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{"ops":[{"insert":"Bloomburrow: A Game of Woodland Might and Right\n\nTurning the Bloomburrow set into an alternate sealed game format that makes use of a burrow-based board for an all-out-war inspired by the game ROOT. Each of the ten 60-card decks will be created entirely from cards existing in the primary set of Bloomburrow, excluding promotional cards.\n\nEvery deck has a general in the command zone, being one of the ten legendary creatures apart of the rare cycle from Bloomburrow., as well as 23 lands, including "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" , "},{"insert":{"card-link":"Three Tree City"}},{"insert":" , 2 copies each of the uncommon cycle BLB village-lands in their colours, and 17 basics.\n\nEach deck will include two of the five rare-cycle \"caller\" creatures in their colours, as well as the matching two \"season\" sorceries.\nEach deck will include the signature spells for each kindred in the set, which are the noncreature spells that reference their creature type.\n\nEach deck, apart from the 24 cards reserved for lands and the commander, will include 20 commons, 8 uncommons, 5 rares, and 3 mythics (the \"season\" sorceries included). These limitations are a guide and not concrete.\nOf each of these rarities, each common will have 4 copies, each uncommon will have 2 copies, and each rare and mythic will have a single copy each.\n\n\nBloomburrow: A Game of Might and Right\n---\nThis game has divides the battlefield into separate clearings, a center Bloom clearing, and a number of surrounding Burrow clearings equal to the number of players plus 1, each connected to the Bloom and two other neighboring Burrows.\n\nWhen a creature enters the battlefield, it does so in the Bloom area. "},{"attributes":{"italic":true},"insert":"(This does include both creatures that are cast, creatures that have been flickered/blinked, and creature tokens that have been created.)"},{"insert":"\n\nA new step in the combat phase is added between the "},{"attributes":{"italic":true},"insert":"Beginning of Combat"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Attack Declaration"},{"insert":", which is called "},{"attributes":{"italic":true},"insert":"Movement"},{"insert":". At the beginning of this step, the active player may choose any number of their creatures that aren't summoning sick to move from their current clearing to an adjacent one. When a creature moves from clearing to clearing, it becomes summoning sick, and thus unable to attack unless it has haste.\n\nCreatures within a Burrow cannot attack the other players that do not control creatures within that same Burrow.\n\nBurrows can be attacked as if they were opponents by creatures that exist within them. Burrows can be legally targeted and are treated as a player or opponent by sources you control as long as you also control a creature within that Burrow.\n"},{"attributes":{"italic":true},"insert":"(If you target a Burrow with Lightning Bolt, and your last creature in the Burrow is removed before it resolves, Lightning Bolt will fizzle, as it is no longer a legal target.)"},{"insert":"\nEach player tracks the damage dealt to each of the Burrows by sources they control separately. If a Burrow has to make a choice, it chooses randomly.\n\nDuring the "},{"attributes":{"italic":true},"insert":"Declare Blockers"},{"insert":" step of combat, if a Burrow has been attacked, all of the nonactive players who have creatures in that Burrow may choose to block. "},{"attributes":{"italic":true},"insert":"(As if they were protecting a Planeswalker or Battle that they controlled.)"},{"insert":"\n\nThe first player to deal 15 damage to a Burrow gains control of it. Every time a player exceeds the highest total amount of dealt to a Burrow that is controlled by another player, that player then takes control of that Burrow.\n\nWhen a player gains control of a Burrow, if they then control two Burrows, they win the game. "},{"attributes":{"italic":true},"insert":"(This is a trigger that can be responded to.)"},{"insert":"\n"}]}
0 - Colorless
0 - Colorless
(CTRL to add secondary)
1 - White
Lupinflower Village
: Add .
: Add . Spend this mana only to cast a creature spell.
, , Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
: Add . Spend this mana only to cast a creature spell.
, , Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Land

Season of the Burrow
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
Sorcery

1 - White
(CTRL to add secondary)
2 - Blue
2 - Blue
(CTRL to add secondary)
3 - Black
Season of Loss
Choose up to five worth of modes. You may choose the same mode more than once.
— Each player sacrifices a creature of their choice.
— Draw a card for each creature that died under your control this turn.
— Each opponent loses X life, where X is the number of creature cards in your graveyard.
— Each player sacrifices a creature of their choice.
— Draw a card for each creature that died under your control this turn.
— Each opponent loses X life, where X is the number of creature cards in your graveyard.
Sorcery

3 - Black
(CTRL to add secondary)
4 - Red
Season of the Bold
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
Sorcery

