kippycosine
23.8k views6 months ago
Commander
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Commander
Commander
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Counters
Astrologian's Planisphere
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature."
Diana — Equip
Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature."
Diana — Equip
Artifact - Equipment

Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid

Communal Brewing
When this enchantment enters, any number of target opponents each draw a card. Put an ingredient counter on this enchantment, then put an ingredient counter on it for each card drawn this way.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.
Enchantment

Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Quilled Greatwurm
Trample
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Creature - Wurm

Simic Ascendancy
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Enchantment

The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Twenty-Toed Toad
Your maximum hand size is twenty.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Creature - Wizard Frog

Counters
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Draw
Pollywog Prodigy
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Creature - Wizard Frog

Sokrates, Athenian Teacher
Defender
Sokrates has hexproof as long as it's untapped.
Sokratic Dialogue — : Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
Sokrates has hexproof as long as it's untapped.
Sokratic Dialogue — : Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
Legendary Creature - Human Advisor

Tamiyo, Field Researcher
+1: Choose up to two target creatures. Until your next turn, whenever either of those creatures deals combat damage, you draw a card.
−2: Tap up to two target nonland permanents. They don't untap during their controller's next untap step.
−7: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."
−2: Tap up to two target nonland permanents. They don't untap during their controller's next untap step.
−7: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."
Legendary Planeswalker - Tamiyo

Draw
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Protection
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Alisaie Leveilleur
Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.)
First strike
Dualcast — The second spell you cast each turn costs less to cast.
First strike
Dualcast — The second spell you cast each turn costs less to cast.
Legendary Creature - Wizard Elf

Freestrider Lookout
Reach
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature - Human Rogue

Kodama of the West Tree
Reach
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature - Spirit

Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf

Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Ramp
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Recursion
Peerless Recycling
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Instant

Recursion
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Removal
Removal
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Maybeboard
Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment

Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Eon Frolicker
Flying
When this creature enters, if you cast it, target opponent takes an extra turn after this one. Until your next turn, you and planeswalkers you control gain protection from that player. (You and planeswalkers you control can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
When this creature enters, if you cast it, target opponent takes an extra turn after this one. Until your next turn, you and planeswalkers you control gain protection from that player. (You and planeswalkers you control can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Creature - Elemental Otter

Kros, Defense Contractor
At the beginning of your upkeep, put a shield counter on target creature an opponent controls.
Whenever you put one or more counters on a creature you don't control, tap that creature and goad it. It gains trample until your next turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever you put one or more counters on a creature you don't control, tap that creature and goad it. It gains trample until your next turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Legendary Creature - Advisor Cat

Nyxborn Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Creature Enchantment - Hydra

Starfall Invocation
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Maybeboard
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Removed Cards
Bloodroot Apothecary
Toxic 2 (Players dealt combat damage by this creature also get two poison counters. A player with ten or more poison counters loses the game.)
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
Creature - Druid Squirrel

Fisher's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.
: Level 2
If you would create a Fish token, create a 3/3 blue Shark creature token instead.
: Level 3
If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.
: Level 2
If you would create a Fish token, create a 3/3 blue Shark creature token instead.
: Level 3
If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
Enchantment - Class

Illusionist's Gambit
Cast this spell only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Instant

Martial Impetus
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchantment - Aura

Mr. Foxglove
Lifelink
Whenever Mr. Foxglove attacks, draw cards equal to the number of cards in defending player's hand minus the number of cards in your hand. If you didn't draw cards this way, you may put a creature card from your hand onto the battlefield.
Whenever Mr. Foxglove attacks, draw cards equal to the number of cards in defending player's hand minus the number of cards in your hand. If you didn't draw cards this way, you may put a creature card from your hand onto the battlefield.
Legendary Creature - Rogue Fox

Octomancer
Gift an Octopus (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create an 8/8 blue Octopus creature token.)
At the beginning of each end step, create a token that's a copy of target creature token that entered the battlefield this turn.
At the beginning of each end step, create a token that's a copy of target creature token that entered the battlefield this turn.
Creature - Druid Frog

