Flower / Flourish


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

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all

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.

Browse Alters

Price & Acquistion Set Price Alerts



Have (0)
Want (2) Black_Honn , holy_cow_2

Flower / Flourish Discussion

Demarge on Abzan Knight's of Benalia

1 day ago

your Flower / Flourish will only ever be able to grab plains atm and only 8 of your lands can play the Llanowar Elves on turn 1, essentially I recommend changing those swamps to forests or maybe 1 into a forest and one into another Woodland Cemetery so you also more consistently can play Conclave Cavalier on turn 3/4.

In fact I'd suggest maybe reworking the mana base to maximize your chances of getting a turn 2 history and having 6 slots used for basics might be too weakening (if you find yourself not having any plains or forests out of having 3-4 basics for a flower you're likely going to want to flourish... which your current setup is at anyway).

It maybe better to reduce how heavy one color is for your deck, maybe a less heavy black sideboard, or maybe run some Valiant Knights over the cavalier, or maybe lessen the need for green by cutting the Llanowar Elves, ramping to 3 is pretty good, but it's a little difficult to achieve value when you're best 3 drop is double white.

Red_X on guilds standard brew

3 days ago

So, there's a few things going on here. First, you're running a 4 color deck with no mana fixing and multiple cards with either two color requirements or double single color requirements. You can help this by running some mana fixing like Flower / Flourish, or by cutting a color. Second, your curve is pretty high, especially with no ramp. I'd probably cut a couple of the 6 drops, most likely the Inescapable Blazes. If you want a good finisher to dump mana into, Banefire generally does it better, but in your deck I think you just want big creatures like Doom Whisperer or an angel. Finally, you're running a lot of cards that don't work super well in a midrange deck. Settle the Wreckage is generally a control card because most midrange decks want to play something on their turn and can't afford to keep up 4 mana, Risk Factor is more of an aggro card because you don't have the ability to pressure them fast enough to make the 4 damage relevant, and you don't have the time to spend 3 mana to only deal 4 damage. Also, you can't play the explosion part of Expansion / Explosion, and expansion is only really good if you're playing giant spells that are worth copying, and is just ok the rest of the time. You have the core of a good midrange deck, but cutting a color/adding fixing for consistency, switching the instants out for more creatures or powerful sorcerys so you aren't awkwardly holding up mana on certain turns, and lowering the curve can help you out.

Demarge on Knights-zan

6 days ago

I am going to guess you looked at some other abzan knights lists and followed their land count? The reason they could run 20 lands is due to running 4x Flower / Flourish, it'll also up the consistency of getting white/green.

History should be 4 copies, it's the strongest card in the deck and gets stronger the more you can play in a game. You seem to be a tad too removal happy for the mainboard, the knights didn't heed the call to try to negotiate a win vs big demons or angels or even against wizards with their pointy hats and crackling hands, they just came to smash

Demarge on <$15 Standard Budget W Life-Gain

6 days ago

Flower / Flourish can give you a means of lowering land count while also being able to late game have a pump effect (only would have to run a forest or two)

Hunted Witness gives mentor a shot at two triggers (though really Dawn of Hope works wonders as a draw engine with Fountain of Renewal) he also adds to the cheap bodies to keep Leonin Vanguard active.

without Divine Visitation Leonin Warleader might be too expensive to cast for his effect, Knight of Grace might work much stronger for the deck as it lowers your curve and evades a large amount of the format's removal.

On Serra's Wings likely is a stronger option to Squire's Devotion as it also allows you to give an enormous pridemate evasion vs the armies of tokens.

Danitha Capashen, Paragon makes the combo 2 mana cheaper while being a first striking vigilance liflink body relevant enough to stop early assaults (so another "must eat a bolt" creature for aggressive opponents).

multimedia on Selesnya in progress

1 week ago

Hey, this is advice for your first version. I wrote it out before you updated your deck to this current version. Rather than scraping what I wrote I decided to post it because it might still help you or give you some ideas :)

You're trying to combine tokens and ramp, but as a result not playing enough cards for each strategy. The token strategy with Multitudes is stronger than the ramp strategy with Paradise. Consider expanding on tokens and including more cards that make tokens (Saproling Migration) or expanding on ramp and including Llanowar Elves or expanding on both?

