Blossoming Sands

Legality

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

Printings View all

Set Rarity
Eternal Masters Common
Fate Reforged Basic land
Khans of Tarkir 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.

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Blossoming Sands Discussion

HobbitFeet796 on Cats, cats, And more Cats

2 days ago

Hi there, Sorry about the long wait for the reply. Looking through the previous comments I have to agree with them. I personally would take out the 4 Rampant Growth and probbably 1 Jareth, Leonine Titan, if not at least side board.

As far as what to add, I'm seeing a lot of cards with higher thoughness than power, bar serpopard, so maybe add in Assault Formation. Ajani Unyielding could also be fun, you're in the right colours.

Bar that, I'm not to versed on the new set at the moment, just got married and it's taked all my time, but I will definately get back to you if I find andything else.

Lands are obviously in need of a bit of an upgrade, however I would still suggest going with the uncommon dual lands, Blossoming Sands, Arctic Flats and the like, yeh they are slightly slow, but they are better than no duals in my oppion.

How this helps a bit

Hobbit

Duhphlates on Ravos/Reyhan Positive Counters (WIP)

2 weeks ago

Well most commander decks run about 30-36 lands on average. I'd run at least 28 basics and maybe two or three dual lands of each color, and probably a Terramorphic Expanse and Evolving Wilds, just to cover all bases.

I don't want to build the deck for you so you can set out the land base how you see fit.

After basics I'd run just basic lifegain lands and scry lands at first and maybe leveling up to fetches or whatever afterwards. I'll just give you card names so you don't have to search.

Temple of Malady
Temple of Silence
Temple of Plenty
Scoured Barrens
Blossoming Sands
Jungle Hollow

Pieguy396 on Build-a-Spike

2 weeks ago

I'd recommend Eldritch Evolution to tutor for your combo pieces, and maybe swapping Wall of Reverence for Wall of Omens or Wall of Blossoms. Blossoming Sands also isn't good enough for Modern, so I'd recommend getting more Temple Gardens and Windswept Heaths if you can, or Sunpetal Grove if you can't afford them.

Delta-117 on Pauper Tax Collectors

1 month ago

I think you should consider 1-2 cycling lands over a couple of your basics. I happen to do this in my own g/w pauper slivers deck, where I have in fact the same land count and 4 tapped lands (Blossoming Sands and use 2 of these over more basics.

So in your case of deck colors, that would be Secluded Steppe and Barren Moor.

Niblet on Green White Revolt

1 month ago

I would take out Spire of Industry and Geier Reach Sanitarium in exchange for Saltcrusted Steppe if you want to save up and wait to unleash a lot of spells at once or Blossoming Sands if you prefer the lifegain, and both are cheaper than Geier Reach and Spire of Industry

I would also cut down the Enchantments to 3-5 and replace them with Instants or Sorcery's that buff your creatures, as you won't be able to rush your opponent with the creatures you've got currently

That1guy69 on G/W

2 months ago

I would drop the Vault of the Archangel because they are just not necessary and then I would also drop 2 Grove of the Guardian so you can get some more dual lands in there or even fetch lands like Windswept Heath or Temple Garden or even Blossoming Sands. You could also throw in Advent of the Wurm cause that's a pretty cool card as well. Other than that sick deck dude/dudete!

joshuaizac on Sidar and Tana

2 months ago

I love the synergy between Tana & Sidar...I think these two were made for each other more so than any other 2 partners.

Beyond that I think you got lost....Single target pump spells / bloodrush effects and the like are horrible in multiplayer games....unless this is intended solely for 1 v 1, I'd say ditch ALL of them. Aside from Intangible Virtue I wouldn't put any other static effect Anthems in either...once you get your tokens to be bigger than 2/2 then you just lost all synergy with Sidar...and have defeated yourself. Collective Blessing, Gaea's Anthem > out.

Creatures / Spells that will only ever give you 1 token (in addition to the creature that comes with it) also not that effective. Again unless this is 1 vs 1. Attended Knight and Tukatongue Thallid and such...out...

Deckbuilding for edh: When I build an edh deck, I too just start throwing cards at it, then cut lots then try to figure out how much ramp I need, and how much card draw I need, and how much removal I'm going to put in. These three things I put in pretty much EVERY deck. I may not run much but at least a little. (I'm only seeing a few of each on your list) After I get things balanced out and make my cuts I work the land base usually 35-39 lands depending on the deck/mana curve, amount of ramp ect. This deck I'd say 36-37 lands.

I'm not going to price check all the following recomendations, but bear in mind the tcg prices on this site doesn't account for different / older prints / damaged card discounts ect, though a few still might be 20 cents over your budget, but I'm gonna list them anyways.

Cheap ramp: (in addition the the couple of mana dorks you already have pick 3 to 5 more) Wayfarer's Bauble, Rampant Growth, Explore, Burnished Hart, Fellwar Stone, Commander's Sphere, Darksteel Ingot

Cheap removal: (keep Pacifism if you must pick 3-5 here also) Revoke Existence, Fate Forgotten, Oblation, Terastodon, Smash to Smithereens, Entrapment Maneuver, Desert Twister, Scour from Existence ... there's several others but still this is a descent selection...

Cheap Card Draw: There really isn't much in the way in these colors to begin with, even less on your budget... maybe throw Faithless Looting a few cards that give you the Monarch like Protector of the Crown and or Crown-Hunter Hireling and get a Skullclamp and maybe a Slate of Ancestry once you can find/trade for/afford one (they're only $1.50 tops)

Cheap Efficient Token Gen: You got a few good ones already a few more worth mentioning, Decree of Justice, Sporemound, Ezuri's Predation, Twilight Drover, and again...maybe later add Rith, the Awakener and or Sigarda, Heron's Grace.

Cheap Pump: Aside from Borrowed Grace, which you could leave in or not, you really only need a few good GLOBAL pump spells spells for finishers. Usually I'd suggest something like Beastmaster Ascension, but in this case again...no synergy with Sidar. I'd probably throw Titanic Ultimatum and Overwhelming Stampede (stronger 1x use versions of Overrun) and also throw a Leonin Sun Standard at the deck for repeated use/abuse after declare blockers step. Those three alone should probably do it.

Cheap Land Base: Aside from basics there are quite a few good lands to run in budget builds in the case of a Naya deck, you've already listed Jungle Shrine (I'd ditch the bounceland), there's also Naya Panorama, Rugged Highlands, Blossoming Sands, Wind-Scarred Crag, Evolving Wilds, Terramorphic Expanse. I'd run every one of these, and then basics for the rest. (Again, 36-37 total lands for this deck.)

Yea...so ...holy wall of text Batman, hope some of it helps, gl & hf

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