Abundant Growth
Fixing for one green mana that replaces itself the moment it lands: that is the whole transaction, and it is a good one. The cantrip is what separates this from the long line of mana-fixing Auras that never saw play, because a fixing piece that costs you a card is a tempo loss most decks cannot afford, while a fixing piece that draws its own replacement is closer to free. The cost shows up later, not now: enchanting a land means the fixing dies when the land dies, so a single piece of land destruction takes both the source and the color it was producing, and the card it drew does nothing to claw that back. That fragility is the trade for the instant refund. The land producing every color, rather than a fixed pair, makes this the kind of single-card answer that turns a hand of five colors into something castable while keeping the card count even. It sits among the cheap green enablers that exist to let a deck be greedier than its mana should allow, and it does that job without asking to be drawn in multiples or built around. Plain, fragile, and doing exactly one thing cleanly.

Rules text
Format Status
More formatsFewer formats
Other printings
- Lorwyn Eclipsed Commander#97
- Innistrad Remastered#184
- Innistrad Remastered#315
- Innistrad Remastered#406
- Fallout#722
- Fallout#194
- Dominaria United Commander#128
- Forgotten Realms Commander#150











