|Commander / EDH||Legal|
Printings View all
|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.
: Add or to your mana pool.
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|Have (10)||Dr_Jay , Friedrice24 , Regulus1010 , bakeraj4 , rockleemyhero , bakunet , Yawkcorb , PTsmitty , , orzhov_is_relatively_okay819|
Blossoming Sands Discussion
1 week ago
Maybe a few more basic lands and drop some ramp like Quest for Renewal and Rampant Growth to name a couple (instead of Rampant Growth try Map the Wastes). Make it so your playing a land EVERY turn. Also I'd like to suggest limit your dual lands. You play faster if you don't have to wait till your next turn for that one mana you need. Play dual lands like Brushland and Blossoming Sands. Ditch Krosan Verge and Thespian's Stage for same basics. I find while running a 2 color deck that you're better off with as many basics as possible and then have those "special" lands to help out.
3 weeks ago
Thank you very Much!I ended up getting rid of Ajani's Mantra and Staff of the Wild Magus and replacing it with 2 Nyx-Fleece Ram. I also have 3 Ajani's Pridemate and 3 Blossoming Sands. Felidar Sovereign was originally used with Ajani, Mentor of Heroes, but I ended up getting rid of both of them and added Elspeth Tirel For the removal and also the really good life gain.I added a single of Soul Warden and Soul's Attendant, also a single Blessed Alliance and Lone Rider Flip.
My new Sideboard (9)
I also followed xaerusblade and hopefully my mana curve is slightly better and maybe I could get more tips in that regard.
(I haven't changed the decklist in Tappedout so here is the stats)
3 weeks ago
Long ass advice incoming:
[ [ island ] ]
(If you remove the spaces inbetween the brackets) > Island
1x Adventuring Gear 1x Ajani Goldmane 1x Ajani's Chosen 2x Ajani's Mantra, 1x Ajani's Pridemate 1x Ajani, Mentor of Heroes 1x Arctic Nishoba 1x Behemoth Sledge 1x Call of the Conclave 2x Emeria Angel 1x Felidar Sovereign 14x Forest 1x Gather the Townsfolk 2x Grazing Gladehart 1x Grove of the Guardian 1x Guardians' Pledge 1x Increasing Savagery 1x Jedit Ojanen of Efrava 1x Kemba, Kha Regent 1x Oath of Gideon 16x Plains 2x Precinct Captain 2x Pride Sovereign 1x Primal Bellow 2x Regal Caracal 1x Retreat to Emeria 1x Selesnya Charm 1x Staff of the Wild Magus 1x Terra Stomper1x Blossoming Sands
Just a hint if you come looking for help in the future :)
The first thing I would like to add is that you are playing way too much land. In a 60 card deck with a steap mana curve, you probably only want 24-25 lands. Now your deck is currently 64. That's not too bad, but if you could shave it down to 60 that'll be doing yourslef a sall favor. (Consistancy is just lovely.)
Secondly, I can spot a few cards that I either find too bad to play, imo, or doesn't really fit your strategy too well.
Ajani's Chosen The card is perfectly reasoable as is right now, if not a little too clonky, but if you decide to take my advice on the Mantra's it's probably not playable afterwards.
Felidar Sovereign Awesome as it is, seems like a very unlikely wincondition for you. If you ever get to a point where it would win you the game, you are probably already winnning.
You have a couple more cards, that I'm a bit unhappy with, but are reasonable for the moment being.
Thirdly if you want to play a slower deck, you have to be able to interact.
If you can't answer the things your opponent does from time to time, you are going to lose to a lot of combo decks.
Fourthly: Here are some cards I hink you should look into, priced around the 1$ mark, or less. (If you want that lifegain theme to stick)
Qasali Pridemage Realy powerful card, that happens to be a cat, and can sometimes "interact" with opposing gameplans.
More Ajani's Pridemate - It's a great finisher, if you have some lifegain.
Condemn - Cheap creature removal.
More Blossoming Sands, fixing mana gaining life.
Blessed Alliance - Everthing goo in this world.
