Hello awesome MTG and Commander fans! I hope that your day is going super mega well! Today I want to knock out my final Bloomburrow article after a couple of budget ones around our new Boros leader called Mabel!
Here she is! As you can see, she is built around the tribe of Mice in Boros. She costs three for a 3/3 sized body. Then when she ETBs you get a free legendary equipment named Cragflame that will equip for two and then they will get three keywords to swing, evasion and vigilance to hold out. I like holding out until she is ready with five mana, drop her and then equip and swing, then you can spend your 3rd turn dropping a mana rock to drop her turn four. Then you will have Commander Tax built right into her infrastructure.
I feel like there are two great ways to build around her! Mice and Equipment. Let's do both!
Ready for my deck?
Mana, Rock, Land, Ramp
Let's start with three mana rocks like Commander's Sphere and Patchwork Banner, also known as Manaliths. The classics are here like Darksteel Ingot and the sacrifice one above. See also Mind Stone. Then the three-drop in Mabel's set will tap for any color of mana and pump your Mice by +1/+1 like a Lord too!
Check out one each rock and land next! The rock costs two, taps for colorless and then has a trigger to turn into Equipment too that equips for three and gives it +3/+3 and loses all abilities, great for defenders, by the by so they can swing. This trigger happens when a legendary dork ETBs. Then I wanted to add card draw to my land base since there are few true card draw in this color combo. Enter this colorless tapping land that also can be tapped with three to draw if you have a dork with a four power, which Mabel will with Cragflame or another power pumping equipment. I also tossed in Minas Tirith and War Room.
Let's finish this section with this trio of lands! Lupinflower Village from Bloomburrow too taps for colorless, White mana for dorks and can be sac'd with two mana to dig six and draw a Mouse. The legendary land Inventors' Fair will gain you life in your upkeep if you have metalcraft and you can tap/sac this for four to Demonic Tutor an artifact to your hand, again, if you have metalcraft. Three Tree City taps for colorless, and then taps with two mana to make more than two mana of a color if you have enough Mice. Pretty strong synergy here, right? I think so too!
Fun Mice and Equipment Stuff
Hello all! Now let's turn to cool Mice and Equipment we are built around like this pair of three costs. The Saga costs three, makes a Mouse on chapter one, and then you can copy a token to make more (or Treasures for ramp) on the next few chapters. Then this will pump your team and give it vigilance on the fourth turn. The equipment that equips for two gives +2/+2, pro from the targeted removal duo of White and Black, and then a combat damage trigger to Raise Dead and then gain some life too. We needed recursion, so I added it here.
Now let's turn to this red pair! The hasting prowess two-drop 2/2 Mouse is first! Did you target it? Great, that's an impulsive card draw! Love it loads here! Then the flashing six-drop double strike giving mythic is next! It has a cost reduction for your attacking team, auto-equip on arrival, and then also gives evasion in trample and +1/+1 size so you'll often use this as a combat trick to save something. Note valiant here works well with our equips.
Whiskerquill Scribe has a card flow valiant trigger this time to discard and draw instead of what it was doing. Sword of the Squeak costs two for a size boost equal to your dorks with a power/toughness of 1 like tokens or dorks. This is a free equip on a Mice, or you can just spend 2 to equip. Love this pair loads!
Synergies and Winning Conditions
Now let's turn to fun synergies and alternate win cons! The two-drop mono-White Rabbit will give your team +1/+1 just like Mabel! Then you'll scry when they enter too. The other two-drop 1/2 this time has offspring two. At the beginning of combat you can give a Mouse double strike or trample this turn, both with offspring!
Next let's turn to a valiant duo! Heartfire Hero costs one for a 1/1 that grows permanently by 1/1 when target and then has a death trigger for its power to shoot stuff. Whiskervale Forerunner costs four for an on-curve 3/4 and then valiants to dig five and drop a cheaper dork to the battlefield or draw it.
The Vee costs five, has crew 2 and a 4/4 body and makes two Mice on arrival to crew it! The Red Lizard will increase your damage by +1 when smashing face of your Mice and then has an on curve 3/3 body for three mana!
Crackdown costs three and then forces all smaller powered non-White stuff from untapping. It's nasty here since Mabel is White. Remember when I said we needed more recursion? Enter Sun Titan to recur small permanents when it ETBS or attacks too. I'm sure you can see why its here over something like Karmic Guide.
Answers
Now let's turn to answers! A deck like this going wide with equipment and a kindred type wants to keep away targeted and mass removal but it's not Blue for counters or Green for Heroic Intervention, but White will work. The one just printed will give your stuff hexproof, you too. That will shut down targets. Then you can give a card away to give them indestructible too! The three-mana common will give your team indestructible and populate to make another token too!
Now let us turn to targeted removal like Chaos Warp, Generous Gift and Orim's Thunder! I am also running Stroke of Midnight. Ditto Loran of the Third Path.
