It will also get your cycling duals from Amonkhet which barring a Amulet of Vigor will always come into play tapped, and it will tutor up Dryad Arbor, Murmuring Bosk, and Sapseep Forest, though the latter seems unlikely. Not running shocks worth the price of a pizza each? Claim will get your three-dollar battlelands that can come into play untapped if you control two or more basics. Not running duals worth a car payment each? Claim will also fetch shocklands, giving you the option to bring one or both in untapped if you pay the life tax. This means you can grab a Tropical Island and a Bayou, and, in addition to perfectly fixing your mana, the lands come into play untapped allowing you to use them immediately. It gets them untapped though, and it isn't restricted to basics. This is primarily because Claim only gets forests where as Veggies can get anything. It's not the Disallow to Explosive Vegetation's Cancel, the Coalition Relic to it's Manalith, the Wrath of God to its Day of Judgement. Skyshroud Claim isn't necessarily a strictly better card at the same CMC. It's just not solid enough given the available options. Despite what I said about the problems with four mana ramp spells, I'm still going to point out some alternatives at that CMC.įrom seed to clone, and the best homegrown So then it becomes a question of finding alternatives that might be better. Hopefully that touches on the flaws with Explosive Vegetation. Low cost ramp might not be ideal to draw then, but it doesn't actively hurt you to cast the way a four-mana spell does. A four-mana ramp spell, on the other hand, could easily prevent you from doing the thing you want to do that turn. A two-mana ramp spell you top deck on turn nine isn't ideal, but it also isn't going to suck up half your mana pool if you decide to cast it. Second, four mana is a lot to deal with past the early portions of the game when ramping might not be important. Ideally you want your ramp to fall underneath your commander's CMC to keep you from having to make that choice, and with a CMC of four Explosive Vegetation makes that difficult. That means, absent another ramp spell, you have to choose on turn four to cast Explosive Vegetation or your commander, and in the case of the mono-green commanders you will almost always be casting it after you can cast your commander. The three most popular mono-green commanders all cost under four mana as well. The three most popular green commanders on EDHREC all cost four mana ( Atraxa, Praetors' Voice, Meren of Clan Nel Toth and Yidris, Maelstrom Wielder). So what's the problem?įor starters, four mana is a rough spot for a ramp spell. Have you ever had the problem of running out of weedįour mana to ramp two lands? What's wrong with that? It seems solid. For three colorless and a single green mana you can search your library for two basic land cards and put them onto the battlefield tapped. Explosive Vegetation first appeared way back in Onslaught and has been reprinted an additional five times since, most recently in Conspiracy: Take the Crown. And if you're running Explosive Vegetation you're making a mistake.īefore I tell you how you're wrong, let's take a glance at the card in question. Welcome back to In the Margins, a periodic column where I say that 24,000+ decks are doing it wrong, because if there's one thing I've learned about people on the Internet it's that they like having a stranger point out their mistakes. Currently, there are 24,011 decks in the EDHREC database running Explosive Vegetation and not a single one of them should have it as part of the 99.
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