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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Wall of Blossoms Discussion

DERPLINGSUPREME on What Is Your Magic Reach?

2 days ago

OOPS I did the thing wrong.

IM SORRY

ill do it again, I thought it was until one you haven't played with

1) Winter Orb 1 deep

2) Island 1 deep

3) Plateau 3 deep

4) Pestilence 3 deep

5) Kruphix's Insight 6 deep

6) Urza's Power Plant 1 deep

7) Nest Invader 2 deep

8) Order of the Ebon Hand 4 deep

9) Wall of Blossoms 1 deep

10) Rampant Growth 1 deep

SORRY ABOUT THAT

Aileesan on The Primal Clue in Tamiyo's Journal

2 days ago

Instead of Devoted Druid, why not something like Elvish Mystic? I see the combo you're going with including Quillspike, but I feel like you would be better off focusing on scry and draw power. How about Wall of Blossoms instead of Wall of Mulch? Warriors' Lesson might be good too. Yavimaya Elder might be an interesting idea if you have issues with land generation.

It looks like you'll also want to stall, since the goal is to get copious amounts of clues out to fetch Primal Surge. I recommend putting more of these (Primal Surge) in your deck as well, since this is your ultimate win condition. The clues help you with draw power, but they're expensive (two mana per sack). Things like Blisterpod and Cryptolith Rite (which is out of the budget of the deck i'm assuming, but is an amazing card) will help with mana cost. Maybe something like Market Festival would be useful? How about Lambholt Elder  Flip? Maybe Vine Trellis? Wall of Vines is also handy - I know I personally love flying since most decks either ignore building for flying, or can't kill my stuff quickly.

Lands will always be the most expensive part about a deck. 22 is fine, but keep in mind that you will have only a 1/3 chance each turn of drawing a land, which can get messy right quick. I would almost take Ulvenwald Mysteries out, as you don't want your stuff dying (you'll have trouble stalling if all your creatures are dead), and I would replace it with some sort of land or land multiplication card (like Market Festival for example).

Some of these might be a little out of your price range, but might help move the mana curve a little more smoothly.

TL;DR:
I recommend less killing of your creatures, more stall, more draw power, splashed with ways to get lots of land per card.

RamblinMan on Countdown To Inevitability......6...5...4......

2 weeks ago

What about Wall of Blossoms? It's copies 5-8 of Wall of Omens, which is already great for this deck.

Shadow_Tack on walls!

2 weeks ago

also Wall of Blossoms and Shield Sphere are illegal in pauper

Pieguy396 on Meren, the Grave Robber (SOI Updated)

3 weeks ago

I dunno, is Magus of the Abyss working well for you? If not that, then maybe Caustic Caterpillar or Wall of Blossoms or something.

Flagellum on Karametra, Goddess of Terra

3 weeks ago

Changes:

OUT

Mostly cut some pretty uninspiring and underwhelming cards.

Kor Skyfisher/ Emancipation Angel: Having 5 of the same effects was too much. Dead draw with any of the others. Whitemane Lion, Stonecloaker, Fleetfoot Panther also do the same but they have Flash and I may end up cutting another one (the others couldn't bounce potential removal targets).

Carven Caryatid/ Wall of Blossoms/ Elvish Visionary: Mediocre card draw at best. One time use.

Retreat to Emeria/ Sigil Captain/ Parallel Lives: Took out some token producers and as a result, Parallel Lives wasn't as needed.

Undergrowth Champion/ Vinelasher Kudzu: Grow too slow and weren't immediate threats.

Grazing Gladehart/ Lifetap: Lifegain really not supported nor utilized with this deck.

IN

Added some big beats and little dorks and a little non-creature ramp.

Armada Wurm: 2 5/5 tramples for 6 is value.

Avacyn's Pilgrim/ Llanowar Elves/ Elvish Mystic: Mana dork package. Actually not sad to see them early or late game.

Fierce Empath: Can tutor for bombs. Great for fetching Avenger of Zendikar.

Novablast Wurm: Clears the board but allows for Karametra to stick around. Will have to see how it plays with others.

Panglacial Wurm: A surprise 9/5 trample for casting say Llanowar Elves will probably make someone cry.

Silvos, Rogue Elemental: A regenerating fatty with trample. Sort of a theme going on here.

Weatherseed Treefolk: There's something nice about a creature that has a decent body, 5/3 with trample that I could care less if it dies since I get it back. Means more land drops via Karametra and is a decent attacker.

Gaea's Herald: A little bit of creature protection never hurt.

Kodama's Reach/ Cultivate: Allows for a faster Karametra drop, or landfall trigger. Great with Gaea's Touch.

Possible Chopping Block

These are cards that work well with the theme but maybe aren't the greatest.

Sporemound: A Landfall fungus that makes 1/1 tokens for 5 CMC. Not bad, not the greatest. Sort of a pet card that I always wanted to work (Totally want to make a Thallid deck for giggles).

Fleetfoot Panther: Currently have 2 other cards that do the same but the other two are cheaper, or also have another added effect.

Oran-Rief Hydra: Pretty decent, 5/5 trample for 6 CMC. However it has to grow a bit before it really dominates. I still have high hopes for this one though.

snotice on Mayael - Queen of Counters

4 weeks ago

I really like your deck, but the CMC is too high. I think you have a ton of good stuff within the deck, but it feels like it will take some time to set up. I would first suggest moving your land count to at least 37. It will help with consistently landing a land. Here are some suggestions to improve the consistency:

Creatures:

Spearbreaker Behemoth for Sigarda, Host of Herons: You have Avacyn, Angel of Hope why do you need anything else? Sigarda protects you from all those eldrazi and black sac effects.

Retaliator Griffin, Primordial Hydra for Wall of Omens & Wall of Blossoms: Primordial would do better in a deck that focuses on +1/+1 counters and the Griffin is way too situational. It just seems out of place in this deck. These walls will help slow the attacks from early attacks and allow you to gain some card advantage as well.

Terastodon for Austere Command: You have no way to get rid of mass amounts of creatures nor artifacts/enchantments. It is versatile and helpful all in one spell.

Knotvine Mystic for Oracle of Mul Daya: I know it's expensive, but nearly nothing can replace this as a way to ramp you to victory. Mul Daya gets you where you want to go quickly.

Druid of the Anima for Eternal Witness: more recursion.

Blazing Archon for Balefire Dragon: removal >>> defensive maneuvers.

Apocalypse Hydra for Homeward Path: Great hydra, but it isn't too strong unless you have X >= 5. In contrast, protecting your investment from the opponent is important and this land helps you get there.

Meglonoth for Forest: more lands will help your deck become more consistent and green is very demanding of a color.

Enchantments:

Breath of Fury for Mirri's Guile: your commander is about the top deck and even if your deck isn't completely centered around your commander, this enchantment allows you to keep bad hands and work around the top deck.

Grasslands for Canopy Vista & Mountain Valley for Cinder Glade: These new tango lands allow you to mana fix even more and are simply a better tapped land.

Sorceries:

Resurrection for Skyshroud Claim: best four CMC non-creature ramp spell, period. Recursion is awesome, so it is a personal decision.

Armageddon for Wrath of God: Though you have a lot of creatures within the deck, your curve is currently at 4.55, meaning it will take you some time to get those 35 creatures out (regardless of all the cheating cards within the deck).

Hope this helps! :)

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Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2015 Uncommon
Tempest Remastered Uncommon
From the Vault: Twenty Mythic Rare
Planechase 2012 Edition Uncommon
Stronghold Uncommon

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