Blossoming Defense

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Blossoming Defense

Instant

Target creature you control gets +2/+2 and gains hexproof until end of turn.

wallisface on Zalph

4 weeks ago

Youvegotplasticinyourlungs looks like a very interesting/cool build. The only cards i’m dubious of are Veil of Summer and Harmonize.

Veil of Summer feels weak because it’s doing nothing if your opponent isn’t playing blue or black. Green has loads of more broad protection spells if that’s your intention here - namely Vines of Vastwood or Blossoming Defense.

I’m not convinced with Harmonize because by the time you’re at that much mana, you should be dropping massive creatures, and this feels to me like a waste of a turn when you should be on the offensive. I’d swap this out for either another big creature, or more ramp (or some mix of that).

I guess lastly Hardened Scales feels like its only best on those creatures that add one counter at a time. Your creatures that are doubling counters probably don’t card too much about this card (its just 1 extra counter). I still think Hardened Scales is good here, but wonder if Solidarity of Heroes might provide you a bigger payoff… it’s hard to gauge so might need playtesting.

Personally i’d also drop the Forgotten Ancient so you can run playsets of Kalonian Hydra and Primordial Hydra. The hydras are definitely better, but it also makes your deck Modern legal if that ever mattered to you (personally I think this list looks surprisingly strong for its budget, and would do well against non-tiered decks).

Unlife on Infect combo

2 months ago

One of infects deck's weaknesses is how few 'playable' infect creature there are for modern. Most decks run Glistener Elf, Blighted Agent, Plague Stinger, Inkmoth Nexus, and occasionally Ichorclaw Myr in some combination so they're sure to have a creature or two to pump for the kill. With only Blighted Agent, you are rarely going to consistently have an agent in hand to play.

You also need some protection. Infect decks are build around things like Vines of Vastwood and Blossoming Defense that both pump and protect your creatures from the removal that turns your 10/10 infect creature into just another graveyard addition.

I'd recommend looking at a current modern simic infect decklist, and finding ways to splash red and doublestrike in (Assault Strobe is also an option) so you have a strong core to work from.

PickleNutz on Don't Let Em Breathe (Quick)

3 months ago

Green is my color, has been a very long time. I’ve ran similar decks to this, but I’ve always had dorks in at early play and at least 2 to 4, 4 or 5 CMC beaters with evasion for that mid range strategy. I’ve always felt without haste being prominent in low CMC creatures it’s hard to weenie out something competitive. Red has always done that well with high damage low cost hasty things. However, I think what you have going on here is a legitimate strategy. My only suggestions would be to try Hardened Scales, Blossoming Defense, and Predator's Strike. They’re simple toolkit cards that may help in the sideboard or main deck against heavy hate decks. Devotion boosters like the instant you are running doesn’t give much consistent better numbers than Predator’s Strike. Both are instant, but pred gives you trample. Regardless, you’ve got a good thing going here.

Max_Hammer on

3 months ago

That's true, you do probably need some protection. Thankfully, green loves hexproof. Also, you're 100% right about Neverwinter but it's still not a terrible deal.

wallisface on Bant Infect

4 months ago

This link here is an example of what current modern infect decks look like. Specifically, the deck aims to win the game as fast as possible, ideally on turns 2 or 3. The deck doesn't want the game to go long because that will most-certainly mean defeat.

Added to the above, even non-aggressive modern decks still generally don't want to be playing more than 3-4 cards costing 4-mana, with nothing above this cost (you've got a whopping 20 cards costing 4-or-more, which will cause your deck to be miserably slow). Modern infect decks typcically don't want to play anything costing more than 2-mana (Though some more recent decks have been playing Phyrexian Crusader to help versus some matchups).

So, firstly I'd strongly suggest ditching all your slow and sluggish cards - all of Core Prowler, Evolution Sage, Vorinclex, Monstrous Raider, Ajani, Sleeper Agent, Tamiyo, Compleated Sage, and Fuel for the Cause, Brokers Ascendancy, Hadana's Climb  Flip, Inexorable Tide, and Oath of Teferi. All of these cards are faaaar too slow and will just give your opponent too much time to get a stable boardstate and lock you out of the game. I would also suggest ditching Unbounded Potential, just because it's a weak spell, and adding a 3rd colour just needlessly complicates what you're doing given your awkward landbase (if you play just 2 colours you can probably just run basics and not slow yourself down running taplands).

Cards to consider adding in include Become Immense, Vines of Vastwood, Mutagenic Growth, Might of Old Krosa, Blossoming Defense, Distortion Strike, Scale Up, and Rancor. When playtesting your deck, you want to be aiming to reliably deal 10 infect within the first 2-3 turns.

Balaam__ on Incredible budget combo elves

8 months ago

Blossoming Defense would protect a single creature while the rest would die to a boardwipe. It also doesn’t protect artifacts. Something like Heroic Intervention would protect all your elves as well as your artifact.

lightning_elf on Incredible budget combo elves

8 months ago

Even though it’s not certain, remember, I have Blossoming Defense. Balaam__

legendofa on Incredible budget combo elves

8 months ago

Tldr: Cut the Giant Growth and Life Goes On for more protection. Cut the Beast Whisperer and Regal Force for more direct searching.

How often do you use the Giant Growth? This would be my first pick for switching out for more protection. It buffs your creatures, but it won't help when your creatures get Murdered. With only a single Growth, it's also not going to appear reliably, and single-target pumping isn't really what I see this deck doing.

I'm also going to ask about the Life Goes On. Since this deck doesn't have any lifegain focus or interactions, how often does it change the course of a game? Can you point to multiple matches where it directly contributed to a win? Unless it regularly and specifically protects a win or avoids a loss, it's kind of out of place here, especially as a one-off. Lifegain for lifegain's sake usually just ends up diluting the deck and adding filler.


To go into this next thought, the goal for this deck is to ramp into big smashy creatures and attack, right? If that's the case, maybe switch the Beast Whisperer for Fierce Empath or Mwonvuli Beast Tracker and switch of the Regal Force for a second Empath or Tracker or another big scary creature. The Empath and Tracker will get your finishers in hand faster, and once you hit that stage, you want to be attacking, not drawing cards off a 5/5 without evasion.


If you're trying to stay inexpensive, the Heroic Intervention might be a bit much, Blossoming Defense is reasonable but not super cheap, and Ranger's Guile, Mwonvuli Beast Tracker, and Fierce Empath are all pocket change.

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