Bloodspore Thrinax

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Bloodspore Thrinax

Creature — Lizard

Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)

Each other creature you control enters the battlefield with an additional X +1/+1 counters on it, where X is the number of +1/+1 counters on Bloodspore Thrinax.

Gidgetimer on entering the battlefield with +1/+1 …

1 year ago

Good-Fortune Unicorn has a triggered ability, so the creatures aren't entering the battlefield with the counter. They are entering the battlefield and then having a counter put on when the trigger resolves. Conclave Mentor obviously adds an additional counter from this. If you instead had something that did cause your creatures to enter with counters like Bloodspore Thrinax, it still works.

First oracle ruling on Conclave Mentor-

If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.

awesomedude20 on Sekki, Ghost Piñata

1 year ago

Profet93 ALRIGHTY let's try this again, shall we?

I'm actually quite fond of Abundance, solely for... well, y'know, its intended use haha. Guaranteeing either lands, or something else, is woooonderful for me, since missing a land drop is kinda fatal in a deck with an 8cmc dude on top of it. That being said, hilariously enough, I had actually removed Sylvan Library for this as a sort of money thing, completely missing the interaction they have together, which is awesome. If anything, all I've learned from this is that I should put Sylvan Library back in haha
Okay so, I'm fond of Colossal Majesty since it can't like... wholly miss, I guess? Like sure maybe Sekki is smaller than 4, but as soon as it's up to par, the card will start working. Garruk's Uprising is a fantastic card, but all things considered I'm not casting a lot of creatures really, so the odds of the initial draw missing are kinda high, as well as just casting creatures in general. I believe I only have Craterhoof Behemoth, Grothama, Vigor, and Topiary Stomper, plus Sekki of course, to trigger the second draw effect on Uprising. The trample enabling is nice for sure though, but I don't think the rest of the card is worth it. Elemental Bond suffers from a similar issue. I don't have many creatures to cast that satisfy the 3 power or more condition, it really only adds Kodama of the East Tree to the above list. It does trigger off of tokens, but they're 1/1s. IF I can manage to get them entering as 3/3s, Elemental Bond suddenly becomes amazing though. Sounds like a decent reason to throw Bloodspore Thrinax in. If I had more board-wide anthems, or stronger anthems in general, I could see this making the cut. Maybe swap Gaea's Anthem with Coat of Arms or something similar? Hell, maybe even Muraganda Petroglyphs, though that doesn't help Sekki survive, so I'm not sure about that one. Trading some defense for offense, yadda yadda lol
Definitely including this for the ramp, and I mean, technically as possible blockers too in a pinch. In my testing I've done, it has worked out quite nicely, to the degree that I'm genuinely tempted to also throw in From Beyond.
Talked to my friend about this one. I don't particularly run enough 1 drops to warrant Terramorph over Migration Path, and the cycling ability would probably come in great if I'm already swimming in mana in the late game.
I'm super conflicted on whether I want to get rid of this. My feeble brain is probably just not comprehending the value of instant speed one-off protection haha. I like the card so much since it obviously protects all my creatures from removal, since I don't run very many, and excluding the ramp creatures, the stuff I do run is relatively impactful, so the hexproof enabling is quite swell. Not to mention the regenerate clause protecting Sekki of course, but other things like Grothama if someone were to beat him up and then try to remove him. That being said, I'm very much willing to take it for a spin, so I'll maybeboard it for now, and then swap the cards when I test the deck later on!
Added it lol.
Okay so, card is fantastic, but I have a few issues with it in Sekki. Firstly, I have all my ramp and draw to get me to the point where I can actually cast Sekki in a reasonable timeframe. There's 2 issues with the card that I can see. Firstly, yes it gets cheaper scaling with the power of my strongest creature, but my options for making that useful are a healthy 8/8 Sekki, Grothama, or Vigor if I'm fine with being a little suboptimal. Sekki is of course, the reliable choice here, and the ramp is nice, but I need the ramp BEFORE Sekki is out, since after he's out, I already have 8-9 mana to play with and ramp is less of an issue, and the card will likely be uncastable BEFORE Sekki is out, which I'd like to avoid. If you really think it's worth it, I'm always welcome to trying it out, but I think it'll mostly wind up being either uncastable, or unneeded. In regards to its draw effect, it's a similar issue to Garruk's Uprising, since I'm not casting all that many creatures.
I would windmill slam this into absolutely everything if I could, but... generally speaking, when it comes to those really expensive generic staples like that and Mana Crypt, etc. etc., my playgroup tries to not use them if only because it's really just shelling out money to be better than the rest of us, which would require the rest of us to shell out money to get back on par, and add hundreds of dollars to what are already pretty pricy decks, and blegh. Long story short, excellent recommendation, but I'm sorta skipping this one on purpose, though Sekki could 100% use it lol
I like this, I really wasn't sure what to add for Planeswalkers, but that has some good utility stapled to it. Plus, protecting it shouldn't be too hard with all the Spirits running around. Maybeboarded for now, but I can definitely see myself swapping something out for this, and if you have any recommendations for what to swap out for it, I'm all ears.
Greater Good is interesting. If I can hold on to Sekki being at a decent power WHILE having at least 8 spirits out, I can use that effect and bring Sekki right back as an 8/8 again. If I find a spot for One with the Kami there's some memes to be had there I think, infinite draw?? Definitely at least putting that into the maybeboard for now, but considering I want to make room for Bloodspore Thrinax and One with the Kami already, this would go quite well. Could even chuck The Ozolith in if I really wanted to.
I've definitely seen and considered this, but from everything I've heard about it, the general consensus seems to be "It's really okay, but it's better than nothing." If I do indeed find myself at the point of having nothing superior, I'd gladly toss it in, but I think there are still better options floating around.
This is a great draw card, but my usual worries with these apply, being "Sekki might be tiny at the moment, and Grothama is either dead or in the deck." Everything else I could target it with would just not be worth the 6 mana. That being said, the second half of it would function quite well, since most of my deck is pretty cheap, I'd probably find myself rarely not having anything to toss out with it. I'll maybeboard it, but if you have any specific reasons for why I should swap something out for this, I'd love to hear it!

