Blossoming Defense

Blossoming Defense


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

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Set Rarity
Kaladesh (KLD) Uncommon

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Format Legality
Oathbreaker Legal
Unformat Legal
Vintage Legal
Arena Legal
Leviathan Legal
Historic Legal
Custom Legal
Highlander Legal
Modern Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Pioneer Legal
2019-10-04 Legal
Tiny Leaders Legal
Limited Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal

Blossoming Defense occurrence in decks from the last year

Latest Decks as Commander

Blossoming Defense Discussion

Paikuhan on None

1 week ago

If I get attacked by a creature that has indestructible and I defend with a creature that has hexproof what happens? Let's just say it's a Dreadwurm that has had a landfall trigger attacking and I defend with an Arashi, the Sky Asunder with a Blossoming Defense

Paikuhan on Indestructible and hexproof

1 week ago

If I get attacked by a creature that has indestructible and I defend with a creature that has hexproof what happens? Let's just say it's a Dreadwurm that has had a landfall trigger attacking and I defend with an Arashi, the Sky Asunder with a Blossoming Defense

sbh on Beast Feast

1 week ago

instead of Ranger's Guile you should have Blossoming Defense

sbh on UG TEMPO

1 week ago

instead of Void Grafter you should have Blossoming Defense

Gidgetimer on Hexproof interactions

2 weeks ago

You can link cards by enclosing them in double brackets.

Blossoming Defense

Yes, hexproof will make your creatures illegal targets for any spell or ability controlled by your opponents. If your creature gains hexproof after it is already targeted, it will be an illegal target when the spell or ability attempts to resolve and will be unaffected.

jaymc1130 on Opposition Agent needs a preemptive …

2 weeks ago


Mono black Maralen+Agent decks are going to be strong contenders for a time, but that deck has an inherent issue in protecting the combo as a mono colored deck. My list currently runs quite a lot of discard pieces as the means of getting around this, no need to worry about protecting the game plan if opponents just don't have any cards. Still, any mono color deck is going to have exploitable weaknesses that become exposed over time.

Sultai lists (already the strongest lists in the format) will likely be the best Agent decks because they get to make full use of the range of tools that complement an OP Agent game plan aside from Aven Mindcensor and white removal. Access to green mana dorks is huge for deployment speed in the format, access to Defense of the Heart as a means to deploy the full lock at one time is a boon, and access to blue interaction and green protection pieces like Veil of Summer with the potential for even more protective elements like Dive Down, Display of Dominance or Blossoming Defense makes going for the lock a less risky and more reliable game plan.

Grixis (and Mardu) color decks will have access to Divergent Transformations as a means to get the full lock into play at instant speed at the most opportune moment, but comes with the downside of limited deck building choices since only Maralen and Agent will be able to occupy slots as creatures which reduces the overall effectiveness and consistency of the Agent based game plans when they don't have access to Hullbreacher and friends.

Abzan colors should have a viable Agent based game plan as well, but like mono black, Mardu and B/x-U decks has more limited choices to protect the game plan once it hits the board. Abzan decks actually strike me as quite intriguing though with access to the full range of effective hate bears in the meta.

It's hard to say what will wind up being the definitely best way to play an Agent based game plan at the moment, but in all likelihood we will find the most optimal approach mirrors the most optimal choices of the past: T&T is liable to still be king of the mountain.

DemMeowsephs on No, that's not dead - it's resting (Arixmethes)

4 weeks ago

What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!

lpeters82 on Elvish Honey

1 month ago

I've decided to add Wirewood Hivemaster and Wirewood Symbiote into the deck. The Symbiote gives us another chance to pump with our Priest of Titania or Timberwatch Elf. Hivemaster is on theme and allows us to create a 1/1 insect hoard. I wish they had flying, but Wizards has been trying to keep green out of the air for quite some time. I also decided to just run Blossoming Defense as our combat trick and protector. I think their are better options, but again, I wanted to stay on theme with the blossom. Finally, I added a single copy of Bee Sting for flavor. Bottom line, if I was playing competitively, I wouldn't be running bees in the deck, so why not go all in on the theme.

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