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
That1guy69 on G/W
5 days 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!
1 week 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 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
1 week ago
If budget is a problem, then I'd suggest taking out the two Blossoming Sands. Modern is a rather fast-paced format, and taplands slow down the deck.
Hope this helps!
1 week ago
That sounds good, I'll go ahead and initiate this trade.
I also saw some other cards in your binder that I was interested in. For simplicity's sake, we could treat them as two separate deals, but ship them out together?
Would you do...
- 4x Leonin Arbiter ($1.50) = $6.00
- 2x Molten Rain ($0.50) = $1.00
- 1x Sunken Hollow ($2.00)
- 1x Cinder Glade ($2.00)
- 1x High Market ($0.50)
- 1x Moltensteel Dragon F ($0.50)
- 1x Zuran Orb ($0.50)
- 1x Blossoming Sands F ($0.25)
- 1x Cranial Plating ($0.25)
2 weeks ago
Posortuj sobie po kolorze:http://tappedout.net/users/mattuch/lists/full-2/?cat=colorna tej licie powinny by wszystkie moje biae karty, przejrzyj se.
Na biaych si w sumie nie znam, wic odnonie reszty si nie wypowiem (chocia commander zajebisty, cho duo mana).
3 weeks ago
For the lands you don't want to get, just use budget lands like the Khans lifegain lands or other lands.
Lands: Rocky Tar Pit, Blossoming Sands, Rupture Spire, Flood Plain, Scoured Barrens, Tranquil Cove, Transguild Promenade, Jungle Hollow, Bad River, Exotic Orchard, Krosan Verge, Dismal Backwater, Grasslands, Mountain Valley
Another set of options is including the Panoramas, Evolving Wilds/Terramorphic Expanse, Tarnished Citadel, Grand Coliseum, Holdout Settlement, Mirrodin's Core, Opal Palace, Shimmering Grotto, Unknown Shores, and the Vivid Lands
1 month ago
-1 Ayli, Eternal Pilgrim +1 Ikra Shidiqi, the Usurper : If the idea is to get as aggressive as possible than Ikra is a much better option for life gain than Ayli. Ayli thins your board to gain life and Ikra just needs to connect with a player to allow you not to have to worry about the crack back from other players.
-1 Wrath of God +1 Retribution of the Meek : This could be a better option for your deck to leave the board state not only more manageable if in a bad position, it costs one less white and misses most of your creatures.
+1 Lignify Would be a cool include for spot removal that stays on theme. The other benefit is that you can lock someones commander out of the game until they find enchantment removal, this can be better than just allowing them to put the card back to the command zone.
I would also consider putting in +1 Windswept Heath for -1 Krosan Verge. The tempo loss from Verge coming in tapped can hurt while the fixing of Windswept can be nice being able to go grab an off color fetch if you are missing a black source.
-1 Reliquary Tower for +1 Arcane Lighthouse You could also consider putting in if you are having problems with Shroud or Hexproof. It can also be used as a political bargaining piece around the table. Functionally you could replace it with
1 month ago
Some first glance tips:
I'd get rid of the Evolving Wilds/Terramorphic Expanse. Too slow and you don't need so much land-grabbing in a two-coloured deck. I'd add a Sunpetal Grove and Blossoming Sands/Graypelt Refuge if the lifegain is really what you want. I wouldn't tell with the cards here. Maybe some more of it?
Archangel of Thune, Trostani, Selesnya's Voice, Angelic Accord, Obstinate Baloth and such. Also: Felidar Sovereign if you get enough life. Some little ones to help out more: Soul Warden and Soul's Attendant.
If you're up for an Elf theme: Elvish Archdruid is awesome.