Thrummingbird

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Uncommon
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Common
Scars of Mirrodin (SOM) Uncommon

Combos Browse all

Thrummingbird

Creature — Bird Horror

Flying

Whenever Thrummingbird deals combat damage to a player, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)

Price & Acquistion Set Price Alerts

C16

MM2

SOM

Ebay

Recent Decks

Thrummingbird Discussion

DrukenReaps on Help building my first syperfriends ...

2 weeks ago

I have played super friends a few different ways it is pretty fun but actually winning can be hard. Planeswalkers are awesome and some of them do win games but I felt like with each deck there needed to be another way to win. My most successful version was with Ramos, Dragon Engine. He can get pumped up enough to be able to one shot someone and is able to accelerate you into some huge plays.

Some things I think you need to include besides doubling season are The Chain Veil, Deepglow Skate, Thrummingbird, Viral Drake, Contagion Engine, and Atraxa, Praetors' Voice. Atraxa is good in the 99 or command zone, I like Ramos more for the commander since you get , acceleration, and a win con in one card.

For the walkers themselves I would use about 25-35 of them and just choose the ones you like the most.

Dumgoldfish124 on Bird Token/Tribal

2 weeks ago

47552 Love the idea, really creative! I have some recommendations for you though. Onto the birds!

First, if your play group doesn't mind un-cards, then Crow Storm is quite good. Other then that, Storm Crow itself, despite the memes, is not a bad card and is great in bird tribal. Murder of Crows is a really good finisher as it will deter board wipes and swing for 4 a turn. Mindshrieker is another good finsher. Swan Song and Essence Scatter are both great bird themed counterspells and Wing Shards is a great bird themed spell. Crookclaw Elder is a good draw engine and Impaler Shrike and/or Thieving Magpie add a good bit of draw. Keeper of the Nine Gales adds some great board control and helps disrupt the tempo of your opponent. Augury Owl gives some nice foresight to what is coming up and allows you to change the order or throw away the cards that are not needed. Finally, while not a 'bird bird', Soulcatcher is awesome at killing the opponent after some sacrifice shenanigans.

I also have some general recommendations for the deck. Firstly, Culling Dais is awesome. It can tap and sacrifice a bird if that bird is destroyed, turning it into another card for later on. It gets even more ridiculous with Thrummingbird increasing counters. Deluge gives all of your birds pseudo-unblockable and Gravitational Shift beefs up your birds while your opponent's ground troops get weaker. Kangee, Aerie Keeper pumps the power and toughness of all your birds while Aven Mimeomancer makes your tokens bigger. Door of Destinies does similar things to Kangee. Tezzeret's Gambit is a nice draw spell that also adds counters. Glory stops damage cold. In this deck Grafted Wargear is better then Barbed Battlegear, despite the synergy with Soulcatchers' Aerie. Cataclysm is an awesome board wipe, especially with Soulcatchers' Aerie. Masako the Humorless is nasty surprise for your opponent, especially with Glory chilling in the graveyard. Finally, with land I recommend using Nimbus Maze and Sejiri Refuge. I also recommend having 20 lands, but if 18 works, by all means, keep using 18.

I hope this helps! If you would like any help with cuts, just ask, I'll be happy to help!

SynergyBuild on Constant upgrading Atraxa

2 weeks ago

I will list the top ten non-land cards to drop if you want:

Vulturous Zombie - It can get large, but it isn't on its own, and it costs 5 mana, at five mana you could drop a good planeswalker or a real threat like Inexorable Tide, I mean at four mana Triumph of the Hordes kill a player or 2, and at leasts puts a bunch of -1/-1 counters on another players board. It is too slow and clunky in my own opinion.

Duneblast - Ooh how much I want to like this card, it can be a one sided (or three sided in multiplayer) board wipe, and I love those, but at 7 mana? Kindred Discovery and Necromantic Selection both feel better than that (You either choose the creature type of the one creature you want, and it is the same, or save multiple if they happen to share a creature type, or with Master Biomancer you can save a ton, slightly higher ceiling on effect, and easy to get colors for, Necromantic Selection can do the same exact thing, or do more if you can steal an opponents, downside is the creature loses it's counters, but I still like it more), and I don't think a board wipe should even be >4 mana.

Solidarity of Heroes - It can be a single activation of Vorel of the Hull Clade, or an overpriced Deepglow Skate, except it only works on +1/+1 counters, not poison, not -1/-1 counters, not loyalty counters, and even then it isn't that good.

Elite Scaleguard - I love the idea, but a "4/5" for 5 that only helps with evasion feels really boring and unimpressive, not awful, or bad, just it doesn't support this deck too much.

Ikra Shidiqi, the Usurper - Definitely a cool card with interesting design, but in this list it is basically lifelinking all of your creatures on an under-powered creature for 5 mana, which is one mana less than True Conviction.

Ishai, Ojutai Dragonspeaker - One mana more than Managorger Hydra that trades trample for lifelink and doesn't trigger on your casts.

Tuskguard Captain - Cool card, but trample isn't actually dealing much more damage, and unlike Abzan Falconer, it doesn't help on the block either.

Citadel Siege - At four mana this isn't actually that bad, I kind of like the first ability, keeping in mind it is a double Thrummingbird-esque effect that is harder to remove, but only effects you creature, but what's cool is it also has the second ability that can lockdown some creatures, which works out really well. I do like choice, but neither of the choices here feel special, and so if you dropped it, it wouldn't hurt.

Abzan Falconer - This is my favorite one of these ten, simply because I like flying, and it is a much better Tuskguard Captain, but your deck deals a lot of damage without it, and I am unsure if it is necessary with your removal, and that many of your creatures have evasion of their own.

--

Onto some cards I'd run, which actually don't need too much explanation:

Ponder, Preordain, Brainstorm, Selesnya Signet, Azorius Signet, Dig Through Time, Windfall, Dimir Signet, Everflowing Chalice, Anguished Unmaking

KongMing on Mind/Soul

4 weeks ago

It seems like Oath of Gideon fits the mold for this deck well. Gets you tokens and one turn closer to ult-ing your Walkers (except Trials Gideon, who can ult immediately).

Thrummingbird and Inexorable Tide can also help you reach your ults faster through Proliferate. Also, Clockspinning, for the lulz.

The Chain Veil is pretty standard in superfriends decks. If you can fuel the mana intensity, you can go off that much faster.

Perhaps include some Planeswalkers who make their own blockers, too? Elspeth, Knight-Errant, Elspeth, Sun's Champion, liliana, death's majesty, and Sorin, Lord of Innistrad are all examples of what I mean.

RedmundR2 on Magic: The RPG (Level Up/Proliferate)

1 month ago

I originally included Thrummingbird, But usually at best you have 1 level-up creature out at a time that youre trying to pump and I was really valuing the extra damage with flying to try and close games. Plus when your level-up creature does get removed, you at least still have 2 power in play. I plan on trying to add Thrummingbird back into this list and see if it helps pay off.

I've considered adding more basics, its something worth testing in the future. A lot of games i've seemingly needed specific colors more often (like for Student of Warfare's level-up or Lighthouse Chronologist's) and then needed some blue up after for a counterspell which is why the amount of non-basics is so high.

DeviousPenguin666 on Magic: The RPG (Level Up/Proliferate)

1 month ago

Sweet deck! I might consider taking out one or two of the Hallowed Fountains and maybe adding in a couple more basic lands for Blood Moon protection. Also, isn't Thrummingbird strictly better than Skyship Plunderer? While it does have one less power, it can add level counters to all of your creatures, instead of just the one and it dies to all of the same stuff anyway. +1!

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