Blossoming Defense


Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Uncommon

Combos Browse all

Blossoming Defense


Target creature you control gets +2/+2 and gains hexproof until end of turn.

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Blossoming Defense Discussion

PickleNutz on something smells fishy in here

8 hours ago

Merfolk are just a bit too slow in Standard to really get a great value out of Tishana, I would recommend cutting down to 2 Deeproot Waters and Cut Tishana completely, then add 4x Spell Pierce, Censor, Heroic Intervention, or Blossoming Defense. They are really important in competitive play.

I also recommend 23 lands.

Jimmy_Chinchila on Dinos of the Perfect Curve

11 hours ago

Da5hcharl, Pygmyrhino990 its tough to be a competitive deck without Carnage Tyrant, as against control the best bet we have is try and get it out quickly. One thing to do would be to slow things down a turn and add in 4x Blossoming Defense so you can leave mana open to protect from removal. Once they see you're playing Defense, you can leave open a green mana to bluff you have one in hand, so try and keep a card in hand at all times. As for countermagic, without Tyrant you can use Prowling Serpopard but if you don't have that you can try and lower the curve to go wide. Try and get them to think you're going tall with creatures up the curve so they'll not "waste" counters on little 2 and 3 drops. Sky Terror is good early pressure that they won't likely counter, but there's always gonna be Censor that they're gonna try and use on early turns, so try and keep an eye on if the opponent has mana open. Ideally cast your important pieces only when they're tapped out (Regisaur Alpha for example). This may lead to turns when all you're doing is playing a land but eventually you'll have enough lands to drop some fatties. This is then where Carnage Tyrant is so clutch, as it provides some inevitability for the deck.

Perhaps use things like Raptor Hatchling to chip away at life total as they likely won't remove, counter or block it.

Blue is always tough to play against with a midrange deck, but if you have enough pressure on them it forces them to have to have the right cards at the right time or else they'll get worn away. Make them have to use 3-mana spells to kill your dinky guys and buy time to find a Tyrant. With the Communes, you don't need a playset. Even having 1 copy in the deck makes it far more competitive, as against control and Approach the games go long giving you time to find that one copy. It's down to like $24 currently.

Good points, I will give it more thought!

Thousandoaks on Tame and Channel the Champion of Fish Sanity

16 hours ago

Hmmm, I'm not the most confident when it comes to sideboard. Generally, my strategy in sideboarding is comparing the strengths and weaknesses of my deck to the most frequent decks I'd play at my LGS. Based on that, I take out what isn't useful in my deck and add in what my be useful. That seems basic and self-explanatory; but for the life of me, I can't actually put it into practice effectively.

Based on what I see, you want to make sure that you can land your combo against high removal/control decks. You also will need something to survive long enough against aggro decks and burn decks and dino decks.

To that regard: I would actually move most of your sideboard into your mainboard, so that you can control the board until you can get your combo out. I'd made the following changes (again, these are suggestions -- feel free to disregard):

MainBoard: (Gives you more control until you can land your combo.)

Sideboard: (Adds protection against aggro and wide)

Zrobass on Strictly Green

1 day ago

I think you are trying to do too much here. A good deck is a deck all on board to do one plan. I think Old-Growth Dryads needs to go. Replace it with another Commune with Dinosaurs, Blossoming Defense, Ripjaw Raptor, and Savage Stomp. I also think that Resilient Khenra is not that great, and that you should be playing at least two Deathgorge Scavenger. Lastly, Merfolk Branchwalker is a solid 2 drop, either drawing you a card or pseudo-scrying you at a 3/2 body. Feel free to take a look at my Stompy deck for inspiration, and thank you again for the comment there!

razelfark on Abzan Dinos/Counters // Looking for Suggestions!!

2 days ago

I think you may want to use Rishkar, Peema Renegade with this build as a ramp option because it syergizes with all the cards being used and can help get you to your important combo faster. Maybe cut Kinjalli's Caller , Ranging Raptors, or some combination to make room for Rishkar. Maybe 1 and 1?

For side deck I would possibly cut some Natural Obsolescence unless you have problems with vehicles at your local. I say this because you already have Appetite for the Unnatural in the side as well.

I would maybe add more Blossoming Defense or Destined / Lead to the side in case you have a lot of control decks at your local.

Like the idea you are trying. It seems very solid overall.

PickleNutz on Mermalade (Beginner's Guide to Merfolk)

3 days ago

The biggest problem I run into is removal and The Scarab God, so I added a Kefnet's Last Word to the sideboard to steal him and Blossoming Defense to shelter my creatures (as well as Heroic Intervention in the mainboard). There is also extra counter spells in the sideboard to play against decks reliant on spells. The sideboard should be molded to counter meta decks you play, so against Ramunap you want hexproof, against energy you want counters, so on. It's all really a gamble, but I tried to consider the decks that were relevant and played well at FNM. The first night I ran this deck it was undefeated, but it was a weak competition. After that, it has gone just about even with some of the more powerful decks. A lot of that is because of the sideboard. My friend has created a token Vampire lifeline and Crested Sunmare deck that really gives it a hard time, so to counter him I have started consider splashing some red into this and Sweltering Suns to deal with his 12-20 Vampire tokens. I haven't yet, but probably will.

AgentJackjohn on GB deathtouch

3 days ago


Blossoming Defense is definitely a good card, however I feel like Supernatural Stamina does a bit better in this deck and since they'd take up the same slot I'd rather go with Stamina.

They'll both prevent removal spells from killing your creatures. One downside of stamina is that it doesn't stop Cast Out and other exile effects, which blossoming defense would. But stamina has the upside that it allows you to get value when attacking into / blocking creatures much larger than your own creature. Blossoming defense wouldn't keep your Gifted Aetherborn alive if you were blocking a Carnage Tyrant (Or any other sufficiently big creature for that matter), but stamina would keep your Aetherborn alive to fight another day.

That's just my personal preference though, obviously if you wanted you could use Blossoming Defense in here replacing Supernatural Stamina. You'd just lose a bit of flexibility in attacking/blocking and gain more protection from removal.

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