Cultivate is one of those cards players keep coming back to — and the Scryfall record shows exactly why. Cultivate — Sorcery — Mana cost: {...
Cultivate is one of those cards players keep coming back to — and the Scryfall record shows exactly why.
Cultivate — Sorcery — Mana cost: {2}{G} — Rarity: common — Set: Marvel Super Heroes Commander
Oracle text: Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
What Cultivate does
Read the oracle text literally: Search for up to two basics, one to the battlefield tapped, one to hand. Its type line is Sorcery and its mana cost is {2}{G} (converted mana cost 3.0). It was printed in Marvel Super Heroes Commander at common rarity.
Where it fits
A sorcery that puts one basic land onto the battlefield and another into hand — ramp plus a guaranteed land drop. Legal formats listed by Scryfall include: historic: legal, timeless: legal, gladiator: legal, pioneer: legal, modern: legal, legacy: legal. Always confirm legality in the MTGBrew card database.
Building around it
Start with the job the card does, then fill the rest of the deck. Brew in the MTGBrew AI Deck Builder and browse related cards in the MTGBrew card database.
Learn more
Start with MTGBrew Learn.
When to play it — and when to leave it out
Timing and context decide whether this card shines. In the early game, ask whether it advances your plan or just looks powerful in isolation. In the mid game, it should either stabilize the board, create card advantage, or threaten to close the game. In the late game, top-decking it should still matter — the best staples pass that test in most board states. Leave it out when your deck already does its job better with a cheaper or more synergistic option, when your mana base cannot cast it reliably on curve, or when your local meta punishes that strategy. Deck building is not about collecting individually powerful cards; it is about a coherent 60- or 100-card plan where every slot supports the others.
Common mistakes and how to avoid them
The most common mistake is playing the card for its headline effect and ignoring its cost — mana, cards in hand, life, or tempo. The second mistake is cutting lands or interaction to fit one more exciting card; consistency wins more games than one extra haymaker. Test the deck honestly: goldfish the opening hands, note when the card sits dead, and track whether it actually changed outcomes. MTGBrew's builder and card database exist to make that testing faster — search the exact card, check its legalities, compare similar effects, and iterate. Small, evidence-based changes compound into a much stronger list over a few weeks of play.
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