Bloomburrow: The Best Green and Multicolored Cards (And Some Lands)
I have a bias: I love Izzet and cannot help but build decks in those colors whenever possible. But I promise that the latter half of this list was based on what I thought were the strongest cards in Bloomburrow. It being so skewed toward Izzet is just because the Izzet cards are really good.
That said, as you will soon see, I have a feeling some Gruul Aggro decks might pop up because of Bloomburrow—just not because of the actual Gruul cards. There are a lot of low-cost creatures in those two colors. And both of the decent lands in Bloomburrow would work in that deck.
Basically, this last part of the list is just a celebration of Gruul and Izzet.
So, let’s continue the Bloomburrow party.
Pawpatch Recruit
Play this on turn one and/or three (you’re going to run four in any deck that plays this card) and it presents a strong aggressive plan. I can easily see a game where someone plays this into Emberheart Challenger—which was featured in the previous list.
Thornvault Forager
I love a ramp creature that is still good even when you don’t need to ramp anymore. The “Forage” ability can get out of hand really fast early on, and there are at least a few squirrels (both in and out of Bloomburrow) that you might want to find with this card in the late game. Thornvault Forager having two power and two toughness is also surprising, it would’ve been plenty powerful with one toughness/power.
Valley Mightcaller
My only complaint—though probably this would be too powerful—is that it doesn’t work with Mouses. So, in my hypothetical red-green aggro deck, you don’t get as many easy counters. But, like, this is still only one mana, isn’t legendary, and can easily run over opponents if they don’t deal with it.
Ral, Crackling Wit
I don’t know if I will ever use that second ability. It’s not needed. Every turn, you can make a solid attacker. And, every turn, your instants/sorceries get so much more powerful. The ending ability is also a lot of fun. But, like, you’ll probably win long before it matters.
Stormcatch Mentor
This card is just really good. Every ability makes every other ability more impactful. It hits hard. It hits fast. Multiples of this card get especially out of hand. As long as there are good draw spells for two or three mana, this card will see play.
Zoraline, Cosmos Caller
I hope there’s a bat deck—because this card is even better with an army. But, by itself, attacking for three, being able to block, and gaining a little life is strong enough for minor play—but the ability to bring back creatures each turn makes this a strong recovery card. It’s not as explosive as the Izzet stuff, but out of all the legendary creatures in Bloomburrow, it’s the one I can see getting a lot of use outside Brawl/Commander.
Rockface Village
Of the five new Bloomburrow lands with similar abilities, this one was the only one I could see getting some play. Mice and otters, as we’ve discussed in all three articles, are good aggro creatures. And giving haste for only one mana seems strong during later turns. Also, Valiant triggers off abilities, so this is a reliable way to have that happen every single turn. Rockface Village also isn’t legendary and doesn’t enter play tapped, so you can easily run four with almost no downside in most aggro decks.
Three Tree City
Maybe this is more a Brawl card, but I still see it having a strong effect. This set already has a mechanic that helps make swarms of small creatures. Being able to leverage that for big spells seems like it has to be good somewhere.
And that is my top three best cards for each color (and multicolored) in Bloomburrow. I like this set a lot, both esthetically and with new strategies. It strikes a good balance of putting throwbacks to older cards and introducing new, interesting ideas. I’m especially curious to see if some decks based around certain creature types spring up. Wouldn’t it be cool to find out Bat Control or Mouse Aggro is the strongest deck in Standard? It wouldn’t surprise me—but I would be delighted.
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