Wall of Blossoms

Wall of Blossoms

Creature — Plant Wall

Defender (This creature can't attack.)

When Wall of Blossoms enters the battlefield, draw a card.

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Printings View all

Set Rarity
Modern Horizons (MH1) Uncommon
Commander Anthology (CM1) None
Planechase Anthology (PCA) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Uncommon
Tempest Remastered (TPR) Uncommon
From the Vault: Twenty (V13) Mythic Rare
Planechase 2012 Edition (PC2) Uncommon
Stronghold (STH) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

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

Wall of Blossoms occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Golgari: 0.08%

GWU (Bant): 0.7%

Wall of Blossoms Discussion

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

fmastrome2008 on late to the party

2 weeks ago
  1. Bojuka Bog will provide extra graveyard interaction without affecting consistency.

  2. Tatyova, Benthic Druid is a great 2 way threat... lifegain and card draw.

  3. I think it's a mistake to not run at least one creature removal threat that doesn't target yourself as well... Ravenous Chupacabra, Shriekmaw, etc... Shriekmaw also triggers Risen Reef.

  4. Ice-Fang Coatl, Baleful Strix, and Fblthp, the Lost provide additional 2 mana cantrips. It looks like you're trying to have a low curve, hence this recommendation.

  5. Deadeye Navigator allows for mana infinite combo shenanigans such as drawing your entire deck in one turn with Wall of Blossoms.

  6. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  7. I'd highly recommend throwing in Wood Elves and Farhaven Elf. Going from 3 -> 5 lands or 4 -> 6 lands is such a tempo play for dropping fatties the following turn.

  8. Fierce Empath is a great tutor effect for this deck, especially late game. Add Woodland Bellower and you can net 6 cards off 1 creature cast. Use the 2nd trigger for Wood Elves. 2 lands + 2 creatures on top of the extra 2.

unphantomable on Ephemeral Existence

2 weeks ago

Henryk Interestingly enough, it really isn't though. If you put in cards like Arcum's Astrolabe, Abundant Growth, and Wall of Blossoms, ect. the deck can really pop off and have Yorion, Sky Nomad net you like five cards. And the first two cards help fix your mana colors.

fmastrome2008 on Yarok, who let the lands out?!

3 weeks ago
  1. With a curve at 3.15, your land count should be no higher than 37 (realistically 36). I see triple blue and double black costs, but only 1 basic of those colors. Since this isn't a cEDH deck with low land counts, you should at least have as many basics of each color in your casting costs. That should open up a few slots in your deck.

  2. You're missing Panharmonicon, Reclamation Sage, Shriekmaw. All of these should be auto includes in Yarok builds.

  3. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  4. Ice-Fang Coatl, Wall of Blossoms, and Elvish Visionary give you ways to chug through your deck early.

  5. Thassa, Deep-Dwelling lets you further abuse ETB effects.

fmastrome2008 on Double Mill

3 weeks ago

Greetings fellow Yarok player!

  1. Wall of Blossoms and Ice-Fang Coatl provide 2 additional cheap cantrips to bounce via Thassa, Deep-Dwelling or draw your entire deck via Deadeye Navigator.

  2. If you draw your entire deck or mill it, Thassa's Oracle provides an alternate win now condition.

  3. Cauldron Familiar is another cheap alternative way to win. This gives you 4 avenues to victory without affecting consistency.

fmastrome2008 on Yarok wants Seconds Please!

3 weeks ago

Greetings fellow Yarok player!

  1. Shriekmaw is a great utility spell for this deck.

  2. Birthing Pod and Prime Speaker Vannifar are great tutors for toolbox decks like this.

  3. It's a mistake to not include at least 1 of Reclamation Sage and Acidic Slime, but both are not needed.

  4. Bojuka Bog is a great way to have graveyard interaction in your deck without affecting consistency. Replace a Swamp and you won't notice any differences.

  5. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  6. Since most groups outlaw mass land destruction and lands are less prone to interaction, I'd switch the signets for more spell acceleration like Farseek, Rampant Growth, Cultivate, and Kodama's Reach.

  7. Wall of Blossoms, Ice-Fang Coatl, and Elvish Visionary complement Baleful Strix and give you the full suite of 2 mana cantrips. Bounce with Thassa, Deep-Dwelling for insane card advantage. Draw your entire deck via Deadeye Navigator and cast Thassa's Oracle to win on the spot.

fmastrome2008 on We will Yarok you!

3 weeks ago

Greetings fellow Yarok player!

  1. Your land count is too low for this high a curve. The first thing I'd do is increase this to 36. Using a hyper-geometric distribution, your chance of hitting your 3rd land drop on T3 increases by nearly 7%, which is essential with this deck.

  2. Wall of Blossoms, Elvish Visionary, Ice-Fang Coatl, and Baleful Strix give you the full 2 mana cantrip suite. It really speeds your deck up and helps you churn through it. Draw your entire deck with Deadeye Navigator. Generate the mana through Palinchron. Cast Thassa's Oracle to win on the spot.

  3. Woodland Bellower combos great with Fierce Empath.

  4. I see Llanowar Elves, but no Deathrite Shaman or Birds of Paradise.

  5. Shriekmaw and Mulldrifter are great utility spells for this deck. They also trigger Risen Reef.

fmastrome2008 on Yarok ETB bad boy

3 weeks ago

Greetings fellow Yarok player.

  1. Farhaven Elf gives you more landfall triggers, just like Wood Elves.

  2. Shriekmaw is a great utility spell for this deck.

  3. Ice-Fang Coatl, Elvish Visionary, and Wall of Blossoms will give you 3 more ways to draw your entire deck with Deadeye Navigator.

  4. Field of the Dead is great utility with Scapeshfit.

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