Flower / Flourish

Flower / Flourish

Sorcery

Flower

Search your library for a basic Forest or Plains card, reveal it, put it into your hand, then shuffle your library.


Flourish

Creatures you control get +2/+2 until end of turn.

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Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Flower / Flourish occurrence in decks from the last year

Standard:

All decks: 0.13%

Flower / Flourish Discussion

Fridrich on Pioneer GW Convoke Tokens

2 months ago

Thank you, I will definitely consider your tips! While playing the alpha-poor version of the deck i noticed 2 things- poor drawing leading to card disadvantage, and mana flooding problem. I resolved these in this beta-version by adding Camaraderie , but also Nissa's Expedition as well as Flower / Flourish for some mana searching, so that I can actually cast it. Do you think it might work?

troublinparadise on GW Pioneer Cat

2 months ago

Fun! One quick piece of advice is that since your deck hinges a little bit on Leonin Warleader and Regal Caracal as strong but sort of high-CMC finishers, it might flow a little better if you add some ramp. If you add a playset of something like New Horizons or Weirding Wood , you can benefit from a little pump or card draw as well. As the deck currently stands, I would definitely cut some forests, as you want to make sure you can play your sacred cats on turn 1, and you can prettymuch count Flower / Flourish as a forest.

For adds to consider (I'm aware this is a budget/casual deck...)
Icon of Ancestry
Radiant Destiny are both good team pumps.

Metallic Mimic
Brimaz, King of Oreskos are more expensive but good.

lagotripha on "Here's looking at Zoo, kid."

3 months ago

I'm not sure about glacial/scrying sheets- Into the north is slow, scrying sheets takes you off of desperately needed coloured mana and glacial refills your hand, but can't pick up gas (most creatures non-snow), so Winding Way or Once Upon a Time might be stronger. They are great cards if you want to be midrange, but this is a zoo list.

Since your creatures mostly care about forests (sorry wild nacatyl), you might look at increasing the forest count and running more artifact fixing ( Springleaf Drum , Chromatic Sphere , Navigator's Compass , Paradise Mantle ), which would also let you pick up Shrapnel Blast to finish games. While I'm mentioning burn options, I have seen Tribal Flames in non budget versions of these lists- representing ten points of burn from flames/blast will win games.

There is also the option of trying to make your creatures mostly playable with green mana (like Sunblade Elf , Lupine Prototype or Soultether Golem ), then cast Lush Growth / Nylea's Presence or get a singleton Sacred Foundry off Flower / Flourish . This is a bit more fragile.

If you want to go harder into snow-matters, Boreal Druid and Coldsteel Heart offer ramp, while Frostwalk Bastion is a decent manland, but that will look more like a midrange value list (eventually becoming another Ice-Fang Coatl list, and less like zoo, and may call for dropping to two colours on a budget.

If you do want to move up in CMC, Knight of New Alara offers multicolour-matters synergy, while the Naya Hushblade cycle isn't awful.

Cannonhead on They Might Be Giants

3 months ago

Wow, that was very well laid out. Thank you very much. To take your suggestions in order...

I absolutely agree that the deck could stand to be a little faster, although things like Bonecrusher Giant ’s Stomp adventure do help a little in keeping the deck from simply folding to faster archetypes. Arboreal Grazer is a good idea. I’ll probably get rid of Flower / Flourish and maybe even the one-of Escape to the Wilds for them.

Sadly, Commune with Dinosaurs isn’t standard legal anymore and wouldn’t be very good in this deck anyway, but I do get your point. In practice, I find that Once Upon a Time really helps with mana fixing in this tri-color deck, and to dive for a threat if I don’t currently have one. I do admit that there may be better cards for the same job though.

The Great Henge is a great idea. I’m not sure why I didn’t think of it myself, but I’ll almost certainly throw it in somewhere.

Finally, I don’t have nearly as much trouble bringing out Sunder Shaman as you might think. The shock lands help, as does Fabled Passage and Once Upon a Time , though I do agree that it’s a bit of a greedy include regardless and I may end up changing him out for something else.

And yeah, I think Yorvo, Lord of Garenbrig is a little too green for this deck, which is also why I’m not using Castle Garenbrig , incidentally.

Farycane on Niv Mizzet, Reborn Master of Theros Gods

7 months ago

After some Games I really noticed how hard it is to get Lands in your hand. Since Niv won't ever get you some from the top of your library. Thought of the Borderposts, but I really don't like them. I made some changes for flat draws.

I often got 2-3 Selesnya cards, so I also got closer to have an even amount of cards from every guild. I need to cut one more Selesnya Card for a Gruul card, but guys, this is hard.

