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The Mechanics of Bloomburrow: Valiant

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In our world, mice are generally considered a nuisance, at least when they get into our homes. In the world of Bloomburrow, however, they are known for their courage, which is reflected in a keyword ability limited, at least for now, to Mice and Boros.

Bloomburrow Mechanics: Valiant

Seedglaive Mentor

Valiant triggers when a creature with the keyword becomes the target of a spell or ability you control for the first time each turn. The effect is specific to each creature with the ability. A few, like Seedglaive Mentor, get a +1/+1 counter. Others have different abilities.

Mouse Trapper

Mouse Trapper, for example, will tap down an opponent's target creature. Make sure you read each card carefully to be certain what the effect it.

A few things to note:

First, it works the first time you target the creature each turn. That means an Instant-speed pump or protection spell, cast on your opponent's turn, will trigger Valiant even if you triggered it on your own turn.

Second, a copy of a spell which targets a creature with the valiant ability will still trigger valiant, assuming it's the first time it's happened this turn.

Finally, if a spell has its target changed to a creature with valiant, it will trigger - again, as long as it's the first time this turn.

There are two primary differences between valiant and an older ability, heroic.

Heroic only triggers with spells which target the creature. Valiant cares about spells and abilities, which means abilities on permanents you control will also trigger the ability. (Equipment works!)

Heroic triggers every time the creature is targeted with a spell. Valiant only works once a turn.

Limited Implications

Abilities like valiant tend to be strong in Limited formats. The fact that you can trigger it at Instant speed can complicate combat math and removal spells, and you don't need many ways to target to make the ability matter. One Crumb and Get It and your opponent will play around it for the rest of the match.

Crumb and Get It

The biggest trick is finding the right balance: remember to prioritize board presence, and removal is probably more important than protection, pump, or tricks. Just a few will get you there.

It's worth noting you can pay the Equip cost on an Equipment already attached to a creature with valiant. The Equipment won't move, but it will trigger Valiant for the turn!

Commander implications

With only 13 Creatures sporting the mechanic, it's hard to imagine a Commander deck with a serious focus on valiant. However, a Heroic deck based on Anax and Cymede might be interested in a few of the valiant Creatures, especially Whiskervale Forerunner, Whiskerquill Scribe, and Emberheart Challenger, because all three give you access to more cards.

Whiskervale Forerunner

There are two potential Mouse Commanders which will almost certainly have a Valiant subtheme. Arthur, Marigold Knight is a secondary Commander option from the "Family Matters" Commander precon. Arthur has decent stats, an excellent ability (any time you get to put a creature on the 'field for free there's potential), and adding Blue opens up options for targeting with abilities to trigger valiant.

Mabel, Heir to Cragflame is the other Mouse option, and a true Mouse Kindred Commander. She serves as a Lord, granting a power and toughness boost to all your Mice, and she brings with her an Equipment token one can use to trigger valiant over and over!

I also like a valiant subtheme in a Bruse Tarl, Boorish Herder deck, where Bruse can target one of our little Mice and buff it up even more. Any Commander with a built-in target ability could consider making use of the ability.

Anything which complicates combat math and otherwise changes calculus is interesting and fun, and Valiant seems like a fair and balanced way to achieve that goal. I hope they print more cards with the ability!

Thanks for reading.

Be sure to check out the other Bloomburrow mechanic guides!

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