You may play up to three additional lands this turn.
Printings View all
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Starter 1999 (S99)||Rare|
|Classic Sixth Edition (6ED)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Summer Bloom occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Summer Bloom Discussion
1 month ago
Ghirapur Orrery for my land drop action
Journey of Discovery, also more land drop action
Summer Bloom , mondo land drop action
I am a fan of Walking Atlas (type of creatures), because why use your hand's land drop per turn, when you can use the fetch counter lands instead?
Void Attendant, is also a curious mana sink and mana ramp to consider, and blocker generator with cards exiled with fetch counters.
1 month ago
Or if you have something that would untap it at instant speed. Titanbloom was a modern deck that took advantage of Amulet of Vigor and bounce lands. It was actually good enough that Summer Bloom got banned in modern solely because of it.
1 month ago
I'd consider Green Sun's Zenith to fetch Dryad Arbor. You don't have any of the important card advantage engines currently (e.g. Mystic Remora, Ad Nauseam, Necropotence, Rhystic Study), so I'd really advise capitalizing on your opponent's big effects with Narset's Reversal. Dwarven Mine ought to be in the deck, it offers another way to make a creature at little cost to your deckbuilding choices. I'm personally I huge fan on Stifle. I'd for sure cut the three mana ramp spells like Cultivate, but add Nature's Lore, Search for Tomorrow, and Three Visits if you can afford it. I'd cut the Flame Sweep for Pyroclasm, and add in Subterranean Tremors. The way i see it, your combo needs a lot of mana. The way you do that without artifact ramp is that you play a control game so you can get to the lands you need. I'd add Portent and Serum Visions, and cut Summer Bloom. Frantic Search is bad. I really like Extract here. What about Khalni Garden? I like Unsubstantiate, as it can interact with Abrupt Decay. I'd cut the token makers if you can, mostly relying on fetches to go get Dryad Arbor or Dwarven Mine. You can play 9 fetches, that should get you there, in addition to Nature's Lore and Farseek being able to find them. I know you're starved for tutors but Long-Term Plans is way too slow. Focus more on cantrips and countermagic. Chain of Vapor is super strong. Swan Song is a good counterspell. You can also counter your own spell for the token! Gitaxian Probe deserves a slot. Nature's Claim and Natural State are excellent interaction. Pyroblast often functiond as a slightly worse Dispel. Lastly, By Force is excellent. All in all, your concept is SUPER SWEET, it just needs some fine-tuning.
2 months ago
Honestly, the only place I can find really high quality cEDH competition is my long time playgroup. We've all played MTG at the professional level at different times and everyone else has at least one life time Pro Point and a top 8 finish at a PT or GP. Outside of playing cEDH with them it's very rare I'll have an actual competitive match, so I know it can be super hard to find quality opponents.
As for finding cEDH tourney results, this is practically impossible. There are so few tournaments for EDH in general and the places that do host tourneys of the sort are generally local (like Star City Games) and don't exactly feature "high quality" participants, though they do occasionally have a solid player participating. The results of these tourneys are about the best one can find for format data, and what can be found is sparse and often unreliable. Sometimes ya just gotta make do with what's available and these types of events are your best bet for data mining.
By all means if you have most of the components for a Flash Hulk brew finish it off! It's a very fun deck to pilot at times and a powerful contender against the standard meta staples. There's no reason to avoid constructing it if you'll get some quality use and enjoyment from playing it, and since most of the worldwide cEDH community is extremely slow to adapt and innovate the deck is a capable performer in some competitive settings for the time being. If you're looking to prioritize card acquisition for some of your budget restrictions go after the tutors first and Mana Drain and Mana Crypt. Gilded Drake is actually terrible into partner commander matchups (the overwhelming majority of the time you steal a Tymna the Tymna player takes it right back and replays it and NOW they also have an evasive flyer to draw just ALL the cards and wipe the table) that are the majority of the field oftentimes, so that card shouldn't be a major concern. Dark Confidant is pretty lackluster at times and you can get by pretty easily without a Bob. You might wish you had it for the longer grindy games, but it's not even a very good performer in that role, merely average. Definitely focus on the tutors though so the build can at least be very consistent about turn 3 threat potential.
Most of the decks that are dominating meta standard staples are decks that originated in my playgroup. The "Inception" strategy was absolutely crushing everything in the field for the last year, often to the tune of a 40% win rate and double that of most meta staples. It was a concept that could be featured in any UBx shell that wanted to run it, but obviously performed better in partner commander shells. Recently, due to the printing of Veil of Summer that concept has had it's powerlevel knocked down a significant bit and we've been playing more with the "Bloom combo" concept abusing Summer Bloom and Mystic Sanctuary as combo components that opposing decks have a lot of difficulty dealing with. At the moment it's proving the most powerful performer in the meta and anything in Sultai colors can run it. I've only recently begun working on an Emry concept and it's had major success already, though I'm still shy of 100 total games played with it in our playgroup so the data is less reliable than most of our usually tracked statistics.
2 months ago
I know you've got a low creature count, but given the CMC of both Thrasios and Tymna, have you thought about using Gaea's Cradle in the list? with Excavator and one of your commanders, it pays for Summer Bloom by itself, which means that you can generate infinite mana off a loop with just one draw land and you don't need a "play from your library" effect.
