Springbloom Druid

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Springbloom Druid

Creature — Elf Druid

When Springbloom Druid enters the battlefield, 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 your library.

Tinnuki on Horrors from Beyond

3 weeks 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

3 weeks 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]

8 months 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!!

Thor-33 on Lathiel's Bag of Counters

8 months ago

Playtested it a few times and found a cool combo:

Devoted Druid + Vizier of Remedies for infinite Green mana, which can easily be backed up by anything that allows card draw.

Also helps when you draw Springbloom Druid to go get some Plains to help you cast more creatures on later turns since you basically don't need your Forest anymore.

Good build!

DawnsRayofLight on Muldrotha reanimator 2.0

1 year ago

It's expensive, but Jeweled Lotus is amazing in Muldrotha. You can fetch it with Urza's Saga and recur it.

Speaking of Sagas, they're amazing in muldrotha, I run The Cruelty of Gix, Binding the Old Gods, The Phasing of Zhalfir, Phyrexian Scriptures, and I am testing out The War in Heaven. Those probably would work better than Oblivion Stone.

38 lands is a bit high, you can probably get away with 34-35, even 33 if you're willing to invest in Mana Crypt and Mana Vault.

In my hands, Muldrotha has been running better as a combo cEDH list. I have tried to build it other ways and it was honestly either too slow or too samey to my Zegana and Miirym lists. I think combo would work better, Muldrotha loves self mill and that can act as a sort of turbo way to draw through your deck.

If you're wanting to stick to ramp, you're going to need to speed it up

A good ramp package I use in U/G and U/G/X lists, tweaked for Muldrotha:

1 drop: 1-3

Sol Ring

sometimes Birds of Paradise and other related mana guys

for Muldrotha: Expedition Map and Wayfarer's Bauble will do wonders

2 drop: ~6

Arcane Signet

Bloom Tender: I play this in almost every 3+ color list

Farseek

Three Visits

Nature's Lore

Muldrotha Specific: Sakura-Tribe Elder, Skull Prophet, Rootcoil Creeper

3 drop: 1-2

Uro, Titan of Nature's Wrath: hilarious to recur every turn

Cultivate, Harrow, Springbloom Druid are all good too

You will also want some more heavier hitters up top, generally, in ramp heavy decks I will run anywhere from 8 to 15 (depending on how well I ramp). I want to be able to have a big finisher and keep them going in Ramp lists (you can see these 2 to see what I mean: Nature's Revenge (not recognized by brackets for some reason) and Baby Dwagon Ehhhhhh?, both are very powerful and keep the pressure up, I rarely have an issue with either too many big guys and not enough ramp.

Sire of Stagnation

Toxrill, the Corrosive

Koma, Cosmos Serpent

I've been loving the ancient dragons

The other Jin-Gitaxias is also pretty potent

Here is my list if it helps give any ideas to help yours: The Circle of Life

Note:

Massacre Girl= Primaris Eliminator

Noxious Gearhulk= Necron Deathmark

The Eldest Reborn = The War in Heaven

I don't think I have put the combos down in the description yet but I can explain them if you want to know. Hope this helps!

nbarry223 on Cash is King

1 year ago

Decent concept, I think the card counts/options are a bit off though.

First of all, how do you activate Slayers' Stronghold? You should run a Boros Garrison. Cut Thragtusk add Sun Titan. Elvish Reclaimer, Springbloom Druid, and Roiling Regrowth are good ramp options in addition to going harder on Harrow to feed Brought Back. You should also go harder on Flagstones of Trokair.

Urza's Saga also gets you to Amulet of Vigor and makes a decent Brought Back target. I'd also go a lot lighter on Oblivion Stone. Maybe run something like Porphyry Nodes if you are that scared of aggro, since all of your creatures you want to stick around will be large.

multimedia on My pre made deck needs …

1 year ago

Hey, play more budget lower mana cost ramp that has interaction with Aesi? That way it can potentially be cast before Aesi to help to cast Aesi, but if it's cast after Aesi then it gives you draw.

There's a budget combo you could play with Aesi to draw as much of your library as you want.

Scaled Herbalist taps to put Simic Growth Chamber onto the battlefield, then Retreat to Coralhelm untaps Herbalist. Chamber bounces itself back to your hand and repeat. You can do the combo at instant speed on an opponent's turn as long as Scaled Herbalist or Llanowar Scout can tap and you have Simic Growth Chamber or Guildless Commons in hand. With Aesi draw cards on an opponent's turn and then cast those spells on your turn.

You could take the combo much further with Lotus Cobra or Tireless Provisioner to make infinite mana. Avenger of Zendikar, Rampaging Baloths or Sporemound make infinite tokens for a wincon.

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