Burgeoning

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Conspiracy: Take the Crown (CN2) Rare
Stronghold (STH) Rare

Combos Browse all

Burgeoning

Enchantment

Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.

Price & Acquistion Set Price Alerts

C16

CN2

STH

Ebay

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Recent Decks

Burgeoning Discussion

elgosu1337 on Lord Windgrace

1 hour ago

Exploration, Mina and Denn, Wildborn, Oracle of Mul Daya, and Wayward Swordtooth all let you play more lands each turn. Storm Cauldron does the same and also bounces lands so you can get more landfall, and disrupt opponents when they tap lands for mana. Burgeoning is also great at putting lands from your hand into play. Perilous Forays can turn all your landfall tokens into more lands as long as you have mana.

Horn of Greed can give more card draw. If you're running Territorial Dispute, you might as well add in Aggressive Mining, though that might hurt you more than opponents.

Titania, Protector of Argoth is great for making tokens when you sacrifice lands.

If you want to go infinite with Gitrog and Dakmor discards, you need Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre to shuffle your graveyard back into your library to repeat the discard and dredge loop.

Kogarashi on Wealth of Imagination

20 hours ago

OP_Sigma, late to responding, but thanks for the comments. I appreciate them.

Burgeoning and Tempt with Discovery look like they would be very good choices for includes in this deck. I'll add them to my wishlist.

Corrosive_Cat on Crucible of Value

2 days ago

Neat idea! Academy Ruins could be super useful; one retrieves the other if you lose it, so they'd have to get rid of both to stop you getting that recursion. Khalni Heart Expedition would be super handy too, and Dryad Arbor is kinda cool, recurring creature + blocker when you need it. Azusa, Lost but Seeking is probably ideal, as would be Burgeoning or Exploration? Ob Nixilis, the Fallen could be kinda cool too! Pygmy Hippo is a really strange edge-case card, but seems great for mid to late game ramp, and stops counters after combat step!

Firstblood on The Saproling-Industrial Complex

4 days ago

Lotus Cobra and Burgeoning seem like they would be great additions for ramp in this deck.

SynergyBuild on Ancestral Animar

6 days ago

Daedronus,

This is a very land-light deck and Burgeoning will mostly only drop one or two lands maximum for a card. It also doesn't put counters on Animar, can't be tutored for, and is a bad draw at any time except turn one to drop a turn two Animar. Carpet of Flowers more consistently ramps this deck into a turn two Animar and still doesn't deserve a spot because just getting a turn two animar by spending a mana isn't enough, it normally has to either be free like Lotus Petal, Chrome Mox or the similar effects or be a creature like Birds of Paradise.

Venser, Shaper Savant is not useful in the same way Man-o'-War is, being that both can bounce themselves, but Man o' War can do it for half the mana, putting twice the +1/+1 counters that Venser will on Animar. This is a huge difference when you need a number of counters to cast a game-winning spell by turn 4 or trying to win right there.



helldanno due to Animar, Soul of Elements having protection from white & black, that means I assume you are running into blue/green/red removal.

Against Red Removal, Blasphemous Act type effects are unaffected by Lightning Greaves/Swiftfoot Boots, so I assume this isn't your problem. Against Lightning Bolt effects stuff like Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, Pact of Negation, and Mental Misstep can counter as well as just putting a few counters on Animar, Soul of Elements. Against Chaos Warp, we still have Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, though you could run some cards like Swan Song and Dispel can be flex slots. They also happen to slow your opponents down if they try to combo out.

Against Blue Removal, which I assume is your problem, Chain of Vapor, Into the Roil, Rapid Hybridization and Cyclonic Rift can still be blocked with Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, but also can be blocked by some of the flex slots I talked about prior.

Green removal is pretty much just Beast Within and Song of the Dryads and is generally rare, but if it is really hurting your, Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation can stop them all, and Caustic Caterpillar, Brutalizer Exarch, Ulamog, the Ceaseless Hunger can deal with Song of the Dryads type effects.

