ?
Wirewood Guardian
5GG
Creature — Elf Mutant
6/6
Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
Same here.
2.3 The green enchantments that put land in your hand.
Elfhame Sanctuary
1G
Enchantment
At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skip your draw step this turn and shuffle your library.
Replaces your draw with a basic land card in your hand. This enchantment provides net-card disadvantage, because you'll never make up for the spell itself. It has a rather big combo potential since you don't actually draw any cards.
Abundance
2GG
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Gives control over your draw. Quite expensive to cast, but an excellent illustration of card quality. Abundance combos very well with Sylvan library, giving you three cards draw each turn.
(posted in two parts because the forums don't allow posts that long)
(a section about mana-creatures will be added)
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Avatar & banner made by myself
This is indeed very old. About four years to be exact.
I'll think about it.
Regards,
Q.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.