Eidolon of Rhetoric - put this in your sideboard, you wont regret it.
You are more than welcome to ask me for advice if you need an experienced player for something :) and good luck.
2 months ago
Nice try here, a word of advise,try and find what your deck is going to do,it seems like you want to do a little too many things at the same time,like steal your opponents creatures and playing your own,and destroy lands!
I suggest cutting on the Act of Treason effects all togetherInstead of destroying your opponents lands ,why not use ramp like Harrow or Rampant Growth and playsets (or 3 ofs) of Kinjalli's Caller , Drover of the Mighty ,Otepec Huntmastersome nice cheap dinos to consider :Ranging Raptors,Charging Monstrosaur, Kinjalli's Sunwing ,Goring Ceratops,Verdant Sun's Avatar,Wakening Sun's Avatar,Thundering Spineback
about the lands,the desserts don't contribute to your plan,try some cheap tap lands like Jungle Shrine,Rugged Highlands,Blossoming Sands,Wind-Scarred Crag or go the extra mile and hit some check lands like Rootbound Crag,Sunpetal Grove,Clifftop Retreat
2 months ago
2 months ago
2 months ago
Some thoughts on some of your card choices, in no particular order.
Sylvan Reclamation for all intents and purposes in a deck like this is strictly better than Relic Crush. Trading out one generic mana for one White mana (which 99 times out of 100 you WILL have) gets you basic landcycling AND exile instead of destroy. The switch is a no-brainer, imo.
Thought Vessel isn't doing a ton for this deck. How often will you be at or above your hand limit for more than a turn or two? Card draw in GW isn't that impressive, even with Rishkar's Expertise and company. I think you'd be better off with Talisman of Unity over Thought Vessel, and I'd dump the Spellbook for a Sol Ring so you can get some more ramp going.
For a deck that wants to get ahead early, I believe you're running far too many ETB tapped lands. Blossoming Sands, Grasslands, Krosan Verge, Mosswort Bridge, Myriad Landscape, and Stirring Wildwood will all set you back a turn on mana production. I'd say Temple of Plenty too, but at least you're getting the scry on that. I'm Opting not to run that, but that's your call! Get some more rocks in there like Selesnya Signet, and be on the lookout for the new Unclaimed Territory in Ixalan, which is pretty much budget Cavern of Souls. Some more relevant utility lands like Rogue's Passage over Reliquary Tower would be worthwhile, too.
If you can, I'd sooner run Brimaz, King of Oreskos over Jedit Ojanen of Efrava. The forestwalk is nice, but 6 mana is steep. Brimaz is only 3 CMC and provides an excellent source defense with Vigilance.
Running Lost Leonin signals to me that you want to use Infect combined with the Arahbo's eminence for a quick kill. Double Strike enablers like Duelist's Heritage, Silverblade Paladin, and Ajani, Caller of the Pride (did somebody ask for flavor?) are huge boons for this, and in general allow you to get the most of Arahbo's pumps. Not to mention them having 3 CMC and similar casting costs as Lost Leonin lead to a superb curve out of your plays. Grafted Exoskeleton also turns any of your cats into a bigger Lost Leonin, for what it's worth!
The last comment that I'll make, and this stems from "mistakes" I was making when first build this deck, is too much focus on cheap cats as soon as quickly being too big a focus. Smashing your opponent for 6 with a 2-drop sounds appealing, but that's only going to go so far in multiplayer. If you're doing 1v1 commander, that's largely fine, but you'll want to diversify your line-up if you want to hold your own in multiplayer. Admittedly, I'm still trying to squeeze these in my own deck, but it wouldn't be remiss of you to include cards like Reveillark and Karmic Guide in here for some recursion. (Also, those two go infinite with Leonin Relic-Warder, Greater Good, and a mana rock!)
3 months ago
Instead of Blossoming Sands wouldn't Evolving Wilds be the better fit? The possibility of four life gain seems to me like it would be worse than effectively shrinking the deck by four cards to better ensure it's possible to gather the deck's combo pieces.