4 - Red
(CTRL to add secondary)
5 - Green
Season of Gathering
Choose up to five worth of modes. You may choose the same mode more than once.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
Sorcery

5 - Green
(CTRL to add secondary)
Bat
Rottenmouth Viper
As an additional cost to cast this spell, you may sacrifice any number of nonland permanents. This spell costs less to cast for each permanent sacrificed this way.
Whenever this creature enters or attacks, put a blight counter on it. Then for each blight counter on it, each opponent loses 4 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Whenever this creature enters or attacks, put a blight counter on it. Then for each blight counter on it, each opponent loses 4 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Creature - Elemental Snake

Zoraline, Cosmos Caller
Flying, vigilance
Whenever a Bat you control attacks, you gain 1 life.
Whenever Zoraline enters or attacks, you may pay and 2 life. When you do, return target nonland permanent card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it.
Whenever a Bat you control attacks, you gain 1 life.
Whenever Zoraline enters or attacks, you may pay and 2 life. When you do, return target nonland permanent card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it.
Legendary Creature - Cleric Bat

Bat
(CTRL to add secondary)
Bird
Beza, the Bounding Spring
When Beza enters, create a Treasure token if an opponent controls more lands than you. You gain 4 life if an opponent has more life than you. Create two 1/1 blue Fish creature tokens if an opponent controls more creatures than you. Draw a card if an opponent has more cards in hand than you.
Legendary Creature - Elemental Elk

Kastral, the Windcrested
Flying
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
Legendary Creature - Bird Scout

Bird
(CTRL to add secondary)
Frog
Clement, the Worrywort
Vigilance
Whenever Clement or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand.
Frogs you control have ": Add or . Spend this mana only to cast a creature spell."
Whenever Clement or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand.
Frogs you control have ": Add or . Spend this mana only to cast a creature spell."
Legendary Creature - Druid Frog

Eluge, the Shoreless Sea
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Legendary Creature - Elemental Fish

Frog
(CTRL to add secondary)
Lizard
Lizard
(CTRL to add secondary)
Mouse
Dragonhawk, Fate's Tempest
Flying
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Legendary Creature - Dragon Bird

Veteran Guardmouse
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, it gets +1/+0 and gains first strike until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature - Soldier Mouse

Mouse
(CTRL to add secondary)
Otter
Alania, Divergent Storm
Whenever you cast a spell, if it's the first instant spell, the first sorcery spell, or the first Otter spell other than Alania you've cast this turn, you may have target opponent draw a card. If you do, copy that spell. You may choose new targets for the copy.
Legendary Creature - Wizard Otter

Ral, Crackling Wit
Whenever you cast a noncreature spell, put a loyalty counter on Ral.
+1: Create a 1/1 blue and red Otter creature token with prowess.
−3: Draw three cards, then discard two cards.
−10: Draw three cards. You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.)
+1: Create a 1/1 blue and red Otter creature token with prowess.
−3: Draw three cards, then discard two cards.
−10: Draw three cards. You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.)
Legendary Planeswalker - Ral

Otter
(CTRL to add secondary)
Rabbit
Warren Warleader
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Whenever you attack, choose one —
• Create a 1/1 white Rabbit creature token that's tapped and attacking.
• Attacking creatures you control get +1/+1 until end of turn.
Whenever you attack, choose one —
• Create a 1/1 white Rabbit creature token that's tapped and attacking.
• Attacking creatures you control get +1/+1 until end of turn.
Creature - Knight Rabbit

Rabbit
(CTRL to add secondary)
Raccoon
Muerra, Trash Tactician
At the beginning of your first main phase, add or for each Raccoon you control.
Whenever you expend 4, you gain 3 life. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Whenever you expend 8, exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Whenever you expend 4, you gain 3 life. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Whenever you expend 8, exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Legendary Creature - Warrior Raccoon

Raccoon
(CTRL to add secondary)
Rat
Vren, the Relentless
Ward
If a creature an opponent controls would die, exile it instead.
At the beginning of each end step, create X 1/1 black Rat creature tokens with "This token gets +1/+1 for each other Rat you control," where X is the number of creatures that were exiled under your opponents' control this turn.
If a creature an opponent controls would die, exile it instead.
At the beginning of each end step, create X 1/1 black Rat creature tokens with "This token gets +1/+1 for each other Rat you control," where X is the number of creatures that were exiled under your opponents' control this turn.
Legendary Creature - Rat Rogue