2 months ago
At the moment I feel like Bolas's Citadel, Mystic Forge, and Future Sight all offer the same primary game winning line when combined with Sensei's Divining Top and they feel pretty interchangeable. Since I've included the Bloom Wheel combo package I've been running the Citadel lately because of how nicely it pairs with it. Being able to cast Summer Bloom off the top of the library with life total can facilitate the combo without needing a Waterlogged Grove type land in play, but the loop isn't infinite without Gingerbread Cabin or Angel's Grace. I'm not exactly set yet on what "cast from the top of library" piece I want to use so I'm playing around with each and seeing how I like it, right now it's the Citadel's turn and it's been a good performer in the role. Usually digging 20 or 30 cards with the Top combo itself is more than enough to find the pieces required to close out the game and the Citadel kind of performs as an Ad Nauseam for more in that kind of situation.
Smothering Tithe is a card I've done a small amount of testing with also but it simply isn't needed very often with the Bloom Package and standard Dork/Rock set up pretty consistently providing absurd mana very quickly. Playing it in addition was very much "win more" in performance terms and playing it without the other ramp pieces tended to lead to losses due to tapping out/low at critical moments and being unable to interact effectively. I think there are some cEDH decks where it makes a lot of sense to run it (Wheel Thief concepts definitely come to mind) but most T&T decks likely might not want to since they have better ramp options that are dramatically less risky and dramatically more consistent in terms of opening hands. I've not really had enough games with it yet to know if the mixed bag performance is to be expected so I've got more testing to do with it. My gut tells me that needing to realistically think about casting it on turns 2 and 3 is too much to ask for most of the time in competitive settings unless you're fine with just gambling on losing the game on turn 2 or 3 trying to greed cast it and understanding that casting it in the mid game turns 4 and 5 has a very close to zero chance of it resolving or sticking around for more than one turn cycle, all while the more fortunate ramped out opponents don't mind paying with that extra Mana Crypt that's just lying around not doing much.
Witch's Cottage and the Cabin both initially got a "just for fun look" and then some how managed to perform admirably enough to warrant real looks. I've since learned Gingerbread Cabin is only worth running if Bolas's Citadel is included, but the Cottage has been quite wonderful as a back pocket silver bullet. Being able to fetch it to return an already binned Notion Thief or Ramunap Excavator to lift off the top with a Tymna swing has sealed a number of wins. At this point I'm willing to run Witch's Cottage very liberally in T&T builds that run any important creatures that might draw interaction. I have yet to see many builds running it, but many cEDH staples should consider Witch's Cottage a must run in properly constructed lists due to the prevelance of Ashiok, Dream Render, wheel effects, and counterspell interaction that often bins important combo creatures the first time they get run out. Mystic Sanctuary, likewise, should at this point be considered a must run card in cEDH deck lists, particularly T&T lists.
As for Island count, the deck runs a plethora of them and has no issue reaching 3 in play very quickly and very easily. Partly due to typical play patterns induced by Summer Bloom and "play land from graveyard" effects, but mostly due to fetch lands just being busted.
I've liked the Bloom Wheel package performance so far, but the inclusion of it rather takes up the card slots that other packages could slot into, such as the Inception concept. I've not figured out a way to include both set ups all that effectively but the best bet so far has been to roll without the Top Combo package. I've got more fiddling to do with that before I've gotten enough data to know what combination of packages is universally ideal, but I do have some decent data so far about certain packages in situational meta circumstances and a ton of work ahead of me to update the list and primer. Of course with COVID-19 lock down I've got plenty of time to work on it, but it's still a bit of a daunting task.
2 months ago
So I've been retooling cEDH decks with the release of new sets and plenty of free time due to COVID-19 lock down and our group has come up with something quite powerful. It's all based around this core package of cards that any deck in Sultai colors can run:
With the additional supporting elements for the concept including:
The power lies in the fact that these are all cards a player can play as part of more natural development that offer incremental advantages without preventing decks from having resources left to interact and capitalize on the developmental advantages being accrued. Ultimately the core components of the combo combine to generate an infinite mana/card draw loop (that can also restock the library, it's a very nifty loop that works kind of like a swiss army knife), and these components aren't the types of cards players tend to want to spend interaction on, particularly when they know the deck is also running perhaps a Dramatic Scepter, Power Monolith, or Flash Hulk combo in addition. The critters do a fantastic job of halting Tymna advances, playing fetch lands repeatedly from the grave consistently bypasses one of the more difficult things for cEDH decks to get done due to low land counts with lots of fast mana (always make land drops), opening hand ramp out and consistency is significantly improved, and the supplemental pieces enhance these aspects very naturally while also offering a side line that locks opponents out in grindier matches (Strip Mine being used to manually Armageddon everyone else, often in a single turn when combined with Summer Bloom).
I've been testing the concept in any deck that can employ it and the results have been excellent, though they are best when paired with some additional concepts; namely mass card draw (Wheel effects in particular). I recommend giving the concept a try, it's quite enjoyable and astonishingly competitive.
2 months ago
I second in that 28 lands is entirely too many in 60 card. The most lands I have ever ran in a 60 card deck was 26, and that was in a deck that was using Summer Bloom and Azusa, Lost but Seeking. 20-24 is the normal land range for 60 card.