Epicurus on Your politics bore me

1 year ago

Every Monty Python reference will get an upvote from me.

Here's a few suggestions, though keep in mind I did not read through the 3 pages of comments. So some of these you may have heard of already.

Aura Shards

Jetmir, Nexus of Revels

Bloodspore Thrinax

Skullclamp

Brought Back

Gerrard's Hourglass Pendant

That's all I got. Cheers!

Epicurus on Grumgully Tribal

2 years ago

Doubling Season is a wickedly good card, and I would almost never recommend cutting it from a list if you are lucky to own one. However, in this deck token producers are limited. I could conceive getting into situations where either it sits in your hand because you have other things to spend the 5 mana on that are situationally better, or you fall a turn behind by casting it and get very limited returns on that investment. To be totally honest, I would swap it out for Hardened Scales, which costs less, and I believe you'd get more value from it.

Also, I love that you're going Goblin tribal with Grumgully! I did the same thing with Wulfgar. In either case, it's definitely not the ideal way to build for that commander, but it's hella fun, and if you get it right you may win just by being unexpected. Having said that, there are definitely a few more appropriate cards that you could include which synergize with your commander. Bloodspore Thrinax, Champion of Lambholt, Evolution Sage, Runaway Steam-Kin, Rishkar, Peema Renegade and Courage in Crisis, just to name a few ideas. Not that you have room for all of that, but a few of them wouldn't hurt.

That's all I got, just off the top of my head. As for your comment about sac outlets, really your only options for infinite mana would be the two altars (Phyrexian Altar and Ashnod's Altar), both of which are incredibly expensive. Maybe Druids' Repository would be a good choice for ramp? And you may need more draw power, so possibly adding Skullclamp, Colossal Majesty, Return of the Wildspeaker and/or The Great Henge would be helpful.

Cheers!

Epicurus on Curse of the Were-Rabbit

2 years ago

I suggest Freyalise, Llanowar's Fury and Song of Freyalise for added ramp, and Saproling Symbiosis as well as Night Soil for token generation.

Finally, Bloodspore Thrinax works better for this kind of deck than most people give it credit for.

Strangelove on Big lifegain, big creatures - Willowdusk

3 years ago

Hey Walrighti, +1!

@your post

Congrats on your first deck! You have a lot of fun cards in here and it looks great! I imagine you want to tune and make it even more efficient so here are some ideas...

Add 3 categories: #Combo, #Lifegain, and #Evasion; and then sort your maybeboard the same way you've done your mainboard to easily rank your choices within a category (By "combo" I mean all your "if-then" cards like Trudge Garden that are slower and don't work by themselves). Remove #Creatures (most of them are #Combo).

Avoid most cards above 4 cmc... Willowdusk is fast and fragile, so play into that... Also, prioritize cards that can do 2 or more things or that give value on ETB... If you have pet cards that don't really fit and that hurt to cut, put them in a "I'll build that theme later" list.

(All under $3)

+1 Devoted Druid ... this card is a beast

+1 Rampant Growth

+1 Arcane Signet

+1 Golgari Signet

+1 Talisman of Resilience ... #Ramp

+1 Elves of Deep Shadow

+1 Elvish Mystic

+1 Fyndhorn Elves

+1 Llanowar Elves ... #Ramp... the elves enable Willowdusk combos on turn 3.

+1 Marwyn, the Nurturer

+1 Viridian Joiner ... #Ramp... #Combo

+1 Boompile ... its a gem (hint: don't tap it on your turn) +1 Nightmare Unmaking

+1 Killing Wave

+1 Massacre Girl ... #Wipe

+1 Kenrith's Transformation

+1 Beast Within ... #Removal

+1 Swiftfoot Boots

+1 Inspiring Call

+1 Oblivion's Hunger

+1 Rush of Vitality

+1 Sheltering Word

~1 Slippery Bogbonder

+1 Golgari Charm ... #Evasion

+1 Haunted Cloak

+1 Chariot of Victory

+1 Charge Through

~1 Tuskguard Captain

~1 Rancor ... Trample and haste are important... #Evasion

~1 Destined ... the choices are really good.

+1 Deepwood Ghoul

+1 Mischievous Poltergeist

+1 Soul Channeling ... #Combo with Willowbark and stick to the board...

~1 Phyrexian Processor ... fun?

~1 Lurking Evil ... maybe?

~1 Solidarity of Heroes ... #Combo

~1 Ooze Flux ... tokens at instant speed?

~1 Retribution of the Ancients ... removal?

+1 Garruk, Primal Hunter

+1 Mindless Automaton

+1 Thought Gorger ... (leaves)

+1 Life's Legacy

+1 Return of the Wildspeaker ... #Draw

~1 Essence Harvest

+1 Bloodspore Thrinax

+1 Triskelion ... #Combo

+1 Nighthawk Scavenger ... #Fatty

...Always play at least 10 ramp spells under 3 cmc.

...Playtest and make sure Willowbark consistently makes a fatty (with evasion) before turn 6-7.

Here's another Willowdusk thread.

Happy building :)

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