Blossoming Sands

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Common
Eternal Masters (EMA) Common
Fate Reforged (FRF) Basic land
Khans of Tarkir (KTK) Common

Combos Browse all

Blossoming Sands

Land

Blossoming Sands enters the battlefield tapped.

When Blossoming Sands enters the battlefield, you gain 1 life.

: Add or to your mana pool.

Price & Acquistion Set Price Alerts

C17

EMA

FRF

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Recent Decks

Blossoming Sands Discussion

joseprio on Aura Stompy

16 hours ago

Glad to hear you're enjoying the deck!

I've made some changes to the deck that seem to be for the better: - Changed 2 of the plains with Blossoming Sands; Because it's not running that many lands, getting a green source is essential, and also helps against burn. - Upped Wild Growth to 4 - Upped Heliod's Pilgrim to 4. It's just an amazing asset to this deck. - Added a single Journey to Nowhere to the deck, and one to the sideboard.

I noticed you removed Nylea's Presence; while it's the worst land aura, I really think it contributes quite a bit, specially if you're running cards in the sideboard which aren't WG.

Instead of Arrest, I would run something cheaper, like Journey to Nowhere, Crystallization, or even Lignify. For the decks you need it, you need it quick. Duress has really helped me in many pairings.

Saljen on Midnight Gond

1 week ago

I would consider dropping Evolving Wilds and reducing Blossoming Sands to 2x, then add 4x Ash Barrens. This deck absolutely needs it's lands to come in untapped. Ash Barrens gives you the flexibility of either an untapped land if you already have the colors you need, or the equivalent of coming in tapped if you need to fetch a color. Since there aren't any dual color costs in any of your spells, that makes Ash Barrens the perfect land for this deck's color fixing.

I'd also consider going 4x on the Suture Priest, as that gives you an immediate win-con, rather than having to wait until the next turn to swing with your 1/1 elves.

Vessel of Nascency probably bests Commune with Nature, since it can fetch either combo piece and still digs 4.

Durkle on G/W Sliver Pauper (New to format could use help)

3 weeks ago

Well let me be the first to say: Welcome to the wide world of pauper! Very fun format, it's basically exclusively what I play online these days. Never played GW slivers myself, but I've played against it more than my fair share of times. I definitely have a few ideas on how you could improve this list.

First and foremost, you'll want 3-4 copies of Journey to Nowhere in the main. Pauper is actually one of, if not the most, interactive format. There are still a few uninteractive decks floating around, but most of them have been banned out over the years, starting with Temporal Fissure, Cloudpost, Cloud of Faeries, Peregrine Drake, et cetera. Point is, if you run into a Gurmag Angler or a Myr Enforcer (which are both very common), you'll want a quick and easy way to get rid of it.

Another easy thing to change is replacing Commune with the Gods with Lead the Stampede. You're using commune only to find creatures, which... at that point, you may as well be playing Commune with Nature for one less mana. But no, Lead the Stampede is incredible. It will almost always net you at least 2 creatures, but best-case-scenario draws you 5 creatures for 3 mana.

Should probably play some dual lands for consistency. Shaving 2 of each basic and adding 4 Blossoming Sands should do the trick in and of itself.

Gemhide Sliver is a card that you honestly don't really need. One cool thing about sliver decks is that they're highly customizable, so if you want to play it, then by all means. Tapping your creatures to add mana just isn't something your deck is interested in doing, in general. You want to be attacking with your dudes every turn you can, so at that point I think the Gemhide is better suited as anything else. For example, I think Spinneret Sliver is a good one to consider for the main. Probably not as a 4-of, but flying creatures are very abundant. Specifically, Mulldrifter and Kor Skyfisher are everywhere, plus the occasional Glint Hawk or Vault Skirge. Plus, being a natural 2/2 for 2 mana is nice, as opposed to being a 1/1.

Beyond that stuff though, not sure what else I can offer. I don't know enough about playing the deck to talk about shaving some of the numbers. I will say though, MTGGoldfish is the best pauper decklist resource. Not a big fan of their content honestly, but it's a great site to see decklists. GW Slivers is an archetype you can find in the pauper metagame section, where you can find a bunch of different takes on the list, complete with sideboards.

But yeah. I hope any of that is useful, and good luck with the deck!

Meurth on Spiky Thune Angels

1 month ago

Very nice combo. You should definitely play Blossoming Sandsx4 here for extra life gain. I also recommend replacing the 2xRampant Growth with 2xKodama's Reach, and playing a few Llanowar Elves or Avacyn's Pilgrim to help you set up the combo more quickly.

usaDiabetic on Treva, the Refurbisher

2 months ago

Another great build friend!

One question, no Blossoming Sands, Thornwood Falls, Tranquil Expanse, ect?

ellie-is on Pawsitively Furocious

2 months ago

Nice! Something I think will help but the deck and the budget is getting rid of Anointed Procession. I ran Parallel Lives for years on my Saproling deck, which made a lot more tokens, and it took me a long while to realize, but it wasn't really a helpful card. The fact you're not getting anything out of whatever you played before, on a four mana card, usually means that you're either not going to get much out of it, or that it's just going to be win-more when you'd already make enough tokens for it to make a difference. And a lot of the time it can get removed before you have the mana to actually make tokens and get anything out of it, which's really frustrating. Though I tried to do so, they're the sort of card that I can't really recommend running in a Modern deck. In my deck, Second Harvest proved to be a lot more effective (because it worked off what was already on the board), but the double green mana cost might not be good for you.

Another suggestion I'd make is to mainboard Brave the Elements - because it's not only a way to protect your creatures, but also a way to make them all unblockable. It can be an unexpected way to win the game against someone who is comfortably hiding behind their blockers.

Finally, some thoughts about mana: At five mana on a deck with no ramp, Regal Caracal seems like it's not going to see play against most faster decks, and might be a dead draw a lot of the time for you. What I can suggest is to either not run a full set of them (two might be enough), or run some ramp since you already have green - or perhaps do both. Knight of the White Orchid might help, though it's not a cat - despite the cat we're all clearly seeing in the art. heh.

And, I actually had one last thing to add: If you can afford it, swapping out Elfhame Palace for Canopy Vista will do you wonders. Same for Blossoming Sands and Scattered Groves. The best part is that not only they're better lands in general, they're also Forests for Loam Lion (and then you could reduce the number of basic forests you're running by at least one, since you have a greater need of white mana on most cases).

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