Oh Disenchant, how I miss thee. Seed Spark is a
decent enough addition to any white deck,
especially if it lacks the ability to play
Naturalize. Two Saprolings are nice, but I think
I would rather have a cheaper card most of the
time. Note that decks that utilize extra pud
creatures will like Seed Spark, though. Glare of
the Subdual jumps immediately to mind. Even if
you do need the extra manpower, try not to
overlook better, lower-cost options.
In limited, I generally steer clear of cards
like Seed Spark until late in the draft (or as
the last cards to make the cut in Sealed).
However, they do come in handy when you scoop
them, so don't ignore them completely.
Expensive, but in limited play, still worth it
often, at the very least as a sideboard. The
ability to eliminate either an artifact or
enchantment makes it useful in most Rav limited
games, where you'll usually find some worthy
target. But then, it also can put 2 1/1's into
play for you, a nice bonus. I don't often find
room in the main deck for it, but if some nasty
surprise shows up on my opponent's board, Seed
Spark will definitely come in from the side
Constructed - 2.5
Casual - 2.5
Limited - 3.5
Here's an often-overlooked card. On the surface,
it's just another disenchant variant. An
expensive Aura Mutation or Artifact Mutation.
It's often so much more, though. Let's break it
down. Disenchant costs 1W. Seed Spark
(essentially) costs 2WG. So for a cost of 1G,
we're getting two Saprolings at instant speed.
That's like grafting a Raise the Alarm onto your
disenchant! The greater casting cost is really
no issue for Seed Spark. Firstly because
white/green decks shouldn't have much of a
problem getting up to 4 mana. Secondly, because
the best targets often don't come out until
later in the game. And thirdly because, if you
need them, there are so many other options for
quick enchantment/artifact removal.