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Commander precon · Bloomburrow Commander · 2024 · led by Zinnia, Valley's Voice

Main theme: Creatures matter · Synergy 4.3/5 (tight) · Bracket 3 · Zinnia, Valley's Voice works with 37 of its cards

Upgrades at bracket 1–2

No Game Changers and no infinite combos: the level of an unchanged precon. Game Changers are cards on WotC's official list of cards that make a deck much stronger.It starts at bracket 3, so the first swap brings it down.

8 swaps, and after them the report reads the deck at bracket 1–2.

Its cards work together as before: synergy stays at 4.3 of 5, tight. Its consistency is unchanged: Build stays at 4.5 of 5, on target; still 3 short on interaction, still 1 short on ramp. That is what this page measures: how well the deck holds together, not how strong it is.

First, to reach bracket 1–2

  1. Take out Combat Celebrant: With Helm of the Host, Combat Celebrant makes an infinite combo, which bracket 1–2 doesn't allow. Put in Weftstalker Ardent: While you control Weftstalker Ardent, Boss's Chauffeur counts it and does more

Lands

  1. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  2. Take out Temple of Triumph: Temple of Triumph enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  3. Take out Temple of Epiphany: Temple of Epiphany enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.
  4. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  5. Take out Seachrome Coast: Seachrome Coast can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  6. Take out Clifftop Retreat: Clifftop Retreat can enter tapped. Put in Sacred Foundry: Sacred Foundry never enters tapped and makes white or red.
  7. Take out Sulfur Falls: Sulfur Falls can enter tapped. Put in Training Center: Training Center never enters tapped and makes blue or red.

Upgrades at bracket 3

Up to three Game Changers, and no two-card infinite combo that costs 6 or less.

11 swaps, and after them the report reads the deck at bracket 3.

Its cards work together a little more: synergy 4.3 → 4.4 of 5, still tight. Its consistency is unchanged: Build stays at 4.5 of 5, on target; still 3 short on interaction, still 1 short on ramp. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  2. Take out Temple of Triumph: Temple of Triumph enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  3. Take out Temple of Epiphany: Temple of Epiphany enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.
  4. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  5. Take out Seachrome Coast: Seachrome Coast can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  6. Take out Clifftop Retreat: Clifftop Retreat can enter tapped. Put in Sacred Foundry: Sacred Foundry never enters tapped and makes white or red.
  7. Take out Sulfur Falls: Sulfur Falls can enter tapped. Put in Training Center: Training Center never enters tapped and makes blue or red.

Ramp

  1. Take out Arcane Signet: Arcane Signet is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Azorius Signet: Azorius Signet is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  3. Take out Boros Signet: Boros Signet is weaker ramp than Mana Vault. Put in Mana Vault: Mana Vault is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Cards that work together

  1. Take out Jazal Goldmane: Jazal Goldmane works with 2 cards in this deck, all of them on its theme; Weftstalker Ardent works with 23 cards, 21 of them on it. Put in Weftstalker Ardent: While you control Weftstalker Ardent, Boss's Chauffeur counts it and does more

Upgrades at bracket 4–5

No limits on Game Changers or combos.

17 swaps, and after them the report reads the deck at bracket 4–5.

Its cards work together a little more: synergy 4.3 → 4.4 of 5, still tight. Its consistency is unchanged: Build stays at 4.5 of 5, on target; 2 short on interaction, was 3, still 1 short on ramp. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  2. Take out Temple of Triumph: Temple of Triumph enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  3. Take out Temple of Epiphany: Temple of Epiphany enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.
  4. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  5. Take out Seachrome Coast: Seachrome Coast can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.
  6. Take out Clifftop Retreat: Clifftop Retreat can enter tapped. Put in Sacred Foundry: Sacred Foundry never enters tapped and makes white or red.
  7. Take out Sulfur Falls: Sulfur Falls can enter tapped. Put in Training Center: Training Center never enters tapped and makes blue or red.

Ramp

  1. Take out Arcane Signet: Arcane Signet is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Azorius Signet: Azorius Signet is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  3. Take out Boros Signet: Boros Signet is weaker ramp than Mana Vault. Put in Mana Vault: Mana Vault is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  4. Take out Fellwar Stone: Fellwar Stone is weaker ramp than Mox Diamond. Put in Mox Diamond: Mox Diamond is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  5. Take out Fortune Teller's Talent: Fortune Teller's Talent is weaker ramp than Jeska's Will. Put in Jeska's Will: Jeska's Will is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  6. Take out Izzet Signet: Izzet Signet is weaker ramp than Grim Monolith. Put in Grim Monolith: Grim Monolith is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Card advantage

  1. Take out Bident of Thassa: Bident of Thassa is weaker card draw than Rhystic Study. Put in Rhystic Study: Rhystic Study is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Chart a Course: Chart a Course is weaker card draw than The One Ring. Put in The One Ring: The One Ring is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Board wipes

  1. Take out Aetherize: Aetherize is weaker board wipe than Cyclonic Rift. Put in Cyclonic Rift: Cyclonic Rift is board wipe too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Cards that work together

  1. Take out Jazal Goldmane: Jazal Goldmane works with 2 cards in this deck, all of them on its theme; Weftstalker Ardent works with 23 cards, 21 of them on it. Put in Weftstalker Ardent: While you control Weftstalker Ardent, Boss's Chauffeur counts it and does more

Opens a route: War Elemental. 4 of its cards reach Luminous Broodmoth through it.

Also short, against a typical Commander deck: interaction 9 of 12, ramp 12 of 13.

The decklist

Creatures

Aether Channeler · Agate Instigator · Angel of the Ruins · Arthur, Marigold Knight · Blade Splicer · Boss's Chauffeur · Circuit Mender · Cloudblazer · Combat Celebrant · Curiosity Crafter · Devilish Valet · Hanged Executioner · Illusory Ambusher · Inferno Titan · Inspiring Overseer · Jacked Rabbit · Jazal Goldmane · Junk Winder · Loyal Warhound · Luminous Broodmoth · Ornithopter of Paradise · Plumecreed Escort · Pollywog Prodigy · Rapid Augmenter · Restoration Angel · Rose Room Treasurer · Selfless Spirit · Shield Broker · Siege-Gang Commander · Skyclave Apparition · Solemn Simulacrum · Spirited Companion · Sun Titan · Tetsuko Umezawa, Fugitive · Thopter Engineer

Planeswalkers

Elspeth, Sun's Champion

Instants and sorceries

Aetherize · Calamity of Cinders · Chart a Course · Cut a Deal · Dusk // Dawn · Martial Coup · Path to Exile · Pull from Tomorrow · Rapid Hybridization · Rowdy Research · Stolen by the Fae · Storm of Souls · Time Wipe

Artifacts and enchantments

Arcane Signet · Azorius Signet · Bident of Thassa · Boros Signet · Echoing Assault · Fellwar Stone · Fortune Teller's Talent · Helm of the Host · Izzet Signet · Mind Stone · Murmuration · Sol Ring

Lands

Adarkar Wastes · Battlefield Forge · Cascade Bluffs · Castle Ardenvale · Clifftop Retreat · Command Tower · Evolving Wilds · Exotic Orchard · Ferrous Lake · Glacial Fortress · 4 Island · 4 Mountain · Mystic Monastery · Path of Ancestry · 5 Plains · Rugged Prairie · Seachrome Coast · Shivan Reef · Skycloud Expanse · Sulfur Falls · Sunscorched Divide · Temple of Enlightenment · Temple of Epiphany · Temple of Triumph · Terramorphic Expanse · Thriving Bluff · Thriving Heath · Thriving Isle

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