Things I took out:

Lim-Dul's Vault - The base idea was, use it in response to the Niv trigger. But most times no mana after he etb's, or I used it already for copy/flicker

Voidslime - Many Colored Symbols, Don't like counterspells that much, still have 1 ability counter in the deck

Terminate

Hanna, Ship's Navigator - No spare mana most of the times. No Artifacts, not a critical mass of enchantments

Turn to Mist - Mistmeadow Witch is a Permanent for devotion, and repeatable

Congregation at Dawn - Like Lim Duls

Brago, King Eternal - Idea was T4 Brago, T5 Niv with flicker. Brago gets removed most of the times.

Flower / Flourish - Since it says basic, no need anymore

Mirri, Weatherlight Duelist - Needed to cut more Selesnya

Growth Spiral - Didn't have a Land very often, Urban Evolution took this slot, maybe worth it

New Cards:

Mortify - Orzhov Removal

Mistmeadow Witch - Upgraded Turn to mist

Underrealm Lich - "Draw" to filter for lands

Pain Magnification - Rakdos Card Advantage, Permanent for Devotion

Utter End - More Orzhov, More Removal

Wear / Tear - Good Boros Removal

Mercurial Chemister - Mostly for the Draw, is a permanent for Devotion

Urban Evolution - Draw and Ramp

Spring / Mind - Draw and Ramp, with 7 card handsize often I need to discard. Aftermath does help there

Notion Thief - Don't know why didn't put him in the first Version. Permanent, Carddraw, Stops opponents

I'm open for tips or help, but keep in Mind everything needs to be Two-Colored Landbase may get an upgrade soon. If the deck works really good I'll swap slow fetches for the good ones.

sakuraPLAN on Cardcaptor Sakura Flavour Deck

7 months ago

Here is why I have chosen these cards: Child of Alara - This is my Commander - This is Sakura. Alara reads "When Child of Alara is put into a graveyard from play, destroy all nonland permanents. They can't be regenerated. Now we all know how much it sucks to have to worry about the threat of a board wipe being on the field - so I have chosen to put 1 restriction on Alara. In the series during The Final Judgement, Sakura essentially has her memories wiped and life as she knows it as a Cardcaptor never existed. This only ever happens to Sakura ONCE. For this reason, I am putting a restriciton on her, that I can only choose for her to go to the Graveyward ONCE per game. This means timing of this is crucial. Other reasons for why I have chosen Alara and the Commander: - She is a Child, like Sakura was when she encountered the cards - You will need recursion as a key element in your deck building to ensure you can continue to use Alara. Sakura always has access to her cards, so having the ability to pull things back from the grave fits in perfectly with that aspect.

Yuriko, the Tiger's Shadow - This is Shadow. Has shadow in the name as well as gives you the ability to draw a card and have your opponents lose life based on its CMC

Voice of All - Voice. The cards title is the essence of what the Voice Card does.

Tishana, Voice of Thunder - Thunder(1). I chose this card 1) because it has Thunder in the name but also because the artwork is of Tishana who is controlling the 'thunder' (but is actually water) Tishana would be Sakura. This card allows you to have no max hand size - which isnt an essential element to this deck but again- access to all cards. She allows you to draw a card and her 'Thunder' is as strong as you can make it. Just as it would be is CCS.

Thunderbolt - Thunder(2). Some cards are too hard to not have in when they fit so perfectly with a CCS card. This card speaks for itself as to why I would choose it as Thunder

Soul Manipulation - Illusion(1) My first thoughts when i though about Illusion as a MTG was making something appear as something it isn't - Like a Morph card. Another thought I had, which i feel fits more correctly with CCS is that Illusion would appear in the disguse of what that person feels. Manipulating the space in front of them so see something else. This just lead me on key word search for Manipulation and this seemed to be a reasonable result. Also allows for graveyard recursion.

Illusionary Servant Illusion(2). Has Illusion in the name. Is essentially just another creature.

Maze of Shadows Maze. Has maze in the name and allows for a 'Fog' on target creature.

Etali, Primal Storm Storm. Has storm in the name, is a big creature. Storm is an aggressive Card. Etali, feels just that. In the series Saoryan became the first Cardcaptor to control Storm, essentially taking the card away from Sakura. So, Etali, Primal Storm, will take others cards away from them.

Mirror Mockery Mirror. Mirror had always been used to make a copy of Sakura (until Clear Card) but Mirror was never the real Sakura. So I searched for something that would create of copy of a creature that wouldnt become a permanent. Essentially this would need to be used on a card with an ETB trigger or with Haste.