Now let's finish with mass removal, I am running these three plus Mizzium Mortars! The three-cost buries all stuff with a four power or more, just Sun Titan and something with equipment here. Then the 13 damage dealer is my only mass removal that hits everything, costs nine but fewer for equal to the dork count often just a few here. Then the four-cost sorcery destroys three power base this time, more of your stuff, but you get aftermath to return all small stuff so recursion yay!
Card Flow
Let's finish with boring but needed card flow! Red usually discards to draw or impulse exiles with limited time windows, so it's really more "Card flow" than draw often. It has four spells that discard one to draw two, and then make Treasures for ramping, all are here from the Big Score to Seize the Spoils. Since most of my dorks have small power, I am running Mentor of the Meek to turn small power stuff arriving into card draw by spending a mana. I am also running Welcoming Vampire.
I prefer impulse drawing in cheaper stuff like this. I am just running this pair though. The three-cost can ramp you mana or exile and cast three, or both if you control Mabel! The five-cost sorcery makes three Treasures to ramp and then exiles three like the first card, but for a longer window of time.
Valakut Awakening will let you reshuffle any number of cards plus one, it's pretty strong! Magus of the Wheel costs three to drop and has an on-curve 3/3 body with a tap and sac for two mana to Wheel of Fortune everyone! Skullclamp is next and has a death trigger to draw two! I think you'll like this trio loads here!
And there we go with the deep dive! Ready for my deck?
Mabel, Heir to Cragflame | Commander | Abe Sargent
- Commander (1)
- 1 Mabel, Heir to Cragflame
- Creatures (20)
- 1 Brambleguard Captain
- 1 Cheeky House-Mouse
- 1 Emberheart Challenger
- 1 Heartfire Hero
- 1 Flowerfoot Swordmaster
- 1 Lion Sash
- 1 Loran of the Third Path
- 1 Magus of the Wheel
- 1 Manifold Mouse
- 1 Mentor of the Meek
- 1 Mouse Trapper
- 1 Nettle Guard
- 1 Seedglaive Mentor
- 1 Sun Titan
- 1 Valley Flamecaller
- 1 Valley Questcaller
- 1 Veteran Guardmouse
- 1 Welcoming Vampire
- 1 Whiskerquill Scribe
- 1 Whiskervale Vanguard
- Spells (22)
- 1 Big Score
- 1 Blasphemous Act
- 1 Chaos Warp
- 1 Dawn's Truce
- 1 Dusk // Dawn
- 1 Faithless Looting
- 1 Generous Gift
- 1 Inspired Tinkering
- 1 Jeska's Will
- 1 Might of the Meek
- 1 Mizzium Mortars
- 1 Pirate's Pillage
- 1 Retribution of the Meek
- 1 Rootborn Defenses
- 1 Orim's Thunder
- 1 Seize the Spoils
- 1 Stroke of Midnight
- 1 Teferi's Protection
- 1 Unexpected Windfall
- 1 Valakut Awakening
- 1 Crackdown
- 1 Three Blind Mice
- Artifacts (20)
- 1 Arcane Signet
- 1 Blackblade Reforged
- 1 Boros Signet
- 1 Commander's Sphere
- 1 Darksteel Ingot
- 1 Embercleave
- 1 Enchanted Carriage
- 1 Fireshrieker
- 1 Lightning Greaves
- 1 Mind Stone
- 1 Patchwork Banner
- 1 Skullclamp
- 1 Sol Ring
- 1 Swiftfoot Boots
- 1 Sword of the Animist
- 1 Sword of the Squeak
- 1 Sword of Fire and Ice
- 1 Sword of Light and Shadow
- 1 The Irencrag
- 1 Talisman of Conviction
- Lands (37)
- 1 Arena of Glory
- 1 Axgard Armory
- 1 Bonders' Enclave
- 1 Buried Ruin
- 1 Cavern of Souls
- 1 Command Tower
- 1 Elegant Parlor
- 1 Fountainport
- 1 Inventors' Fair
- 1 Lupinflower Village
- 1 Minas Tirith
- 1 Path of Ancestry
- 1 Rockface Village
- 1 Rogue's Passage
- 1 Rustvale Bridge
- 1 Sacred Foundry
- 1 Sacred Peaks
- 1 Secluded Courtyard
- 1 Slayers' Stronghold
- 1 Spectator Seating
- 1 Sunhome, Fortress of the Legion
- 1 Three Tree City
- 1 War Room
- 7 Mountain
- 7 Plains
There we go! I felt that since we were pretty aggro-y with the dorks we could lean into just 38 lands and then 10 ramp spells plus the Treasure making of five red card draws and Sword of the Animist. I am not running many pricey Commander staples, although Jeska's Will and the Swords and Cavern of Souls are pretty pricey, all are replaceable. The most valuable is Cavern, so if you are going to splash, that's the one to do so. See you next week for a different take on Flubs, the Fool!
Have an awesome week of fun!