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Rosella Brain

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Aug 3, 2024, 4:03:22 PM8/3/24
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5-7: Important role-players. These are typically great uncommons that really drive you towards playing a particular color, like build-arounds and good removal, as well as very powerful commons. Cards like Outcaster Greenblade or Spinewoods Armadillo.

Gift is a particularly weird mechanic where you can promise your opponent a gift as you cast a spell to gain a bonus effect. The gift is either be a tapped 1/1 Fish token, a Food token, or a free card.

This is the mechanic for rats in Bloomburrow, so it should be simple. You just need ways to fill your graveyard and enable these abilities. Fortunately, the black from rats overlaps with the black in squirrels and both want to fill their graveyards, so not only should there be plenty of ways to enable this, but there should also be a good Sultai () deck available to draft which combines these mechanics in some way.

There are all sorts of combinations of abilities that you can put together with Season of the Burrow, but the most important one to me is creating five bunnies. Five 1/1 bunnies for 5 mana is an excellent start to a card, but it then has a lot of extra functionality for different situations.

Assuming you have plenty of token makers in your deck, this is basically just a 3/2 for 1 mana, which is incredibly aggressive. Not to mention Seasoned Warrenguard triggers off of any token, so even Food tokens that overlap from the squirrels deck will help this.

By promising the gift, you give your opponent a free card, but you get to keep your best creature. Better yet, it reenters, allowing you to trigger it all over again if you have something with a great ability.

Naturally, the best spells you can flashback with this otter wizard are removal, turning this into a build-your-own Flametongue Kavu. Daring Waverider is the 6-drop I want at the top of my curve in an otters deck, but it just requires a little bit of work to get going.

Dire Downdraft feels like the spiritual successor to Bury in Books, one of my favorite blue removal spells in recent years. Three mana is a lot better than the 4 that this usually costs, enough better in fact to make this look closer to premium removal than a weak card that might not even make the cut.

The rat/otter duo is pretty good for supporting both of their respective themes. Surveilling can help to fill your graveyard while a 3/4 with prowess is a really good deal for just 4 mana. Lightshell Duo is never going to be that great but serves as a nice little role-player.

Clones are usually pretty good, and Mockingbird definitely looks powerful. You can just run it out as a 1/1 flier on turn 1 if you want to, but at any point in the game it can be played as a flying copy of anything. With the high number of enters triggers in Bloomburrow, there are going to be so many sweet plays with this that it just has to be great.

Even in blue, most decks in this format should be pretty good at playing creatures each turn, meaning Waterspout Warden will have flying most of the time. The frog decks probably want better payoffs than this, but it can function as a nice, aggressive flier at the very least.

This is a really nice design for a card. A vanilla 2/2 for 2 is hardly exciting, but Bonebind Orator should be able to trade off nicely enough if you need to run it out. The activated ability really shines in the late game, especially if you got to self-mill this black creature for value instead of having to cast it.

Two mana to kill any creature is nice and clean. You need to be able to kill creatures, and this black sorcery is a really easy way to do that. Feed the Cycle gets a slight edge due to being an instant, but Fell is still fantastic.

Yet another duo that nicely plays into both archetypes. Vampire Sovereign is one hell of a card, and while Glidedive Duo is a fair bit weaker than that, a decent flier that drains the opponent right away is still a great way to top your curve.

Iridescent Vinelasher seems like a very weak 1-drop, but a really exceptional 3-drop. Three mana for a 1/2 and a 1/1 is decent, but now every land drop hits your opponent for 2 damage. Not only does that help to enable the lizard mechanic, but it really starts to add up over time and take some pressure off of your aggro push.

A simple Ravenous Rats would do me fine, but elevating Thought-Stalker Warlock into a Grief simply by having your opponent lose some life is pretty amazing. This is a very real payoff for the lizard theme, and something that makes me want to prioritize all the cheap ways to deal damage on early turns.

A red mana dork like this is very nice to see. A turn 2 Brazen Collector is very likely to be able to attack on turn 3, giving you the ability to play a 4-drop on turn 3. Even later in the game, a 2-power first strike creature stays relevant for quite a while, so this should be a strong card in any deck and especially in raccoons.

I like the idea of curving a Pond Prophet into Stickytongue Sentinel on turn 3 for some great value. Reusing your enters triggers should be the key to breaking the frog deck, and this is a really nice way of doing so without sacrificing too much board presence.

Sure, this might sometimes be a 1/1 trample for 2, but it could also be a 6/6 trample for 2. Rabbits are incredibly good at going wide, and as we saw with Regal Bunnicorn in Wilds of Eldraine, a Burrowguard Mentor should be efficient enough to really dominate the board.

Clement, the Worrywort is a really nice payoff for the frog decks with a lot of annoying combo potential. Imagine curving Sunshower Druid into Pond Prophet and then playing Clement. You can put its trigger on the stack, tap the other two frogs for mana, then bounce the prophet and replay it immediately. If you do this on turn 4, you could then also bounce the druid and replay that for even more value. Frogs looks like the most fun deck to build in this format and seeing an early Clement is probably a great indicator that you should do it.

Ideally, you want to play Kastral, the Windcrested on a turn when you plan on attacking with another bird or two to get the trigger right away, but even just on its own it provide a good amount of advantage each time it hits.

Sacrificing food to forage is generally going to be much better than exiling cards from your graveyard, so a strong creature that can give you two Foods pretty much free is high on my list of wants in a squirrel deck.

A 2-drop mana dork is the perfect way to enable expend 4 as early as turn 3. Costing both of your colors is a hefty downside, but at least the reward is there. You can accelerate your mana early, Wandertale Mentor randomly ends up as a 6/6 when you no longer need the mana and you just want to be attacking.

Grabbing a good creature from your graveyard in the late game is a great ability. Mudflat Village is definitely better than a Swamp, and given that black is a shared color with both of the self-mill archetypes, this one really stands out to me.

Then, being indestructible puts pressure on your opponent to keep blocking, which they might not be able to keep doing. It requires that setup, but it comes with a hell of a reward if you can manage it.

What do you think of the set? Which archetypes are you looking forward to playing in BLB Limited? Let me know in the comments below. If you liked this article, please follow us on Twitter and join our Discord server, too. Share the article with your friends and help drive the conversation further.

I think there is an issue in the analysis of Vinereap Mentor as it is not a mana dork. Also, the only way a 2-drop mana dork could enable expend on turn 4 would be if you had a turn 1 expend creature, which would be a wonderful way to curve out.

Shore up was great in Dom United. It was a staple in limited in decks running blue. Any one casting cost blue spell in a set with prowess that protects a creature does not feel like a 1. I really enjoyed your article though. Thank you.

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