Rat
(CTRL to add secondary)
Squirrel
Camellia, the Seedmiser
Menace
Other Squirrels you control have menace.
Whenever you sacrifice one or more Foods, create a 1/1 green Squirrel creature token.
, Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
Other Squirrels you control have menace.
Whenever you sacrifice one or more Foods, create a 1/1 green Squirrel creature token.
, Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
Legendary Creature - Squirrel Warlock

Ygra, Eater of All
Ward—Sacrifice a Food.
Other creatures are Food artifacts in addition to their other types and have ", , Sacrifice this permanent: You gain 3 life."
Whenever a Food is put into a graveyard from the battlefield, put two +1/+1 counters on Ygra.
Other creatures are Food artifacts in addition to their other types and have ", , Sacrifice this permanent: You gain 3 life."
Whenever a Food is put into a graveyard from the battlefield, put two +1/+1 counters on Ygra.
Legendary Creature - Elemental Cat

Squirrel
(CTRL to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
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Description
{"ops":[{"insert":"Bloomburrow: A Game of Woodland Might and Right\n\nTurning the Bloomburrow set into an alternate sealed game format that makes use of a burrow-based board for an all-out-war inspired by the game ROOT. Each of the ten 60-card decks will be created entirely from cards existing in the primary set of Bloomburrow, excluding promotional cards.\n\nEvery deck has a general in the command zone, being one of the ten legendary creatures apart of the rare cycle from Bloomburrow., as well as 23 lands, including "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" , "},{"insert":{"card-link":"Three Tree City"}},{"insert":" , 2 copies each of the uncommon cycle BLB village-lands in their colours, and 17 basics.\n\nEach deck will include two of the five rare-cycle \"caller\" creatures in their colours, as well as the matching two \"season\" sorceries.\nEach deck will include the signature spells for each kindred in the set, which are the noncreature spells that reference their creature type.\n\nEach deck, apart from the 24 cards reserved for lands and the commander, will include 20 commons, 8 uncommons, 5 rares, and 3 mythics (the \"season\" sorceries included). These limitations are a guide and not concrete.\nOf each of these rarities, each common will have 4 copies, each uncommon will have 2 copies, and each rare and mythic will have a single copy each.\n\n\nBloomburrow: A Game of Might and Right\n---\nThis game has divides the battlefield into separate clearings, a center Bloom clearing, and a number of surrounding Burrow clearings equal to the number of players plus 1, each connected to the Bloom and two other neighboring Burrows.\n\nWhen a creature enters the battlefield, it does so in the Bloom area. "},{"attributes":{"italic":true},"insert":"(This does include both creatures that are cast, creatures that have been flickered/blinked, and creature tokens that have been created.)"},{"insert":"\n\nA new step in the combat phase is added between the "},{"attributes":{"italic":true},"insert":"Beginning of Combat"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Attack Declaration"},{"insert":", which is called "},{"attributes":{"italic":true},"insert":"Movement"},{"insert":". At the beginning of this step, the active player may choose any number of their creatures that aren't summoning sick to move from their current clearing to an adjacent one. When a creature moves from clearing to clearing, it becomes summoning sick, and thus unable to attack unless it has haste.\n\nCreatures within a Burrow cannot attack the other players that do not control creatures within that same Burrow.\n\nBurrows can be attacked as if they were opponents by creatures that exist within them. Burrows can be legally targeted and are treated as a player or opponent by sources you control as long as you also control a creature within that Burrow.\n"},{"attributes":{"italic":true},"insert":"(If you target a Burrow with Lightning Bolt, and your last creature in the Burrow is removed before it resolves, Lightning Bolt will fizzle, as it is no longer a legal target.)"},{"insert":"\nEach player tracks the damage dealt to each of the Burrows by sources they control separately. If a Burrow has to make a choice, it chooses randomly.\n\nDuring the "},{"attributes":{"italic":true},"insert":"Declare Blockers"},{"insert":" step of combat, if a Burrow has been attacked, all of the nonactive players who have creatures in that Burrow may choose to block. "},{"attributes":{"italic":true},"insert":"(As if they were protecting a Planeswalker or Battle that they controlled.)"},{"insert":"\n\nThe first player to deal 15 damage to a Burrow gains control of it. Every time a player exceeds the highest total amount of dealt to a Burrow that is controlled by another player, that player then takes control of that Burrow.\n\nWhen a player gains control of a Burrow, if they then control two Burrows, they win the game. "},{"attributes":{"italic":true},"insert":"(This is a trigger that can be responded to.)"},{"insert":"\n"}]}









































