Murmuring Bosk

Murmuring Bosk

Land — Forest

(: Gain )

As Murmuring Bosk enters the battlefield, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk enters the battlefield tapped.

: Gain or . Murmuring Bosk deals 1 damage to you.

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Trade

Have (1) metalmagic
Want (3) DemonicOfAngels , stepmanstep , Facelezz

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Commander 2016 (C16) Rare
From the Vault: Realms (V12) Mythic Rare
Morningtide (MOR) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Murmuring Bosk occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Murmuring Bosk Discussion

fluffyeel on Cleverly Named Graveyard Deck

5 days ago

Ooh, reanimator. Some thoughts about the deck:

  • You may not be playing enough lands/mana sources, even if you're not having so many mana troubles like you say, considering that your curve peaks at around CMC 3-4. I normally aim for 34 minimum. If you have access to Mana Crypt, Mox Diamond, and/or Chrome Mox, I'd definitely run one or more of those. (Mox Tantalite could be a good back-up if needed.) Otherwise, maybe upping your land count to 34 or so would probably help, or throwing in things like Land Tax and Sylvan Library to help you find your land cards. (Smothering Tithe, as you said, is a great ramp spell... but you need the lands to cast it!) Other lands I could see as good additions are Murmuring Bosk and Eiganjo Castle.
  • While your white is a splash, Thalia's Lancers is a fairly good tutor for your legendary stuff (and you have quite a bit of it!). In terms of tutors, I could suggest Entomb.
  • Apart from the gold standard Reanimate and Animate Dead, a possibly interesting reanimation spell that might work in your deck is Living Death (and especially in a combo with Grave Pact!). You could also look into Journey to Eternity  Flip, which gives you a repeatable reanimation effect (in land form!).
  • For other kill spells, in your colors, Vindicate or Pernicious Deed are the ones that immediately come to mind.

Sjorpha on Chivalry is Dead!

6 days ago

Chivalry is Dead!

"Don't ask my name, it's long since I forgot

if once I had a name, a home, a wife?

No words of fame or valor is my lot,

and yet my quest continues past this life."

There are 4 defining cards that embodies the gameplan of this deck

Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.

Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.

Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.

Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.

This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.

Doran decks (and treefolk tribals) have a great leg up in this department because of Treefolk Harbinger, a fantastic 1-drop that functions as a 3/3 with Doran, fetches Doran himself if needed and last but not least fetches the best land in the deck Murmuring Bosk or any of the other forests. This improves consistency in the ability to play a turn 3 Doran because you can fix either Doran or mana. Much like with Serum Visions in other decks you also need to mulligan much fever hands since a harbinger + a green land is usually enough to be playable. Without this card I think the deck simply wouldn't be that good.

Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.

Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.

Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.

An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.

In order of converted mana cost:

Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.

Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.

Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.

Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.

Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.

Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.

Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.

We have a total of 6 removal spells mainboard, all in sets of 2.

Fatal Pushand Path to Exile: Best 1 mana removal spells in modern, nuff said.

Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.

Zur the Enchanter makes single copies of enchantment SB cards much more useful, so here I have mainly opted for a list of silver bullets that he can fetch. Obviously there are many other possible enchanments to put in there or you could go with a more traditional sideboard.

Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.

Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.

Everlasting Torment: Stops life gain decks and fog effects.

Ghostly Prison: Takes the edge off a lot of aggro strategies.

Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.

Rest in Peace: Graveyard hate

Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.

Spreading Seas: The most obvious land hate option for a Zur deck

Stony Silence: Artifact hate.

Aura of Silence: Artifact/enchantment hate.

Virulent Plague: Tokens.

Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.

multimedia on Ghave

2 weeks ago

Hey, lots of good cards here, but the part of your deck that needs the most improvement is the manabase. Even on a budget there's lands to consider adding.

Life and Limb + Sporemound is a infinite Sap tokens combo. Winding Constrictor puts more spore counters on creatures. When creating a lot of tokens then Mentor of the Meek, Good-Fortune Unicorn and Champion of Lambholt are nice three drops with repeatable abilities.

Good luck with your deck.

Icbrgr on Markov Manor

3 weeks ago

Super love the thought and ideas behind this card.... I think if it were me I would essentially echo Murmuring Bosk and replace the colors with Mardu colors and Treefolk with Vampire.

But since this would be legendary then I would add a powerful static ability like reduced casting cost of vampires spells by or something.

multimedia on Free Shavakadoo

2 months ago

Hey, nice budget version of Ghave.

