Blossoming Defense

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Kaladesh Uncommon

Combos Browse all

Blossoming Defense

Instant

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

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Blossoming Defense Discussion

Jaragesh on Sssssnake

49 minutes ago

I'm not the best deck brewer myself, but i think i can help a little bit:

1) I would start building with the "god hand". Let's assume, that you draw all cards that you need, and you draw ideal cards through the game. How would it look?

1st turn: Forest + Narnam Renegade (5 cards in hand, you are going first)

2nd turn: Swamp + Winding Constrictor (4 cards in hand)

3rd turn: Forest + Nissa, Voice of Zendikar (3 cards in hand)

4th turn: Swamp + Fretwork Colony + Scrounging Bandar (1 card in hand)

5th turn: Forest + Incremental Growth (0 cards in hand)

It's not looking good. Why?

1) Mana. It's very easy for you to get the wrong amount of mana. Playing cards with x 2 black or x 2 green cost, like Drana, Liberator of Malakir is generally bad idea. So Drana, Liberator of Malakir and Kalitas, Traitor of Ghet are out.

2) Why do you play only one Nissa, Voice of Zendikar? Play 4! Remember, if you want to pull something, it's better to have 4/60 chance of pulling it and not 1/60. You know that you can have 1 legendary on battlefield, but 4 the same legendary cards in the deck?

3) Noosegraf Mob too late too little.

4) You clearly have no main idea how to win, i mean it's fun to put counters, i'm thinking on building counter B/G deck myself, but you want to win. With your best hand that i made (i'm sure someone can make better, but it's an example) you will deal enough damage to kill your opponent at turn 5. With your opponent not moving. It's not so great and here's why:

5) You have no defence! No hexproof, no way to protect your creatures. Your enemy will clean your battlefield like my dog cleans his bowl, super fast and efficient. There's no sense in putting counters if you don't have anything to put it on. Blossoming Defense - I would at least play that.

6) Building your deck is not only about what I will play, but what my enemy will play. With Fatal Push it will be hard to put anything that is sticking on the board. Think about that when you build your deck.

7) Black is for removal, green is for the ramp. Where is it, gladhwen? WHERE?

After prerelease i had the idea, that Fretwork Colony + Winding Constrictor will be a very nice combo to build around, and with the main theme counters i think that there will be some nice deck.

Don't get discouraged, build more and learn. Deckbuilding is fun, but like all things it needs time and practice ;) I hope you will build something nice and that I at least helped a little bit.

Carnivorous_Death_Parrot on B/G Counters

3 hours ago

Thanks for the info! I'm pretty convinced that in this meta, Fatal Push has to be at least two mainboard. Hard to figure what Blossoming Defense would replace in either my version of the deck or yours, but I can see why it would be important. I don't have Walking Ballista in my deck right now but I am going to have to get two-of into the main board.

Are you still sold on Scrounging Bandar? That's one of the biggest differences between my deck and yours/SlippinJimmys.

Dredgar on Infectious Pounce

3 hours ago

You're deck is looking great +1

Spinifex on Snakes Make Everything Better

9 hours ago

Thanks for the comment on my deck. A few notes:

Orion93 on G/B Growth/ Swamp Stompy

9 hours ago

Heroic Intervention is better than Blossoming Defense if you have access to a decent card pool

mluc on B/G Counters

9 hours ago

Ok, so, after some more testing, Walking Ballista is a must. The way it cheats direct removal is great, and it also deals with planeswalkers.

For sure, Verdurous Gearhulk is a very important card in the deck, as it gives a lot of value for the mana cost.

Hissing Quagmire feels good as it is a potential attacker at some point, and, after turn 3, it doesn't really matter if lands enter tapped.

I boarded in from sideboard Aid from the Cowl against control and it is an interesting card, not sure yet how good it is, definitely better than Rishkar's Expertise.

What I felt missing always in the first game were cards like Blossoming Defense and Fatal Push.

Tireless Tracker seems a good addition to the deck.

Theskitz on standard G/B counters - hold on to your dice

19 hours ago

I feel like your energy generation for the longtusk cub is a little forced and not needed. Perhaps adding some sorceries or instants will help as you are extremely creature heavy and lack protection Blossoming Defense and offence Larger Than Life.

You can just about straight up drop Servant of the Conduit and Longtusk Cub to get to a more reasonable amount of creatures and drop in 4 of each of those spells above?

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