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Removed Cards
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"[Description as of May 2025]\nA lot has changed in the commander format since the release of Bloomburrow. A lot of new cards have been released, and most notably the release of the bracket system. I wanted to update my written guide given these new changes, as well as the changes that I have made over time to this deck. I originally called this deck a precon upgrade, but with slight changes over time, a lot of cards have been cut so please keep that in mind if you are thinking of upgrading the precon. I will try to keep this as new player friendly as possible, but if you have questions please feel free to leave a comment.\n\nAs always, please change Group By to Categories (multiple) for a more informed look at where certain cards fit. I won't be mentioning every card in this description, but hopefully the cards omitted are fairly straightforward.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Lands"},{"insert":"\n\nThe most important part of any deck. This deck runs 37 with MDFCs and saw the most changes from the base precon. Notable changes include the fetch lands (ex. Misty Rainforest), shock lands (ex. Temple Garden), bond lands (ex. Sea of Clouds), slow lands (ex. Dreamroot Cascade), and verge lands (Willowrush Verge).\n\nReliquary Tower is the only colorless land run in the deck as we want good color fixing, but there are many games where this deck draws more than the hand limit.\n\nTranquil Landscape is a pure upgrade over Evolving Wilds/Terramorphic Expanse in any 3 color decks as it can also tap for a colorless if need be. But most of the time we want to sac it for the color we need.\n\nOther utility lands we run are Boseiju for a little extra removal and Mistrise Village if we need a spell to resolve.\n\n4 MDFCs are run (spells on the front, lands on the back). These help us in the late game to not get flooded with lands, but they are all good cards regardless. While 3 of them require us to pay 3 life for them to come in untapped, this is not an issue in a commander game.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp"},{"insert":"\n\nIdeally we want to get Ms. Bumbleflower out on turn 3, so this deck runs a lot of 2 mana ramp. One notable removal most players will notice is the removal of Sol Ring. While it is good in this deck, it does not improve our color fixing and tapping for colorless makes the turn 3 Bumbleflower a bit clunkier. Feel free to swap it back in, but I find other green ramp more consistent.\n\nHerd Heirloom is a new card in the deck that has a lot of potential. Not only does this help us ramp to our turn 3 Bumbleflower, but it can also draw us cards in the late game as it is very easy for Bumbleflower to hit 4 power. The trample also can help close out games.\n\nFreestrider Lookout and Hardbristle Bandit have some fun synergy with Ms. Bumbleflower. As her draw triggers require us to target an opponent, this counts as committing a crime. More crime synergy would definitely be welcome in the deck, but these can both generate a lot of value over the course of a few turns.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Draw"},{"insert":"\n\nDraw is the name of the game for this deck. We want to be drawing tons of cards, while also punishing our opponents for drawing cards.\n\nThere is a lot of instant speed card draw and cantrips added to the deck to get to those 2 Bumbleflower triggers we want to hit every turn. We can also hold a cantrip such as Brainstorm in our hand to combo with removal on our opponent's turns to get to draw the extra cards.\n\nWizard's Class is a perfect fit for this deck and a card I would recommend against replacing. This helps with our hand size, draws us cards, and eventually lets us put more +1/+1 counters on our creatures when we draw cards. Perfect fit for this deck.\n\nTamiyo is not only an adorable card, but it has some near synergy with Innkeeper's Talent. If we level up Innkeeper's to level 3, it will double the amount of loyalty counters that Tamiyo comes in with letting us use her ultimate right away. This can instantly win the game if played right.\n\nI would be remiss if I did not mention Sokrates, probably the funniest card in Magic because he is a real guy. He provides protection and in some dire situations save us a lot of life while drawing an obscene amount of cards.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Counters"},{"insert":"\n\nThe meat of the deck. We want to generate a lot of counters for Ms. Bumbleflower or one of our mana other creatures that grow quickly. If not dealt with, some of these creatures sticking on the board for a few turns can attack for massive damage.\n\nChasm Skulker, Forgotten Ancient, Kalonian Hydra, Managorger Hydra, and Sunscorch Regent can all grow very quickly from us drawing cards or from our opponents just playing the game. These can become huge threats very quickly.\n\nBristly Bill, Communal Brewing, Hardened Scales, Innkeeper's Talent, and Quilled Greatwurm can all generate a lot of +1/+1 counters either instantly or over time. These are all huge hits if we are able to draw these early.\n\nKros is an interesting card that I always enjoy playing. The political plays you can make with this are unmatched, and gives us the ability to use our Bumbleflower triggers on our opponent's creatures to give them trample if they are attacking one of our other opponents. This can easily surprise an opponent and eliminate them in an instant.\n\nThis deck runs two counter related alternate win conditions in Simic Ascendancy and Twenty-Toed Toad. As of writing, I have one with both of these alt win conditions once each. These are especially helpful the longer the game runs and can squeak out wins on unsuspecting opponents.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Tokens"},{"insert":"\n\nMost of the token cards have been removed from the list. I think there is an argument for cards such as Jolrael and Herd Baloth to be included, but I would rather focus the deck on going tall instead of wide.