Image courtesy of Scryfall.com
Countering Undergrowth: Core Answers for Green-Red and Beyond
Undergrowth is a deceptively simple instant from the Alliances era, a one-mana green spell that asks players to consider not just what they cast, but how they commit to the battlefield. Its true twist isn’t the initial mana cost—it's the extra-cost clause that lets you pay 2 colorless and a red for a very particular purpose. If you pay that additional cost, you unlock a narrowly scoped but potent effect: prevent all combat damage that would be dealt this turn, except that red creatures dodge the shield. In other words, you can pivot from a blanket anti-damage blanket to a targeted, red-friendly frontline. That small design nuance is why Undergrowth remains a classic study in how a single spell can reshape a combat phase 🧙♂️🔥.
“It is the work of sorcery. Burn it!” — Taaveti of Kelsinko, Elvish Hunter
How the spell behaves on the battlefield
With a base cost of just {G}, Undergrowth slides onto the stack and into play quickly. The key decision point is the optional extra cost: you may pay {2}{R}. If you do, the spell’s effect becomes twofold: it prevents all combat damage that would be dealt this turn, and it explicitly does not affect combat damage dealt by red creatures. That nuance is a strategic riddle for many duelists: do you rely on green’s natural resilience to weather the turn, or do you empower red’s aggression to pierce through a blanket of denial? Knowing which path to take depends as much on your deck’s composition as the opponent’s board state ⚔️💎.
Strategies to counter effectively
In modern terms, Undergrowth sits at an intersection of tempo and big-picture planning. Here are practical angles to handle it, whether you’re piloting blue control, red burn, green ramp, or multi-color chaos:
- Preemptive countermeasures on the stack: If you suspect your opponent is about to cast Undergrowth, blue-based control packages (or other counter-ready archetypes) aim to deny it before it resolves. Classic counterspells like Counterspell or Negate remain the bluntest tools in the blue toolkit, while more budget-friendly options exist in various formats that can target instants from the stack. The goal is to keep Undergrowth from hitting the battlefield and altering combat math entirely 🧙♂️.
- Bounce or remove it before it resolves: If Undergrowth has found its way onto the stack, you can attempt to bounce or remove it with spells that target a spell on the stack. Cards such as Unsummon or other bounce effects can return it to its owner’s hand, denying its protection plan and preserving your ability to attack on the following turn. In environments where bounce is common, Undergrowth becomes a tempo target rather than a board threat.
- Pivot to noncombat damage and noncombat strategies: The most direct answer to a resolved Undergrowth is to win without relying on combat damage. Direct-damage spells (think legacy red burn or artifact-based damage) or alternate win-cons let you pressure your opponent despite combat being nullified for that turn. This is where the flavor of the card—green resilience versus red aggression—really comes alive: if you’re able to push through noncombat damage or engine-district plans, Undergrowth’s shield loses its bite.
- Consider the extra-cost dynamic: If you’re playing a red-leaning or multi-color deck that uses the extra-cost mechanic to power through clutter, you can sometimes leverage Undergrowth’s own logic against itself. Paying the extra {2}{R} with your own spells can enable your red creatures to punch through in the very turn you need it most, while green’s broader plan remains in play in subsequent turns.
- Sideboard and tempo tools: In formats where Undergrowth shows up, you can include targeted counters, bounce effects, or noncombat strategies in your sideboard. Cards that exile or remove spells, or that create noncombat pressure (tokens, pings, or planeswalkers that accumulate damage without relying on combat) can tilt the board back in your favor even after Undergrowth resolves.
Remember, Undergrowth’s power lies in the surprise of the extra-cost option and the way it reframes the turn’s damage calculus. If your plan is to press the battlefield with green’s creatures, you’ll want to communicate with your opponent through either a timely counter or a well-timed burn plan. If you’re the blue mage in the room, you’ll want to be ready with a few clean counterspells and some tempo plays to keep the pressure on. And if you’re embracing a red-heavy plan, you’ll happily decide whether to pay the extra cost so your own creatures can still trade in the open arena 🔥.
Deckbuilding notes: color identity and tempo
Undergrowth is green with a red tint in color identity, and it’s a common from its Allliances era. In a landscape where legacy and some casual formats allow for a wide range of countermeasures, you’ll see players lean on blue control shells to stop the spell before it ever hits the battlefield, or pivot to red-based burn to finish the game on the same turn the spell would have swung the tempo. The flavor of the piece is preserved in the flavor text by Taaveti of Kelsinko, a reminder that elvish hunting grounds and battlefield ethics collide with sorcery in a beautiful, chaotic dance. The art by Pat Lewis helps sell that moment—green life, red spark, and a clash of ancient magic that still resonates with players today 🎨🎲.
For collectors and modern players alike, Undergrowth offers a look into the past while remaining a playable thought experiment in any green-red or blue-inclined deck. Its rarity as common doesn’t diminish its cultural footprint—across formats, it invites you to weigh whether a single instant can change the course of a combat phase and whether you’ll save your board with a counter, or pivot to a noncombat plan that finishes the race anyway 🧙♂️⚔️.
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Image/Data © Scryfall
Undergrowth
As an additional cost to cast this spell, you may pay {2}{R}.
Prevent all combat damage that would be dealt this turn. If this spell's additional cost was paid, this effect doesn't affect combat damage that would be dealt by red creatures.
ID: 9ade0829-8b90-4ed2-99f3-dd748e7706b8
Oracle ID: f125b6b0-c5ff-44d1-bf99-ebc537d37fc3
Multiverse IDs: 3152
TCGPlayer ID: 81853
Cardmarket ID: 7939
Colors: G
Color Identity: G, R
Keywords:
Rarity: Common
Released: 1996-06-10
Artist: Pat Lewis
Frame: 1993
Border: black
EDHRec Rank: 20089
Set: Alliances (all)
Collector #: 102a
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — not_legal
- Timeless — not_legal
- Gladiator — not_legal
- Pioneer — not_legal
- Modern — not_legal
- Legacy — legal
- Pauper — legal
- Vintage — legal
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — not_legal
- Alchemy — not_legal
- Paupercommander — legal
- Duel — legal
- Oldschool — not_legal
- Premodern — legal
- Predh — legal
Prices
- USD: 0.15
- EUR: 0.13
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