Springbloom Druid

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Springbloom Druid

Creature — Elf Druid

When this enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Rasaru on Sek'Kuar's Hasty Mob Ball of Death | V-FND

1 day ago

I had an opportunity to look at each individual card in this list and have a few questions :)

As you mentioned above, you're taking advantage of ETB creatures and creatures that sac themselves. Totally makes sense. You also have the majority of your ramp in creatures, which I understand, because you can sac them to provide additional value (a 3/1 token, as well as a land). Those creatures are Dawntreader Elk, Diligent Farmhand (had to Google "Muscle Burst"), Insidious Fungus, Sakura-Tribe Elder, Solemn Simulacrum, Springbloom Druid, Viridian Emissary, as well as your more "huggy" cards like Veteran Explorer and Avatar of Growth. Then you have Wight of the Reliquary to fetch any land.

  1. With all of those lands potentially coming into play, how often are you just sitting with waaaay more mana than you actually have cards to play?
  2. Has 11 basics been sufficient? Most of those effects grab basics. (And I didn't even mention your land fetch cards - e.g. Myriad Landscape I love playing Field of the Dead, but struggle to play more than the original 6 basics (non-snow and snow) because I want to trigger FotD more often.
  3. I only see 1 landfall effect in the entire deck. Is this intentional to keep the power level of the deck lower?

multimedia on Should Muldrotha Eldrazi be Sac …

1 month ago

Self-mill and reanimation are directions to consider expanding. However, before you think about them consider first focusing on more ramp (0-3 CMC)?

Muldrotha is 6 mana and you have very few lower mana cost ramp spells. Scions aren't really reliable ramp since they only give you a burst of colorless mana after being saced. Consider more ramp that you can use more than one turn? More ramp like this can help gameplay, make it easier to cast your higher mana cost spells especially Muldrotha and give you more mana to cast different spells from your graveyard when you control Muldrotha. Consider at least 12 ramp sources?

Carpet of Flowers is powerful mana generation in multiplayer Commander.

Another direction to consider is to play more effects that let you play more than one land a turn. This makes Life from the Loam more powerful since you're filling your hand with lands.

Eternal Witness is really good with Muldrotha and self-mill since it gives you access to any card in your graveyard, a nonpermanent spell such as Diabolic Intent that you can't cast with Muldrotha.

m_tironi on

9 months ago

Woehrlebird, I delete decks often, so you should copy it if you are interested.

Ramp the is good with Lumra: Lotus Field Harrow Roiling Regrowth Springbloom Druid

Support for Lumra: Panharmonicon Amulet of Vigor

To help shuffle your graveyard back into your deck after you milled too much: Kozilek, Butcher of Truth Ulamog, the Infinite Gyre

The rest is optimized good stuff: landfall and cheating cards in with Apex Devastator, Ghalta, Stampede Tyrant and Last March of the Ents.

Also, Monogreen mass haste: Surrak and Goreclaw Concordant Crossroads

Profet93 on

1 year ago

that_dude33

Hey! Nice to see you again, +1

Is Vedalken Orrery really necessary redundancy?

Heroic Intervention - Protection

Seedborn Muse > (or in addition to) Wilderness reclamaion

Guardian Project - Draw (they can remove in response to the trigger to deny you the draw but still worth considering)

Yavimaya Hollow - Regen (and politics if you are inclined)

Eternal Witness > Reclaim. Or just most green recursion spells are much better.

Nature's Lore/Three Visits > Rampant growth

Springbloom Druid - Green "harrow" (almost) on a creature. Not really needed but it serves you better than thornwield archer

Tinnuki on Horrors from Beyond

1 year ago

Profet93: No worries!

My "combo" comment was just my shorthand way of saying that with a decent opening hand in an ideal game, it's possible to get the perfect two creatures into the grave early on, cast Mimeo, and 1-Hit KO a player each turn, barring any pesky interaction. I know it's not technically a combo by definition, it just feels like one to me!