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Removal"},{"insert":"\n\nThis deck runs a lot of instant speed and cheap removal to (hopefully) get our 2 Bumbleflower triggers on our opponent's turns.\n\nBeast Within and Generous Gift are incredible pieces of removal. I have had games where someone drops a Gaea's Cradle proxy only for it to turn into an elephant. Very flexible pieces of removal that are a must for W/G decks.\n\nOnly a few counterspells are being run in this deck. I wanted them to be 1. cheap and 2. more group hug-y. More can be included if you'd like as these are almost exclusively used on our opponent's turns.\n\nFor board wipes, we want them to be as un-symmetrical as possible. Promise of Loyalty makes it so other large creatures cannot attack us while we get to keep our biggest creature (almost always Ms. Bumbleflower). Damning Verdict is a new include to this deck over Starfall Invocation. Starfall removes all of our counters even though it provides some recursion. Damning instead removes almost all of our opponent's creatures while keep all of ours alive. Keep in mind that Bumbleflower's trigger is on cast, so we can apply a counter before the board wipe resolves, saving one of our other creatures if need be.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Protection"},{"insert":"\n\nAs we care about our commander sticking around, we run a few pieces of protection as well.\n\nPerch Protection and Flare of Fortitude can help us live an extra turn in the end game. Timing is everything with these cards but these can be game winning cards.\n\nGhostly Prison and Propaganda can help us if politics have failed. This \"friendship tax\" can keep the pressure off of us for a few turns while we build up our Bumbleflower and the rest of our board state.\n\nI prefer running Dawn's Truce over something like Heroic Intervention. We are already drawing our opponents cards so the gift is negligible, and the bonus of giving us the player hexproof can come in clutch.\n\nI have no idea what I was on when I originally made this list as I cut Swiftfoot Boots. This card is perfect in this deck giving Bumbles hexproof. Definitely a strong card to keep in the list.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Recursion"},{"insert":"\n\nOnly a few pieces of recursion are run in this deck but I have found it to be more than enough. Bala Ged can substitute as a land as it is a MDFC. Heliod is a card I rarely draw in this deck, but it also can help discount spells and make everything instant speed. Evolution Witness can bring back a ton of cards if we put counters on it, and the deck is already a little light on creatures.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Game Changers"},{"insert":"\n\nWith the introduction of the bracket system we got game changers. I want this deck to remain a bracket 3 deck, so we are limiting ourselves to 3 game changers. These are: Consecrated Sphinx, Smothering Tithe, and Cyclonic Rift.\n\nGiven we can make our opponents draw cards, Consecrated Sphinx and Smothering Tithe are incredibly powerful. Unless these cards get banned, I cannot see a world where these would be removed from the list.\n\nThe last game changer can either be Cyclonic Rift or Fierce Guardianship. I opted for the former, but you could swap in Fierce Guardianship for Flare of Denial and swap Cyclonic Rift for Wave Goodbye. This I could see changing in the future depending on how useful I find Flare of Denial to be, as Fierce Guardianship is such a powerful card when we care about our commander being on the battlefield.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Potential Upgrades"},{"insert":"\n\nI am constantly told that this deck would be better with Doubling Season, and less often Branching Evolution. I disagree with this sentiment as nearly every card in this deck only applies one +1/+1 counter at a time so Hardened Scales provides functionally the same effect in most scenarios. And it is only 1 mana so we can get more more mana for our Bumbleflower triggers. If you are running more token generators, I could see an argument for Doubling Season but I find that it is 5 mana do nothing a lot of the time. Same with Branching Evolution being a more expensive Hardened Scales. I think if you run Ozolith it has a better use in this deck.\n\nSpeaking of The Ozolith, that and The Great Henge are two cards that are high considerations for this deck. I cannot stress how good these both can be in Bumbleflower, but given their current prices I have not been able to justify purchasing them. Maybe if they got reprints in the future I would be able to play around with them, but this deck is already on the pricier side. As of writing, 15 cards in the list make up $400 of our deck price and I find some of those cards to be much more beneficial or synergistic. Over time I could see these 2 cards being included in the list, but it has been getting harder and harder to remove cards from the list.\n\nSpells that \"pay for themselves\" such as Unwind or Snap have a home in Bumbleflower, but this list has become very tight over time. I have not been able to fit them in, but cards such as these that untap our lands can help hit those 2 Bumbleflower triggers to draw us cards.\n\nAs of writing, the newest set is Tarkir Dragonstorm. The Jeskai gimmick is casting two spells in a given turn, and Bant does share two colors with Jeskai. I could see a home for the W/U Jeskai flurry cards in Bumbleflower and these would be much more budget friendly upgrades or alternatives.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Removed Cards"},{"insert":"\nThis section is going to go over which cards were removed from the precon list and why they were cut. I am going to try to go in alphabetical order for the most part (aside from lands and mana rocks which are listed separately below this).\n\nI already touched upon the land bases in the Land section, but to recap, many lands are either bad or we have better alternatives for. I can see an argument to keep the pain lands (ex. Adarkar Wastes) or the battle lands (ex. Canopy Vista), but I've found other lands to be better."