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CardName: Saproling Grove Cost: Type: Tribal Land - Fungus Pow/Tgh: / Rules Text: Saproling Grove enters the battlefield tapped. {T}: Add {G} to your mana pool. {T}: Put a spore counter on Saproling Grove. Then, if there are three or more spore counters on it, remove all counters and put a 1/1 green Saproling creature token onto the battlefield. Flavour Text: Set/Rarity: Snap Uncommon

Saproling Grove
 
 U 
Tribal Land – Fungus
Saproling Grove enters the battlefield tapped.
{t}: Add {g} to your mana pool.
{t}: Put a spore counter on Saproling Grove. Then, if there are three or more spore counters on it, remove all counters and put a 1/1 green Saproling creature token onto the battlefield.
Updated on 18 Feb 2016 by Camruth

Code:

History: [-]

2011-03-15 08:02:04: Camruth created the card Saproling Grove
2011-03-15 08:02:25: Camruth edited Saproling Grove

Made it a Tribal Land - Fungus so it interacts with

­[[Sporesower Thallid]] and [[Fungal Bloom]].

2011-03-16 01:10:31: Camruth edited Saproling Grove
2011-03-16 01:12:42: Camruth edited Saproling Grove:

cleaned up wording

2011-03-16 01:13:38: Camruth edited Saproling Grove

Whilst I know that the old Fallen Empire Thallids were mostly sub-par and slow, several of the newer Time Spiral ones are much better. I also think that this land and the others like it are not bad cards. They may 'seem' slow but, as they add counters whenever they tap for mana (and lets face it that happens just about every turn), having the option of basically paying {1} for a 1/1 every 4th turn is just a bonus. Let me know what you think.

Yeah, I agree - these seem very worthwhile swaps into a deck for the "ETBT land slot". Thinking about vaguely similar lands such as Vitu-Ghazi, the City-Tree, Khalni Garden, and Llanowar Reborn, I think these are probably reasonable, but pretty high in power level. Imagine a blue-white control deck with two (((Spawning Grounds))) and two Marshalling Ground out: it can cast its four-mana counterspell or Wrath every turn, and then either spend {1} over several turns getting one token while still keeping 3 mana up, or just spend one turn getting an army of 4+ tokens. Yeah... these could be quite oppressive in a control deck. They're not necessarily too powerful, but they're very good.

2011-05-19 00:52:18: Camruth edited Saproling Grove

­Marshalling Ground, Birthing Halls, Breeding Chamber, Goblin Nursery, Saproling Grove

OK seriously lowered the power level of this cycle. Now you have the option of either tapping for mana or to put a counter on. Also, once you hit 3 counters you automatically get the 1/1 token creature.

These changes needed to be made because, whilst as they were they were strong, adding Proliferate into the mix made them wildy powerful. This new wording still makes them useful but lessens the impact of Proliferate somewhat.

2011-05-19 01:11:17: Camruth edited Saproling Grove
2015-02-22 08:44:48: Camruth moved the card Saproling Grove from Snap into Skyholme
2015-02-22 09:55:28: Camruth edited Saproling Grove
2015-02-28 14:52:08: Camruth moved the card Saproling Grove from Skyholme into Snap

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