Explosive Vegetation
Two lands fetched onto the battlefield for four mana, fixed and shuffled away: this is the template green has reached for whenever a deck needs to skip from four mana to six without a creature on the board to be killed. The design choice that defines it is the basics-only restriction paired with entering tapped, a deliberate ceiling that keeps the ramp honest and ties it to a deck willing to run plenty of fetchable lands. Against a single dork or a single rock, the appeal is that it cannot be Bolted, Doom Bladed, or Abraded off the table; the ramp is permanent and sits where removal cannot reach it. The lineage runs straight through the game: Skyshroud Claim came earlier and untapped, Cultivate and Kodama's Reach later added a card to hand, and Migration Path and Circuitous Route extended the same skeleton with their own twists. This is the plain spine those variants were built around, the four-mana fix-and-ramp that put the effect in its lasting shape. The shuffle clause is the quiet cost, thinning your deck while denying any setup you'd stacked on top, which is the price green pays for getting two lands at once instead of one.

Rules text
Format Status
More formatsFewer formats
Other printings
- Aetherdrift Commander#112
- Duskmourn: House of Horror Commander#177
- Dominaria United Commander#132
- The List#C18-144
- Conspiracy: Take the Crown#180
- Dragons of Tarkir#186
- Duel Decks: Elspeth vs. Kiora#46
- Commander 2011#153