Blood Mist Mist (1). Has mist in the name. Originally i was thinking of a creature that had deathtouch as everything Mist touches gets destroyed. Instead I went with a card that has Mist in the name and allows for Double Strike.

Dread Return Return. I know from the start that any of the Time element related CCS Cards would have be graveyard related. I felt this was the best of my options and has Return in the card name.

Dragon-Style Twins Twin. CCS Twin Card are 2 twins who fight in unison. This creature has Twin in the Title, The art is of twins about to engage in combat and has Double Strike.

Valley Dasher Dash. Dash is a super fast card that panics when scared or flees. Valley Dasher has Haste and has to attack each turn if able. I think that is a pretty close similarity in the fact that this card is "always on the go"

Sandcrafter Mage Sand. Art work is of a Mage casting Sand Magic. That alone fits in the CCS.

Carpet of Flowers Flower. Im not gonna lie originally i was going to go with Flower / Flourish simply because the card is called Flower however, Carpet of Flowers allows for colouring fixing if used against an island deck. An essential element in a 5 colour deck.

Pit Fight Fight. I always knew what style of card I wanted for Fight. This seemed like a reasonable option.

Shu Yun, the Silent Tempest Silent. Has silent in the name. In the art Shu Yun is in a temple. A quiet place. Just like the museum was in the series. This card has the ability to allow additional damage.

Snowhorn Rider Snow. Besides from running One snow covered land. This seemed like the next best option.

Agony Warp Little. There are no LEGAL cards with little in their name. The little card is known for making things smaller. Whilst my BIG card does not currently do this in reverse. I felt Agony Warp was a good alternative.

Wall of Wood Wood. A gentle card that does essentially nothing but defend. My RAIN card was originally going to be a card that allows walls to attack as if they have no defender but I am not running enough walls in this deck for it to be worth while. instead I went with once that could be used with Wall of Wood being on the field or any other card.

Angelic Shield Shield. Makes your creatures tougher- giving them more protection. Allows for Graveyard recursion.

Ashiok, Dream Render Dream. Has dream in the name. Looks somewhat similar to the CCS Dream Card Art. Allows for Graveyard control.

Drana's Emissary Sweet. There are NO CARDS with Sweet in their titles. Sweet only appears in flavour text. Out of all the options. This seems the most beneficial.

Goldenglow Moth Glow. Only card with glow in its name. it is similar to CCS Glow Card and allows for life gain. A gentle card that is really - Just a 'pretty' card just like in CCS.

Spirit Loop Loop. Has loop in the name. Allows for life gain and the card itself, essentially in undying... just like a loop.

Luminescent Rain Rain. The only card with Rain in its title that seemed some what in resemblance to the CCS Card and could still work with WOOD.

Avenger of Zendikar Create. Create is a card that creates creatures. Avenger seemed to be a good fit. Avenger being the book and the plant tokens being the creatures that Create makes. This card will be changed out for Deep Forest Hermit(UNRELEASED) which creates squirrels and works with your graveyard.

Sword of the Animist Sword. Allows you to attached a sword to target creature and allows for ramping.

Archangel's Light Light. Originally I wanted a card that was similar to Dark- just like in the series. It was hard to find any that that worked that included the words light and dark. There is the potential that the 2 cards could become One single card in future, as in the series the 2 cards must always be used in unison. This card has light in the name and has graveyard recursion.

Erase Erase. REMOVAL. No further explanation needed.

Floating Shield - Float. Has float in the name. Allows you to choose WHITE as the protection colour without it being removed from enchanted creature.

Pathway Arrows Arrow. We never for to see much about how Arrow works as a card when being controlled. But we do know that it shoots arrows. So, this card has Arrow in the name, the artwork is of a bow and arrow and is an equipment allowing equipped creature to tap to deal a damage to another creature - almost as if it were shooting an arrow.

liquid_water on

8 months ago

Why Dragon's Hoard with no Dragons? It's a pretty underwhelming mana rock with the Dragon payoff. You're probably also going to want more lands, I'd probably go up to 22 total and also include 4 copies of Flower / Flourish which can get a needed land early game or let you pump your token army late game.

StopShot on Mono-Green Charbelcher. M20 update

9 months ago

I would run Flower / Flourish over Traverse the Ulvenwald . Getting delirium seems highly unreliable with this deck and the delirium effect doesn't directly help with this deck's main win condition. Flower / Flourish does practically the same thing as it, however you're waaaaaay more likely to win a clash if you reveal it from Recross the Paths whereas Traverse the Ulvenwald would likely cause you to lose the clash. Flower / Flourish is also a cheaper card, so its a better budget alternative as well.

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