Creature — Elf Druid
Tap: For each color among permanents you control, add one mana of that color to your mana pool.
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|Commander / EDH||Legal|
Bloom Tender occurrence in decks from the last year
Latest Decks as Commander
Bloom Tender Discussion
1 week ago
@Tarlam Great question. I think a dedicated elf package would be naturally at odds with this deck's strategy. Tribal decks really want to be running a critical mass of synergistic creatures - usually 25-30, depending on the tribe. That chews through a lot of deck slots. A Mayael deck has a similar need for large creatures. Unfortunately, there's just not a lot of overlap between those two themes. There are currently 11 elves with 5+ power in Naya colors, and they're all pretty bad. When you try to split the difference, you just end up with a weak version of both strategies.
That said, I think there are some light tribal components that you could reliably tap into. There are lots of good mana dork elves, so it might not be crazy to run something like Wirewood Lodge . Paired with elves that can tap for more than one mana ( Bloom Tender and Selvala, Heart of the Wilds come to mind) you have the makings of a decent mana engine. Then there's stuff like Wirewood Symbiote - perhaps a cheap way to protect Mayael? I think there's probably a way to make an elf sub-theme play well, but I'd be hesitant to include any cards that need more than 1-2 elves on the field to work well.
2 weeks ago
Seriously though, this looks sweet as hell. The infinite mana angle seems nasty, but not overly pushed, which should lead to good gameplay. Freed from the Real tends to be a surprisingly loud threat and my guess is that it's likely going to be a bit too greedy, especially considering you have fairly limited protection. Pemmin's Aura is good enough because the protection is built-in, and the added evasion will help you close some games. I've also found that cards like this tend to suffer quite a bit to the Chaos Orb s in our meta but YMMV.
The first thing that stood out to me was that you have significantly less interaction than you typically play, and I'd bet that it'll feel a bit uncomfortable having to be so selective with your answers. I'd recommend adding Windgrace's Judgment and Assassin's Trophy to improve your flexible removal, and some number of Erebos's Intervention , Battle at the Bridge , Profane Command , and Black Sun's Zenith to up your creature removal and creature count (Hydra tokens) at the same time. Also, these do really well against indestructible threats (cough Blightsteel Colossus + Ulamog, the Ceaseless Hunger cough) like gods and such.
You could probably also use another counterspell or two, but if you don't want to lean too hard that direction, that's understandable.
The second main thing I noticed is your mana ramp package—I'd look at it fairly critically and consider your goals. For example, I'd keep all creatures that tap for 2 or more mana ( Bloom Tender , Incubation Druid , Selvala, Heart of the Wilds ) as they give you more paths to going infinite. I'd cut the ones that only make 1 mana ( Birds of Paradise , Manaweft Sliver , Leyline Prowler ) as they tend to be a bit of a liability compared to land fetch spells and you aren't inherently taking advantage of the fact that they are creatures.
I'd also focus on the curve of your mana ramp. I think you should prioritize 2 cost spells like the three on-color signets, and the land fetch spells Nature's Lore , Farseek , Rampant Growth , and Sakura-Tribe Elder . Swapping these for your 3-5 cost mana ramp will give you more chances to cast Zaxara on turn 3 and get the ball rolling on both bigger mana and generating hydras. The way I see it, you could have a signet + Zaxara to use on turn 5 or spend that same turn casting a Gilded Lotus which is the same mana output but a turn slower. Basalt Monolith is the exception here as it goes infinite.
The final thing I'd encourage is to play more land. You really need to always hit Zaxara early for your deck to do it's thing, and maximizing your potential to consistently hit 4 mana on curve is going to pay dividends. At 34 I'd say you're 2-3 short of what I'd recommend for a mana-hungry deck like this, and you're actually at 33 right now because Winged Temple of Orazca starts as a Hadana's Climb Flip and likely shouldn't be counted as a land.
Here are the baseline swaps I'd recommend:
Out - Birds of Paradise - Manaweft Sliver - Leyline Prowler - Yavimaya Elder - Freed from the Real - Capricopian - Seedborn Muse - Chromatic Lantern - Darksteel Ingot - Replicating Ring - Gilded Lotus - Opulent Palace
In + 2 Forest + 1 Island + 1 Swamp + Farseek + Nature's Lore + Sakura-Tribe Elder + Golgari Signet + Simic Signet + Dimir Signet + Profane Command / Erebos's Intervention + Windgrace's Judgment / Assassin's Trophy
These aren't super exciting changes but they'll massively help your initial consistency. I'd play the deck a buch before deciding what swaps would be best beyond this.
Stoked to see the deck in action!
3 weeks ago
I was thinking about Earthcraft , and budget isn't really an issue. It's more of I can't bring myself to spend that much on one card. Though my Tropical Island is a proxy(though i can replace that any time as needed).
3 weeks ago
3 weeks ago
Interesting take on Bird Wizard! Not sure what your budget is, but Earthcraft would fit right in with your theme, leveraging advantage from token producers and provide an infinite combo with Squirrel Nest . Also Intruder Alarm works really well, as you can flash in your commander consistently and get more value from your tapping creatures and such!
Land suggestion would be something like High Market or if the group is ok with proxies Diamond Valley . Being able to block, then sac your commander and play it again at instant speed over and over is a consistent utility to help grind to the end game when you can overwhelm with your token producers.
A fun option for the deck could also be Mirrormade , doubling down on your powerhouse enchantments and artifacts.
If you're wanting a more spikey sort of game, something like Armageddon or Stasis fits in. You can really take advantage of your commander's untap ability, as you can continue to pay for the mana cost by attacking with your commander. Timed with a token producer or your mana rocks, you can grind out the game, swinging your commander and slowly building up tokens.
3 weeks ago
I've made some cuts!
Spells being considered that are being purchased soon; Necrotic Sliver , Root Sliver , Bloom Tender , Pulmonic Sliver , Spoils of Victory , Darksteel Mutation , Synapse Sliver , Magma Sliver , Intruder Alarm , Horned Sliver , and Amoeboid Changeling .
1 month ago
+1! The deck looks fun to pilot and I'm tempted to build a deck around Esika myself!
I'd recommend Reki, the History of Kamigawa as he is a powerful card draw engine given the no. of legendary spells you run in this deck.
Being a 5C deck, I'd suggest adding a bit more ramp and color fixing to the deck to avoid color screw. Some basic green ramp spells are great - Three Visits , Farseek , Skyshroud Claim , Nature's Lore .
Hope you find these suggestions useful. Enjoy!
2 months ago
She is a good walker her plus one makes her at least cycle herself. Her -2 is pretty bad, but it can tap down a big creature or a Bloom Tender. Her ultimate makes her really good though. Overall, I think that she is a worthy inclusion in most decks, but is exceptionally good in superfriends or proliferate decks.