Lets start with the good cards here for the main deck: March, Emmara, Trostani, Tribunal and Shalai. It's great you already have the creature base of a powerful Selesnya strategy, but you want more support for this base especially for March. Settle and Seal are great sideboard cards and Cavalier is a good sideboard card, but I don't think you need these cards main deck. Use those main deck slots for cards that help your overall strategy (tokens or ramp).

Consider cutting out the cards that are less needed, Golgari Raiders and Militia Bugler? Both these cards only care about creatures, but there's only 16 total creatures in the deck. There's more noncreature cards than creatures and that's not good with these two cards. Even with the explore of Path of Discovery interaction with tokens putting cards into the graveyard, Raiders is still the most out of the out of place because there's not enough creatures even if with self mill to get the most out of him. Raiders is a four drop therefore you want at least 3-4 creatures in your graveyard to make it worth four mana. Consistently with only 16 creatures is not realistic.

Bugler is a very good overall card, but it's not good here because of the lack of creatures to find. Even though it can potentially find Trostani which is strong, her alone is not enough reason to play Bugler. The main reason not to play Bugler is it can't find March which is the most important card of the deck. If you find a March with Bugler you have to put it on the bottom of your library and this is not good with the token strategy.

The problem with ramp here is you don't need it for March because March has convoke therefore creatures/tokens work as ramp. Ramp is however good to play Shalai/Trostani/Discovery and a few of my suggestions faster, but if this is the case then instead include creature mana dorks (Llanowar Elves) as ramp rather than other sources of ramp because creatures also work well with March as well as Trostani/Shalai and effects that give all your creatures a pump.

To expand on the token strategy consider: Saproling Migration, Legion's Landing  Flip and Spore Swarm? Migration is one of the best (if not the best in Standard) two drop source of tokens. Two tokens for two mana is good value and four tokens for six mana is nice in the late game. Landing is a one drop that creates a token and when it flips into a land you can use the land as a constant token maker each turn. Swarm is three tokens for four mana which is good value especially at instant speed.

Spells that can pump all your creatures/tokens until EOT are good. Consider Song of Freyalise, Pride of Conquerors or Flower / Flourish? Song's chapter three ability can be a new condition with tokens and the +1/+1 counters stay on your creatures. The first two chapters abilities of Song are another source of ramp. Using your creatures this is good with Emmara as a source to tap her without needing convoke or to attack. Song is a delayed win condition with tokens and thats good with March because March is an instant it means you can play it at end of opponent's turn make a lot of tokens and then on your turn chapter three Song, getting counters and abilities on all your creatures including the creatures you just created with March EOT.

Flower / Flourish is nice because Flower can be cast in the early game to help to make your land drops and Flourish can be cast in the late game to give your army +2/+2 until EOT. Conquerors works well with tokens because of ascend (getting the city's blessing) is not difficult. When you have it, giving your army +2/+2 at instant speed for two mana is great. If you don't have the city's blessing then Conquerors still gives all your creatures +1/+1 EOT which is helpful for your tokens to survive Goblin Chainwhirler's or Plague Mare's ETB abilities which kills all 1/1 creatures you control. Since Conquerors is an instant then you can cast it in response to Chainwhirler's or Mare's ETB trigger.

Consider this example:

  • 4x Llanowar
  • 3x Emmara
  • 2x Shalai
  • 2x Trostani

Other Spells

  • 4x March
  • 4x Migration
  • 3x Swarm
  • 4x Tribunal
  • 3x Landing
  • 2x Discovery
  • 3x Song or Conquerors or Flower
  • 1x Camaraderie

  • 23-24x Lands

Good luck with your deck.

lstpcobra on Selesnya Aggro GRN

3 weeks ago


Thanks for the suggestion, I've tried multiple different configurations for the land count and was running those 2 extra forests until I discovered Flower / Flourish, this has helped me drastically with mana fixing.

My main gripe with increasing the amount of Forests in this deck is due to Benalish Marshal, the card is super powerful in this shell and I really want to play it turn 3/4 every game. Currently it may even be better for me to run 1/2 gates as I have only a few turn 1 plays.

However, if I were to switch out Benalish Marshal for a couple of copies of Trostani Discordant then I would be more inclined to drop some plains in favour of more forests.