The color fixing in the manabase can be improved on a budget. Command Tower is a staple land for multicolored decks in Commander. Exotic Orchard is another staple land for mutlicolored in multiplayer Commander. Sandsteppe Citadel is the Abzan Tri land and Murmuring Bosk is another Abzan Tri land. Ash Barrens can be cycled for any basic land.

Skullclamp is very good with 1/1 tokens because when you equip it to a 1/1 token that token dies and you draw two cards. This interaction is repeatable as long as you have a token meaning Clamp can draw a lot of cards for very little mana investment. To make room in the budget for Skullclamp consider cutting Stonecoil Serpent? Stonecoil is not a bad card, but it has much less overall impact then Skullclamp would.

Eladamri's Call is one of the best instant creature tutors in Commander and it's $2. Consider cutting Night Soil for Call?


You could improve upon the aristocrat strategy on a budget by adding persist creatures and some enablers to abuse persist.

Ghave is good with persist creatures because he can put a +1/+1 on them which cancels out the -1/-1 counter. This is the interaction that can abuse persist since if the persist creature doesn't have a -1/-1 counter then it can keep dying and returning the battlefield. Good-Fortune Unicorn is the combo enabler with a creature with persist to remove the -1/-1 counter with a +1/+1 counter when the persist creature ETB (enters the battlefield). This counter interaction cancels out the counter leaving the creature with no counter allowing it to keep dying and returning.

With Ghave or another sac outlet such as Carrion Feeder you can keep sacing Finks/Clique and they keep returning to the battlefield. This combo is good with an aristocrat such as Zulaport Cutthroat because then each time Finks/Clique dies your opponents are losing life and they keep dying. With Ghave as the sac outlet then you can also put a lot of counters on Ghave or another creature which can fuel more Saps with Ghave.

I offer more advice. Good luck with your deck.

NinjaBunny01 on Ghave That Bitch an Infinite Combo [Primer]

2 months ago

Can I ask, why no Murmuring Bosk ? It's fetchable and taps for all your colors?

Strangelove on Niv Mizzet Reborn EDH

5 months ago

+1 This is a great battlecruiser!

You already have the most important card, Chromatic Lantern . You might even run Trophy Mage just to tutor it.

You already have all the Tri Lands. That's great! I think those are super solid.

When I started, I had a 5-color, 60-card 4x Sliver Overlord deck from way-back-when that I converted to Commander. WUBRG was a struggle for Pauper! Instead of buying Fetch Lands, I first got all the Vivid Lands. Then I centered my Ramp package around Nature's Lore , Farseek , Skyshroud Claim , and Hunting Wilds ; I searched for Forest Battle Lands and Bicycle Lands before upgrading to Shock Lands. Murmuring Bosk is a hidden gem of a Forest Tri Land. Once I had a solid 12-14 Ramp like this, it became very consistent.

My favorite deck right now is my Karona/ Hugs/ Politics. It is mostly carried by Land Tax , but does very well with its janky mana base. Recently I won by exiling my library with Thought Lash and then casting Nexus of Fate over and over, and killing everyone with my 8/8 commander!

Fires of Invention is my favorite right now and it is worth considering in any 5-color and definitely goes in any Battlecruiser deck.

Buy a Smothering Tithe while the're still $8!!!

Run Sakura-Tribe Elder in almost every deck.

And how is Niv-Mizzet Reborn working for you? Another buddy of mine bought the Commander's Quarters Budget Version, but its a tricky deck. Niv seems best when you're dedicated to "color-pair tribal" because his "exactly those colors" clause is very restrictive. Have you considered Scion of the Ur-Dragon , The Ur-Dragon , Ramos, Dragon Engine , or Morophon, the Boundless ? Scion is the cheapest and the most fun, imo.

Besides that, it looks powerful! Maybe put Skithiryx, the Blight Dragon into The Mimeoplasm just because its more likely to 1-shot someone in that deck? Idk seems pretty sweet... Also, consider finding a card or a 2-card combo for all of your decks that can "win out of nowhere" so if someone locks down the board, you can work a miracle.

Demarge on Aristocrat Commanders

8 months ago

Ghave's mana base can be quite easy to build Murmuring Bosk is a 3 color land that can be pulled by fetchlands (the pricy option) Krosan Verge , and Nature's Lore . A deck with slightly heavy green can also easily get fixing from ramp cards, Springbloom Druid is a newer option.

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