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I touched on this before, but I prefer land ramp in green over artifact ramp. Thus the following cards were removed - Fellwar Stone, Mind Stone, and Sol Ring. Feel free to add these back if you want more artifact ramp as this is more personal preference."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBaird is the example of a just fine card. I prefer Propaganda and Ghostly Prison over him as they require 2 instead of 1 and they are not a creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bloodroot Apothecary does not belong in this deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Broken Wings costs 1 penny for a reason. Beast Within is a strictly better card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Coiling Oracle just felt like a weird card. It is basically a single Nadu trigger on a stick for 2 mana. Sometimes it draws and sometimes it ramps. It felt unreliable and clunky during testing in my opinion. There are just better 2 mana ramp options in green and better draw options in blue."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I don't like Coveted Jewel. It incentivizes targeting the controlling player, but they have already gotten the value off of it. And it is really expensive at 6 mana when we want to be playing cheaper spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Faeburrow Elder seems like a fine card. 3 mana is a bit expensive for a mana dork which is why it was cut. It can pretty consistently tap for Bant, but I preferred the feel of other 2 mana ramp options."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"People have been dunking on Fisher's Talent during spoiler season. I think it is fine as it draws you an extra card on your upkeep and occasionally gives you a token. It definitely has a home in some other decks, but it feels out of place for Ms. Bumbleflower's game plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ghirapur Orrery at first seems like a good group hug card, but it goes against our strategy. We don't mind our opponents drawing cards if they do not have the mana to cast them. It also speeds up the game which we do not want as this is a more control oriented deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Illusionist's Gambit was swapped for other protection spells. I still think it is good and has a place in the 99 of the deck if you want to run it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Intellectual Offering is very good in this deck, but 5 mana is a bit expensive when we want to be casting two spells on most turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Jolly Gerbils are good as we do gift a lot, but it most likely will only get a trigger or two. We have access to better card draw for a similar cost."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Jolrael was one of the last cuts made to the deck. Making tokens is nice and that pump ability is wild in this deck. She has a place here, but she just missed the mark for me."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mangara is a pretty slow card that depends on our opponents. In general I don't like to use cards that rely on our opponents doing something we can't control. We have access to The Council of Four which just edges it out in my opinion."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Martial Impetus also fits in nicely in this deck. It just missed the cut for other removal and protection options."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mr. Foxglove is a really cool card. But it kinda goes against what Bumbleflower wants to do as we will have a lot of cards in hand generally speaking. I think a deck with him as the commander would be sweet though."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There are better board wipe options than Perplexing Test in blue. It was replaced with River's Rebuke but it is a worse Cyclonic Rift."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Realm-Cloaked Giant does have a nice board wipe effect, but we have no Giant synergy here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Riot Control is a protection spell that saves us life but not our creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rites of Flourishing has a similar problem to Ghirapur Orrery. We don't want our opponents to ramp more than us."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Secret Rendezvous is a decent group hug card, but sorcery speed makes it clunky and there are other draw options available to us in our colors."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Selvala is a good group hug card that ramps a bit and draws everyone a card. It is very similar to Kwain and I could see this card be slotted back in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sphinx of Enlightenment is just Consecrated Sphinx at home. Pass."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Spore Frog is a really good protection spell. It definitely can be used in this deck, but it just missed the cut for other protection spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tenous Truce is a good card in this deck. It was just barely cut for other instant speed options."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Triskaidekaphile is another alternate win con that we can use, but it doesn't do much else. Our other alternate win cons at least give us some other form of value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n\n\n\nMad respect if you read all of that. I wanted to put as much information for my own reference later and for all the other Ms. Bumbleflower enthusiasts. This is by far my favorite deck, and I try to play it once every FNM (even though it it starting to generate a reputation). I never expected this deck to receive as many views as it has generated, but I appreciate each and every view. Bloomburrow is one of my favorite sets of all time and I cannot wait to revisit this plane. As mentioned above, please feel free to comment and I will respond as soon as possible. I hope you all enjoy this deck and Ms. Bumbleflower as much as I do!\n"}]}






































































































































































