Thriving Bluff

Thriving Bluff

Land

Thriving Bluff enters the battlefield tapped.

As Thriving Bluff enters the battlefield, choose a colour other than red.

: Gain or one mana of the chosen colour.

Latest Decks as Commander

Thriving Bluff Discussion

Sorin_Markov_1947 on Feather - Righteous Strike

1 month ago

With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.

Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter  Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.

Generally higher-quality spells to have that are in my deck include Infuriate, Light of Hope, Stave Off, and Rile (it may be a sorcery, but trample is very relevant).

If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.

In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.

If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.

Dual-lands are very important in my experience. Consider Alpine Meadow, Command Tower (a must in every EDH deck), Stone Quarry, Thriving Heath, Thriving Bluff, and Wind-Scarred Crag.

Nayru_Incarnate on They are Everwhere

4 months ago

The thriving lands may be more useful than the vivid lands (Thriving Moor, Thriving Grove, Thriving Bluff, Thriving Isle, Thriving Heath) as there is an equal pool of each color right now and it’s a majority green deck. That can just make it to where your lands are not limited to 2 charges of a different color.

codesnowman13 on Here, hold this.

11 months ago

Here are some cards I would cut and cards I would put in:

Cuts

Vivid Crag , Vivid Creek , Vivid Meadow , Mystic Monastery , Khalni Gem , Dispatch , Kazuul's Toll Collector , Kirtar's Wrath

Adds

Thriving Bluff , Thriving Isle , Thriving Heath , Raugrin Triome , Dowsing Dagger  Flip, Swords to Plowshares , Balan, Wandering Knight , Dalakos, Crafter of Wonders

I would also cut Sunforger for an Equipment such as Hammer of Nazahn or some other Equipment because with Sunforger , you want a package of Red and White Instants to have it go search for. Currently you only have Dispatch in the deck. If you plan on keeping Sunforger , I'd recommend adding more Red and/or White Instants.

hungry000 on Pauper Glyphs: Things That Exist

1 year ago

The new Thriving cycle from Jumpstart would help your manabase a lot. Thriving Heath, Thriving Moor, Thriving Bluff are the relevant ones for your deck.

TriusMalarky on Returning players - where to …

1 year ago

Since you're just playing with friends, you get the leeway of not needing to spend tons of money acquiring decent cards. That means that, overall, you can get a lot more bang for your buck.

I'll be giving you my personal preferences for a casual player who may or may not ever get into slightly more competitive play, AKA FNM.

  • 1) There are bulk boxes available for $15-20 of a thousand or two assorted cards. Keep in mind a lot of the cards might not be legal in Modern, but they do tend to be acquired from mostly newer sets(from the two I bought, ~70% of the contents were standard legal at the time of purchase). I recommend one of those to just about everyone who's getting into the game. They might not end up giving you tons of great value, but it's solid card fodder to help you learn and explore more archetypes and strategies.

I also recommend picking up cheap staples by the playset. The following are a bunch of cards you can probably get for $2 or less apiece, in many cases for the whole 4 copies.

That's mostly just a pile of suggestions, though. The lands will be absolutely necessary for any multicolor deck you build, although wait a month or three to get the Thriving lands because those currently have an immensely low supply and will be reprinted shortly.

MarkovBrewer69 on Brass’s Booty

1 year ago

As far as mechanized production goes it will work that way, so you can copy treasures or even other artifacts in your deck. I understand if you want to focus more on the flavor though.

So at a glance I would say that Diabolic Tutor, Brainstorm, and Preordain are the most out of place. The tutor is very expensive and there isn't anything I am seeing that is really worth paying 4 extra mana to have in your hand. For the most part the cantrips just replace themselves and while they may moderately fix your draw, they don't give card advantage like some of the other cards in your deck. I tend to only put them in decks that synergize in some way with them. For the last one I would say pick your least favorite card, none stick out as particularly bad in the deck.

For the lands, I think you could afford to cut some basics and that may help fix mana. Some non-basics you could run that won't cost too much on their own are Temple of Deceit, Temple of Malice, Temple of Epiphany, Shivan Reef, Underground River, Grixis Panorama, Path of Ancestry, Thriving Bluff, Thriving Isle, Thriving Moor. I don't know if those thriving lands are available quite yet though. Of course the less basics you run the more consistent your colors will be, in your case I would shoot for around 10-12 total.