Blighted Burgeoning

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Blighted Burgeoning

Enchantment — Aura

Enchant land

When Blighted Burgeoning enters the battlefield, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)

Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.

DreadKhan on Trample Under Foot

1 week ago

Neat idea, I love seeing people making Gruul work in Legacy!

I would run two more Utopia Sprawls over Rampant Growth, they aren't all that pricey anymore (ymmv of course). I'd even run a worse Utopia Sprawl like Blighted Burgeoning or Fertile Ground, either has it's own upsides, and both work very well with your Arbor Elf.

I think with x4 Arboreal Grazer you might consider at least a couple lands, Grazer feels awful when you're short of lands. I'm not sure how much you'd need, but 1 or 2 would be helpful IMHO.

Randomly, Gruul got one of the all time great ramp effects back in Ice Age, Orcish Lumberjack is epic ramp, great if you need to hit a Hulk several turns early. You might want something to prevent your Hulk from getting countered, maybe Rhythm of the Wild? The haste is also VERY good with Lumberjack, letting you drop it and tap it for 3 (though you do sacrifice the Forest) right away, dodging removal potentially. I personally love using Orcish Lumberjack with Mwonvuli Acid-Moss, this way you can effectively Sinkhole people in Gruul, and technically you'd have 1 mana left, even on turn 2. Some people don't fear land destruction and will keep a 1 land hand so it can work sometimes fwiw, and the cost is negligible (it's even a ramp spell if you hard cast it without Lumberjack).

How often do you end up with a decent land count? If you find you can actually hit 5 lands in a lot of games, you could throw in Crop Rotation and Temple of the False God x1, if you aren't ready for a Temple yet you can tutor up a Red source I guess, or a Wolf Run. I'd guess if you pull those Rampant Growths Temple x1 isn't worth bothering with. You could always do that trick with x1 Ancient Tomb, but those aren't as cheap!

Hi_diddly_ho_neighbor on Atraxa's Egg Cracking Awakening

1 year ago

This is a pretty awesome list and a fresh new way to take a well trodden (and unfortunately stale), but forever cool commander. +1 from me.

Here are some suggestions:

An immediate thought I had for inclusion is Inspiring Call. It won't protect most of your non-token creatures unfortunately (unless you are going ham with Ozolith, the Shattered Spire, but it will protect all of your incubate tokens and draw you cards. Clever Concealment is another great protection spell for token based strategies.

I've personally never been a fan of Primal Vigor since it can backfire spectacularly. You might consider replacing it with a simple ramp spell since 8 true ramps spells is a little low IMO.

Also, for flavor, you could throw in Atraxa, Grand Unifier, but I know it doesn't really play with your strategy here.

Other than that you already have a few of my potential suggestions in your "maybeboard": Eyes of Gitaxias, Compleated Huntmaster, and Blighted Burgeoning.

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