|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Uncommon|
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Flower / Flourish
Search your library for a basic Forest or Plains card, reveal it, put it into your hand, then shuffle your library.
Creatures you control get +2/+2 until end of turn.
Flower / Flourish Discussion
1 month 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
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
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.
1 month 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.
2 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.
3 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.
5 months ago
Thanks for your comment.
After some playtesting, I do agree with you that Tribunal has to be cut. Most of the time, it's pretty much a Hieromancer's Cage as I don't use Convoke. I'll go with your suggestion and add my fourth Contempt and another Mortify . I'll also playtest Ixalan's Binding and Assassin's Trophy in the Mortify slot, just to mix things up and try something new.
I really like Drover of the Mighty instead of anything else ( Llanowar Elves , Incubation Druid ) because I have 4 Dinos in the sideboard and the Drover can turn into a decent blocker against aggro. Also, in this deck, I really need color-fixing, and Drover helps that need.
While Flower / Flourish is a great card, it doesn't actually mana ramp. It brings the land to your hand and you can only fetch a basic Forest or Plains, which is why I won't put it in the deck.
I like the idea of Assassin's Trophy . What do you think (apart from Tribunal) I should take out for it?
I'm not a big fan of Settle in the mainboard. There's just so little space, and it's a sideboard card for now.
I really like Kaya, Orzhov Usurper as it helps exile cards for graveyards at an aggressive cost. She also allows me to gain life if I exile a creature card, which might be very useful against Drakes. My meta has a lot of Drakes and Golgari, so these slots are crucial. I could take it out for Deadeye Tracker , but that kind of seems like a downgrade. The only reason why I wouldn't take it out for Deathgorge Scavenger is because against x Midrange, I also side in the Tocatli Honor Guard , and it nullifies half of the Dinosaur's ability. Although, if I added in Scavenger, I would put my Dino number up to 5, which would mean a more likely chance at pumping up Drover. Just thinking out loud.
I already have Vivien Reid in the sideboard. With Duress , you mainly want to be playing it on turn 1, and I only have 6 T1 untapped lands that produce , so it kind of gets my opinions on it for this deck a little sour. The main reason I run Find / Finality is for the Find part for outvaluing the Control and the x matchups. I only occasionally use the Finality part. This is the main reason why I don't run Ritual of Soot instead. I have considered The Eldest Reborn , but I don't know where to put it.
Thanks again for your extremely helpful comment,
5 months ago
I don't think you will want to play Conclave Tribunal . It is a very good card, but in this deck, where you aren't flooding the battlefield, you just have a few big creatures, it feels pretty bad. I also don't know how much I like Drover of the Mighty . Maybe Flower / Flourish instead if you really want ramp. Llanowar Elves is the go to, but you only have 8 untapped green sources for turn 1 sooooo. I would cut the 4 Conclave Tribunal and add the 4th Vraska's Contempt and some copies of Mortify or Cast Down . The creatures in the maybe board don't feel very powerful, so I wouldn't play them. From the instants I would play a copy or two of Assassin's Trophy , and Settle the Wreckage in the mainboard. Settle the Wreckage is also good in the sideboard. The rest don't feel great though. (not including Mortify , that card is very good it was just referenced earlier.) From the planeswalkers in the maybe board, I don't like Kaya, Orzhov Usurper , it does next to nothing, but I would play 2 or 3 Karn, Scion of Urza , I would also add Vivien Reid . Duress , Find / Finality , and Ritual of Soot are very good, but probably Ritual of Soot is played over Find / Finality . This is because Ritual of Soot doesn't kill as much of your stuff as Find / Finality does. Lastly, The Eldest Reborn is great in sideboard and The Immortal Sun should only be played if you run few enough planes walkers to not make it a nonbo. Apart from that, it seems pretty solid. Good Luck!
5 months ago
Hey, great concept, but I think you're relying too much on Lantern to make the mana work.
I think Hero combines very well with Rakdos to make Mardu or with Bant. You have the beginnings of a Mardu strategy already with Aurelia, Tajic and Reinforcements consider expanding on it? Fireblade Artist and Imperious Oligarch , multicolored two drops. Fireblade can be a source of damage using Human tokens. Judith, the Scourge Diva is an anthem for tokens and she's multicolored.
Consider this Mardu creature base example:
- 4x Hero
- 4x Fireblade
- 3x Imperious
- 3x Judith
- 2x Tajic
- 2x Aureila
- 1x Seraph of the Scales
- 4x Reinforcements
Another direction to consider is Bant using the low mana cost multicolored split cards: Incubation / Incongruity , Depose / Deploy and Flower / Flourish . These split cards give you the token value with Hero, but also other value; in the case of Incubation and Deploy draw. I especially like Incubation because it can potentially find Hero turn one and after that it can potentially find a multicolored creature or exile a creature. Bant has two very good multicolored creature three drops in Knight of Autumn and Deputy of Detention and two drop Emmara, Soul of the Accord . Multicolored five drops Trostani and Teferi are great and Dovin also has potential.
Consider this Bant base example:
- 4x Hero
- 3x Emmara
- 4x Autumn
- 3x Deputy
- 3x Trosanti
- 4x Incubation
- 4x Flower
- 4x Depose
Good luck with your deck.
5 months ago
Hey, due to the color requirements here I don't think Flower / Flourish is helping enough because it can't find a black source. Flower is a card you want as 4 of because you want to consistently be able to cast it turn one. 2x Flower isn't consistent for turn one and it becomes a bad draw in the mid game where you care less about lands and you can't yet cast six mana Flourish. Consider cutting Flower and adding 2x more Plains? Knights are an aggro deck, but more than other aggro you're counting on hitting your third and fourth land drops with only 22 lands and 2x Flower this will be difficult.
Consider adding Unbreakable Formation , cutting Marshal? Formation's three mana effect added to +2/+1 of History can wreck your opponent. Marshal's mana cost is not friendly with a three color manabase because you need both Tomb and Cemetery. Currently Five lands can't be used to cast Benalish Marshal which is a lot. Instead of trying to build your manabase around Marshal who requires 20+ white sources, build it around History while also having enough green and black to consistently play cards of those colors too.
Good luck with your deck.
Flower / Flourish occurrence in decks from the last year
All decks: 0.13%