
Combos Browse all Suggest
- Nyxbloom Ancient + Unbound Flourishing
- Torment of Hailfire + Unbound Flourishing
- Green Sun's Zenith + Unbound Flourishing
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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Unbound Flourishing
Enchantment
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.







Sliverguy420 on
2 months ago
kamarupa i intend to make this competitive. multiple copies of Unbound Flourishing are not "dead" if they can still have an effect. thats not how "dead" works whether you like it or not. i never said the opponent will "always" have an answer. you're being ridiculous, i said "if" they have one, it doesn't matter if the card i tutor is revealed or not. and by saying i "might not draw" mana ramp or finishers, you're implying i literally only draw lands and Unbound Flourishing. highly unlikely. and yeah, i can build 5c decks that pretty much never have color problems. it's not hard. im simply not gonna listen to someone who argues asinine just "just" to argue, especially when they start by saying that MV 3 is too high for a tutor (it's not) then contradicts themself by recommending a MV 4 tutor.
Sliverguy420 on
2 months ago
kamarupa 5c was recently seeing play in modern, and i have a 5c deck that never has color problems. the vast majority of this deck is mana ramp or finishers, so saying i "might not" draw them is...odd. multiple Unbound Flourishing in play stacks, so i'm not sure what you mean by "dead cards". Torment of Hailfire was the main card i wanted to play in this deck. if even a single one resolves with an Unbound Flourishing in play, that pretty much seals the game. and i never said anything about the competitive meter. i'm not worried about revealing what i tutor. if the opponent has a counterplay, they'd have it regardless of whether or not i reveal what i tutor. i'm simply not playing Harmonize lol.
Sliverguy420 on
2 months ago
kamarupa i think you meant jund instead of sultai. the cost difference means a turn difference, which is big in modern. Unbound Flourishing is the only thing that needs tutored. everything else is already mana ramp or a finisher that i'll draw naturally. the white isn't a big deal with the color fixing in the deck. even 5c can be played comfortably nowadays.
kamarupa on
2 months ago
Great deck. I only have one suggestion: Perhaps cut Idyllic Tutor in favor of Mastermind's Acquisition? While I see the primary impetus for wanting the tutor is Unbound Flourishing, limiting your tutor to strictly Enchantments for the relatively high MV of 3 AND including a 4th color for just that spell doesn't seem that "ideal" to me. For just 1 more mana, you can tutor any spell in your library - which seems like a big upgrade for almost no extra cost - while also keeping your deck sultai, thereby saving you a lot of manafixing. The biggest argument against Mastermind's Acquisition that I see is the double black casting cost. But you already have such a casting cost with Torment of Hailfire, so that argument seems rather weak.
Sliverguy420 on Best color for this type …
3 months ago
if you wanna play "burn" in commander, i'd recommend just playing every color if you can. Unbound Flourishing with cards like Red Sun's Zenith and Torment of Hailfire, plus white for Idyllic Tutor and Academy Rector as well as removal.
Belfore on
Hydras and +1/+1 Counters - Needs Help
4 months ago
Curious about your choice of commander but to each their own, I just feel there are much better Hydra commanders. As for suggestions. I would drop the transguild promenade, temple of the false god, and rupture spire because the are not nearly as good as they seem Vineglimmer Snarl, Breeding Pool, Rejuvenating Springs, Dreamroot Cascade are just a couple of ideas that would be much better in slot for the deck. Have you looked at Vorel of the Hull Clade not quite as strong as your commander in his effect but in the 99 lets you either double the double or double a 3rd creature. Gyre Sage, Forgotten Ancient Are very strong creatures for any hydra deck. As for artifacts I would say The Ozolith is a must for any +1/+1 deck. You might also consider Doubling Cube, Horizon Stone, Fractal Harness. As for enchantments Unbound Flourishing, Asceticism. That is all I got for now. Let me know if you want some more input.
DemonDragonJ on
Nature's Bounty
11 months ago
I had also considered putting Unbound Flourishing in this deck, but this deck does not contain quite enough cards that synergize with that enchantment to justify including it in this deck.
wallisface on
Genesis Surge
1 year ago
Just looking at the updates, some further thoughts:
-
firstly, on Unbound Flourishing, it’s only going to double the value of X for Genesis Hydra, as that is a ”permanent spell”. For Genesis Wave it’s only going to copy that spell, but leave the value of X unchanged (because its a sorcery, not a permanent-spell), which is severely more underwhelming.
-
I would suggest either going down the route of your genesis cards OR the Tooth and Nail strategy - but not both, as this just makes it harder to enact your plan. Specifically the genesis spells play poorly with the eldrazi titans because you miss-out on all those cast triggers (the genesis spells don’t cast the card you put into play), but also those Eldrazi titans have very high mana costs - needing 12-13 mana is a very tall ask.
-
Whichever path you go down, I think you need to aim to speed your deck up. Turn 6 is too slow. You want to be representing a winning boardstate by turn 4-5 at the very latest. If you go down the Tooth&Nail path, this deck here is one a friend has played a lot and done very well with. He hasn’t updated the list on this site so it’s a bit out of date, but should give you an idea of the build, it can win as early as turn 3. If you’re sticking to the Genesis build then I suggest lowering your mana curve a bunch so that you can get out a decently-powerful threat asap… you probably don’t want any card costing more than 8 mana and you want to ensure you can reliably put one of these cards onto the board by turn 3-4.
Have (1) | Azdranax |
Want (0) |