The point is, I don't see your reason for Swiftfoot Boots or Lightning Greaves, they are two mana non-creature permanents that protect things at sorcery speed, unlike the rest of the answers.


Now while I respect your opinion in your meta on the use and capability of Emrakul, the Promised End, in this deck it commonly reduces it's cost by 1-3 mana, and can be reduced by 4-7 on a mid-sized Animar, Soul of Elements like you said, so 5-10 mana on normal by turns 5-6, or mid game. Even saying it costs is pushing it and if that is the case, you should run it if your meta is overrun with decks that are ruined by it. However due to the top tiered decks normally running a high number of instants that can be used to disable their own ability, think Chain of Vapor, they could commonly stop you from ruining themselves too bad in response to the ability before their turn. Rarely can it do more than a Word of Command because of stuff like that. Even if it just killed target player, like you said about swinging in with a swoll Animar, it doesn't win you the game to kill one player.

Again, that is only the reason that it isn't good enough for JMCraig to toss it in with the goal of this for cEDH decks, but if it works in your playgroup, do it! I have only the best wishes for you and your Animar deck!


You want a backup-backup plan I think was that second-to-last line? I don't understand why you think that is nessecary, but I will go over the plan:

Main Plan : Animar + Statue + Outlet = Win

Backup Plan : Kiki-jiki + Untapper = Win

We have a backup plan, why do you assume we need another?


You seemed to argue for Tishana over Big Kozi, but Kozilek, Butcher of Truth does have other use in the deck, and I would argue is better with a pumped Animar than Tishana. It can be free if you need a wincon and have Ancestral Statued Animar, Soul of Elements to infinity and beyond and just need to win, but don't have much more mana, Kozi is free, also with Survival of the Fittest you can fetch him and discard him to reshuffle your yard back in if you couldn't otherwise get back a card. Due to the discard being the cost, you could then fetch out a card that was in your graveyard when you fetched, making a really cool Primal Command effect for and a Survival of the Fittest.

Arguing Tishana can be fetched with Fierce Empath is fair, no arguement here, and it is even a decent option, but Imperial Recruiter has a ton of much better options, like Kiki-Jiki, Mirror Breaker to copy the recruiter fetching Deceiver Exarch and winning the game. I can't think of a game I have ever played with Animar in which I wished I had a tishana to fetch with Imperial Recruiter. But yes, it isn't technically wrong.


The last thing I want to cover was one of your first points, about the lack of outlets to win with Ancestral Statue, with Purphoros, God of the Forge and Walking Ballista being the outlets of choice, if you have found problems tutoring tehm out, try also running Reckless Fireweaver. It doesn't combo with Man-o'-War or Shrieking Drake, but is still very useful.

Daedronus on Ancestral Animar

6 days ago

Love your list! Very finely tuned build here. Appreciate your comments and explanations of cuts.

Would love your input on a few tweaks I've found vastly help Animar run smoother.

Burgeoning, especially in a multiplayer game, is truly phenomenal. In your opening hand, you can untap on turn 2 with 3 or 4 lands in play. Do you find it's not worth the slot?

Venser, Shaper Savant - I replaced Man o War with this, mostly because it interacts with spells, has flash, and still does what Man o War does. UU is a bit harder, granted.

My meta is definitely not as cEDH as yours! But your Animar has risen to the challenge. Keep up the good fight.

AlphaAuthority on cEDH Tuvasa enBANTtress

1 week ago

Moton Theres no enough lands in the deck to use Exploration and Burgeoning.

The obvious difference between Battle Mastery and Duelist's Heritage is the defensive perks given by mastery and the most versatile advantage of duelist's. I however prefer the defensive perks given by mastery (my creature having doublestrike constantly).

Carpet is usually just too unrealiable in my opionen, especially in a deck which don't want to take it to super late game. It's a good suggestion tho.

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