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Target creature you control gets +2/+2 and gains hexproof until end of turn.
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Blossoming Defense Discussion
1 day ago
Blossoming Defense is a very good protection spell, plus it buffs the creature you target it with so it can be a combat trick too. I'd run 3-4 of them in place of a combination of Mighty Leaps and Appeal/Authority's, maybe a Heroic Intervention.
3 days ago
TepigAggro ... thanks for the suggestions. I 100% agree about adding in some defence to protect my creatures while they are growing. I am debating between trying to protect a single creature with Blossoming Defense for one G, or protecting all of them with Heroic Intervention for 2cmc. I am also going to try out some of the other suggestions you made. I know he slows things down but I really like the doubling effect of Kalonian Hydra. And I like the idea of using Increasing Savagery on Champion of Lambholt to make it pretty difficult to block my creatures. I also like it on Gyre Sage to create extra mana. Your point is well taken... those cards are like running with a parachute on your back... they slow me down. Wilt-Leaf Liege was an idea i was trying out to add multiple counters to all my creatures (if I had a couple Hardened Scales out). Fungal Behemoth can be huge by turn 5.
3 days ago
Been playtesting it for a while, needs more ramp and cards like Blossoming Defense
3 days ago
4 days ago
Hey there, new Planeswalker! Always great to see new faces to the game! If you feel like spending a little more money, I would reccommend putting in dual lands in your mana base. Hissing Quagmire and Blooming Marsh (4 each) are the best dual lands for Standard. I would also reccommend putting in a playset of Aether Hubs for additional mana-fixing. Having the right colors for your spells at all times is incredibly important; getting color-screwed is one of the worst things that can happen during a game.
A really fun finisher is Torment of Hailfire. Cast this thing on turn 7 or 8, and your opponent will be in for a Hail of a ride (ba dum tss). I would run 1 or 2 of these to have a little fun. ;)
Also, looking at your sideboard, I think it could use a little work. A sideboard is the most important part of a tournament match; it can make or break a round for you. A good rule of thumb is 5 cards to deal with decks faster than yours, 5 cards to deal with decks slower than yours, and 5 cards to make your deck faster. I'm not very good at sideboarding with Black/Green decks (I'm a Blue/Red Control guy, myself), but some suggestions would be:
- Bristling Hydra: For control decks, Hexproof can be a real pain. Trust me, I've stared down the throat of three of these things at once. It enters the battlefield as a 4/3 for 4 mana which is already pretty reasonable. But paying the 3 energy it comes with to pump it up and prevent your opponent from killing it is REALLY, REALLY good. I would run 3 in sideboard.
- Blossoming Defense: This card also hates on control. Not only is +2/+2 for 1 mana really good, but it also gives your creature hexproof. I would run 2 in the sideboard to fill out the playset.
- Ambuscade + Prey Upon : Both of these are really nice against Aggro matchups, because you can take out an opponent's threat with your own without having to go to combat. 2 Ambuscade, 3 Prey Upon at most.
- Yahenni's Expertise: This card will destroy an aggro deck, or at least mortally wound it. It'll also cripple most midrange decks, as well. But, as a drawback, it might cripple you as well, but once it resolves, you'll be able to cast a creature from your hand for free. I would run 2 of these.
- Crook of Condemnation: Part of sideboarding is anticipating what your opponent will play. If you're interested in going to an FNM, go one night, but don't play- scout out what people there are playing, then build your sideboard accordingly. You'll probably see a lot of zombie decks, and Crook of Condemnation can eliminate threats from the graveyard, like Cryptbreaker or Relentless Dead. And trust me, you'll want those "GONE gone". Play 1 or 2 of these.
That's really all I can think of, otherwise this is a pretty solid deck. This is really impressive for a first build- nice job, man! As always, good luck, and welcome to the Multiverse!
4 days ago
SailorJoeV Thanks for the advice, the Lifecrafter's Bestiary sounds like a pretty decent idea to me. I have a few evasion cards in Blossoming Defense and Heroic Intervention but it wont hurt for me to test with the other cards as well. Dusk / Dawn brings back every creature in my deck except for the Regal Caracal, and if they have creatures that are lower than 2 power, I am getting my creatures back to help deal with them. I do see why Fumigate still has its place, but I think that is another one I want to test a bit and see how it is working out. I used to main board two Declaration in Stone and I probably will go back to it, it's a really solid card. As far as the Authority of the Consuls reccomendation, I think that is a really good call. It's a super strong card against aggro, and I think it would go great with my aggro as well. Also it can get blown up early which may make them use the removal on it rather than my Anointed Procession. Thanks for the feedback, I appreciate it!
5 days ago
Aetherwind Basker over the Architect -- if you're going big with Champ, capitalize!
I would also cut the Bruiser/Decimator/Destined for Implement of Ferocity and Greenbelt Rampager, either of which can trigger your Renegade or Greenwheel Liberator. Another option for Revolt triggers are Hashep Oasis/Dunes of the Dead/Sunscorched Desert etc.
Finally, Blossoming Defense, Sixth Sense, or Hapatra's Mark over Ornamental Courage (since you'll need hexproof or card advantage in control matchups) and/or over 2 copies of Larger Than Life (you don't need 8 finishers, especially if you include the Basker, which already has trample).
Hope this helps without increasing your budget too much! Best of luck! I LOVE this deck and am contemplating stealing it from you to try out myself (;
1 week ago
I would add as many Bristling Hydras as you can get. They end the game almost on the spot if they aren't countered due to the hexproof part.
I would cut a few lands for Attune with Aether since you don't have any Turn 1 plays anyway, its a good way to make some energy.
Greenbelt Rampager should be in here as well.