|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander 2017 (C17)||Common|
|Eternal Masters (EMA)||Common|
|Fate Reforged (FRF)||Basic land|
|Khans of Tarkir (KTK)||Common|
Combos Browse all
Blossoming Sands enters the battlefield tapped.
When Blossoming Sands enters the battlefield, you gain 1 life.
: Gain or .
Blossoming Sands Discussion
22 hours ago
Your deck wins by having bigger and better creatures than your opponent, so you really shouldn't be in a situation where Wrath of God helps you. You might, however, be in one where Urza's Ruinous Blast does. Legendary creatures aren't too popular, and you have a good few. I would probably just cut it, though.
If it works for you, keep Luminarch Ascension , but I don't expect it to be relevant very often. Maybe against mill or control decks, in principle, but I'd cut it.
Frontier Siege seems like a fun piece of jank, but not a solid part of your deck. I'd cut it.
You really want to be able to put an untapped green mana in play on turn 1, so I'd cut Blossoming Sands and Canopy Vista for something faster. Horizon Canopy is probably the best, followed by Windswept Heath , Temple Garden , and Razorverge Thicket . Unsurprisingly, that's also how they're priced.
If you go all in on dual lands (which I recommend), I would cut Flagstones of Trokair . They don't do that much if there's no straight-up land destruction in the local meta, and they can't be fetched if someone uses Ghost Quarter , Field of Ruin , Settle the Wreckage or Assassin's Trophy against you.
Deadly Recluse is a fine blocker, but all it does for you is postpone things, and what you really want to do is put your big dudes into play. I'd replace it with more ramp, or possibly card draw. Take a look at Thraben Inspector or Wall of Omens .
quadmiller7 on Abzan
1 month ago
2 months ago
Your mana curve peaks at 4 mana and you have Mirari's Wake, so it might be interesting to invest in 2-mana land ramp options, so you can cast your 4-drops on turn 3 to get your plan going. I suggest Nature's Lore and Farseek. Gyre Sage grow up and ramp quickly, while Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. I would take out Ikra Shidiqi, the Usurper (you need to hit someone to profit on her - she is better on a lifegain/token deck), Primal Amulet Flip (you don't have many essential sorceries to be copied) and Custodi Soulbinders (a really slow card) for them. // Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Inexorable Tide is free proliferate while you cast your spells. Lim-Dul's Vault is a better tutor than Diabolic Tutor (maybe you should run both). // I would also upgrade the removal package to make it more versatile: Utter End instead of Sylvan Reclamation, Anguished Unmaking instead of Viridian Corrupter (if you want to win with infect, you have to fully commit to it), Abzan Charm (great versatility) instead of Mortify. Swan Song (better because cost less) or Arcane Denial instead of Mystic Confluence (5 mana is a lot to hold in a proactive deck). If you need even more removal, Beast Within and Swords to Plowshares are cheap ones to pick. // In terms of finishers, you could swap out Tuskguard Captain for Herald of Secret Streams. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Champion of Lambholt, Managorger Hydra, Chasm Skulker and Cathars' Crusade require quick answer, or else they win you the game. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. I recommend replace Manifold Insights and Mirrorweave with Rishkar's Expertise and Prime Speaker Zegana. It is important to have about 10 ramp sources, 10 draw sources, 5 target removal and at least 3 boardwipes, and you should look for cards that can do more than 1 thing (like Abzan Charm) because they are the most versatile (therefore valuable) cards in your deck. // Guildmages' Forum is a strict upgrade over Opal Palace, because it can put counters on other creatures. I would also reduce the number of tapped lands in the deck, so you can reliably play something on turn 2. Blossoming Sands, Thornwood Falls, Tranquil Cove, Azorius Chancery, Dreadship Reef (doesn't provide colors right away) should be the first ones to be swapped. Some nice cards that enter the battlefield untapped are Caves of Koilos, Llanowar Wastes, Yavimaya Coast, City of Brass, Mana Confluence, Reflecting Pool, Bountiful Promenade, Sea of Clouds, Morphic Pool, Gavony Township, Watery Grave, Hallowed Fountain, Godless Shrine, Breeding Pool (the last 4 are all getting reprinted).
3 months ago
Thank you for the Complements on my Emerkul, didn't know MUCH about Pherxia until i looked it up, but yeah...
You We're Correct
4 months ago
4 months ago
5 months ago
Blossoming Sands Tranquil Expanse are cheap good duel lands. Evolving Wilds is also good. Sinew Sliver and Muscle Sliver. Probably cut some of the more expensive slivers. This will make your deck very fast. Even going down a few lands for cards like Mutagenic Growth and Vines of Vastwood
6 months ago
Removed the filter lands for now, will add those if I find that the Guild Karoos are still a nuisance. They have been a nuisance "in combination with" the other tapped lands and colorless lands that I see all too often. If I change those lands first, then maybe the Karoos are actually fine in this list, since they pay you back for coming in tapped AND bouncing another land.
So, in total:
These changes should help the deck work faster to assembling the ultimate toolbox strategy.
Blossoming Sands occurrence in decks from the last year
All decks: 0.02%
Commander / EDH:
All decks: 0.05%
GW (Selesnya): 0.34%
BGW (Abzan, Junk): 0.25%
RGW (Naya): 0.27%
GWU (Bant): 0.29%