To answer your questions:
Springbloom Druid is not one I considered, but I see the value with Ramunap. Chump block, or another sac target for Victimize is a benefit, too. Good suggestion, I like it!
Alchemist's Refuge doesn't really have a specific function, other than being a bit of extra utility for when I need it. Yavimaya Hollow is not a card I'm familiar with, but it's perfect. Another good suggestion.
Sensei's Divining Top is a good card, and I don't really have any reason for why I don't have one. Likewise, I don't have a specific reason for why I use Guile, other than the fact that I like the passive see-3 effect. Related point, extra draw is an area that can be improved, so I'll have to take all this into consideration.

As a general side note, none of my commander decks are completely optimized, 100% efficient machines. They're just piles of cards that I've toyed with and found a good arrangement that suits me. Anytime I'm asked "Why don't you run [card]?", saying "I never felt compelled to try it" feels like a lackluster answer =P

Profet93 on Horrors from Beyond

1 year ago

Tinnuki

A good friend of mine also had that as a pet card. I suppose the "evil book" motif is quite alluring, especially for this monstrosity of a deck. You mention the deck plays like a combo deck at best. Can you elaborate as to what combo or "combo like" you have, perhaps I'm missing something obvious?

Springbloom Druid > Cultivate? Only because it's a creature and could work with ramunap. I do understand saccing a multi-color land is not ideal but just a thought to increase the creature count (and pitch for fauna shaman).

How often do you utilize Alchemist's Refuge? Would you not be better suited with a Yavimaya Hollow for additional protection as well as politics?

Lastly, thoughts on Mirri's Guile vs. Sensei's Divining Top? Guile requires no additional mana. Top however requires 1 additional, can be done at any time, can draw the card in a pinch (note mystical tutor/mill, although I doubt someone would want to mill you, usually lol), easier to cast in a 3 color deck and is much harder to remove. You already run Sylvan library so I'm unsure if the redundancy is needed, top or guile. Why not just add additional draw, interaction, tutors or whatever else you find you occasionally wish you had?

^ None of this is criticism (unsure how my tone comes across), just genuinely want to understand your card choices. I tried to make Mimeo as my first commander coming back after a decade and it failed spectacularly so I'd love your input on your thought process :)

Icaruskid on Azusa, Lost but Seeking Cthulu [Primer]

1 year ago

Thank you Profet93!

Fierce Empath replaces Time of Need. I like the early blocker and the classic synergy with Woodland Bellower.

Seek the Horizon replaces Kodama's Reach. Three lands per card is better than two.

Gaea's Cradle and Itlimoc, Cradle of the Sun are pretty good here. But this deck goes tall with a few creatures rather than wide as you said about Eldrazi Monument. Even though I have the card and there is no budget technically, I can play this deck in more pods when not running the more competitive card that is not at its best here anyway. Leaving it out for now but mostly because I want to play this deck as often as I can.

I'm keeping Shared Summons in for now as well because I like the cast triggers of Kozilek and Ulamog which are my most tutored Eldrazi. I'll try to find a spot for Tooth and Nail too as it helps with velocity even if I don't get the cast trigger.

Harrow and Springbloom Druid effectively give Azusa extra lands, just from the graveyard. They help with consistency when I don't hit Lotus Vale, Lotus Field, or the fetch lands and help justify Ramunap Excavator, Crucible of Worlds, and Perennial Behemoth. Speaking of, Perennial Behemoth's unearth ability is handy when Eldrazi Monument is out and even when I don't have it on the battlefield there are usually some other fodder like Tireless Tracker, Springbloom Druid, or Ramunap Excavator to buy three or more turns of indestructible flying Eldrazi which make the monument more than just a flavor win. If I cut the monument I would still need some protection from boardwipes in that spot. This is why Planar Bridge is so useful as I can grab Eldrazi Monument or Akroma's Memorial to get damage through. And using Planar Bridge to get Mana Reflection is also a near game winning play too. These cards are imperfect but they are hard to replace with single cards. Like Heroic Intervention or Asceticism or even Wrap in Vigor don't give multiple turns of indestructibility and evasion (flying).

I hear you on Desolation Twin. It does do work after a boardwipe though and I don't want to diminish organic threat density too much. Maybe this is where Tooth and Nail belongs. I'll try it out.

I really appreciate your ideas!!

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