Hey everyone! I finally swung the door of the content creation dungeon open and took a step out into the sunlight. I could feel the wind in my hair and the sweet scent of flowers in the air. I thought I was finally able to take a well-deserved break when I realized I had actually just walked through a portal to a strange new world. Not only that, but I’ve been anthropomorphized into a freaking squirrel. It’s not the first time I’ve had that problem (don’t ask questions about Bob the Magic Squirrel, trust me, it’s not a path you want to go down), but at least we know that everything is about to get nuts.
I’ll be grading the entire Bloomburrow set for limited purposes. Maybe one day I’ll get out of this endless labyrinth of content creation, but today is not that day.
Here’s the usual grading scale:
- 5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
- 4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
- 4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion's Messenger)
- 3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
- 3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
- 2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
- 2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
- 1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
- 1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
- 0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
- 0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)

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Banishing Light
Rating: 3.0/5
We kick off the set with an oldie, but a goodie. Apparently not as old as me with that line. Seriously guys, you can only write so many words about Magic before you have to resort to saying stuff even your parents thought was ancient.
This is solid removal for White even if you do have to worry about them bringing it back if they have a way to deal with an enchantment. Taking out any nonland permanent is a bargain for three mana in this color. You’ll almost always be happy with this especially when you are flooding the board and they have one large problem in the way.
Beza, the Bounding Spring
Rating: 4.0/5
If you’re behind on board this is bound to spring you right back into the game with four life and a couple of extra creatures. If you’re ahead, you’re probably at least gripping an extra card off of a solidly statted creature. Situationally amazing while always at least a good body for the price.
Just think of all the complaint equity you’ll get when they somehow get the full compliment off of this.
Brave-Kin Duo
Rating: 1.5/5
This duo had me heavily debating over its grade because it is dependent on what else is in your deck. If you’re playing a bunch of Valiant creatures then this is an amazing way to trigger them every turn which can get insane with some of the value generating ones. If you don’t have any Valiant creatures then this feels like it’ll be getting cut often.
Brightblade Stoat
Rating: 2.5/5
Sir Stabby of Weaselton is a decent little two drop. The first strike makes blocking difficult and the lifelink can add up over time. He can even trigger the “if you gained life” this turn cards like Moonstone Harbinger during first strike so you get the pump during regular damage.
Builder’s Talent
Rating: 1.5/5
Kind of an odd card considering that most white cards are trying to bring the beats. I guess an 0/4 wall is solid when you are trying to win a race through the air so this is much better in that deck than the low to the ground go wide deck.
The second level is really about making a bunch of food tokens or having cards such as Carrot Cake to get an extra counter off of. How well you enable this step is your most important evaluation in whether you want to be playing this card.
The third step is entirely based off of whether you have cards that you can actually get off of it. It reads like a typical five mana reanimate spell, but it looks a lot less attractive once you realize it can’t get back a creature.
Caretaker’s Talent
Rating: 2.5/5
This is a build around because its unplayable in any deck that doesn’t make tokens. It can be completely bananas in the right deck though. If you are already heavy into the token theme then you will be thrilled to scoop this up later on in the draft.
Carrot Cake
Rating: 2.5/5
While it does cost four mana to get there, being able to snack on this cake in installments makes it worth it. It ends up being two 1/1s, two scrys, and three life if you just run it out naturally. It is much better If you have other ways to sacrifice this without paying such as Foraging.
Crumb and Get It
Rating: 2.5/5
All tricks have a little bit more potential because of Valiant running around and one mana tricks tend to overperform. This one doesn’t do much with the +2+2, but giving them a food is a pretty small price to pay to add indestructible to shrug off a removal spell.
Dawn’s Truce
Rating: 1.5/5
It’s very rare that you will get to use this as anything more than a single target prevention spell unless they have a sweeper. Maybe you can set up a combat where you have multiple trades that go your way with this, but you still have to give them a card for that. You don’t even get to trigger Valiant since it doesn’t target your creatures when you save them. Too situational for most limited decks.
Dewdrop Cure
Rating: 2.5/5
Heavily dependent on your deck because you need to both have two cards in your graveyard with mana value two or less and have them be worth bringing back. The gift portion is fine because you can decide whether bringing back the third one is worth a full card based on the current game state.
Driftgloom Coyote
Rating: 3.5/5
A jumbo-sized Faceless Butcher should be premium even as a five drop.
Essence Channeler
Rating: 3.0/5
This is certainly an odd card because you need ways to damage yourself to be able to take advantage of the flying and vigilance. That makes it feel like a secret Orzhov card.
The life gain part really depends on your ability to generate life gain triggers which can add up in a hurry with the right cards. It’s even kind enough to pass those counters on to one of your other creatures if they deal with this.
Feather of Flight
Rating: 2.0/5
I love the flash on this because it might let you eat a flyer while getting a valiant trigger and replacing itself. Even just cantriping while sending a critter air born is fine for two mana.
Rating: 2.5/5
While this is a one drop you realistically want to be playing it as a three drop so you get his little sidekick thrown in as well. You’ll want to have some tricks to pump up the jams and plenty of mice to take advantage of it, but it’ll be punching above its weight class if you do. It’ll get nuts with Mabel’s Mettle.
Harvestrite Host
Rating: 3.0/5
As long as you’re packing multiple bunnies (and we know what they say about rabbits) this can go off. Passing a lot of power around as well as potentially drawing some cards is a sweet deal on a Centaur Courser. The easiest thing that comes to mind is to cast Hop to It and enjoy the aftermath. An Intrepid Rabbit with offspring being a cantrip is much sweeter as well.
Hop to It
Rating: 2.5/5
When you have group pumps such as Valley Rally or cards looking for bunnies, this can be a key piece. On its own, it is still three bodies for three mana which is certainly worth it.
Intrepid Rabbit
Rating: 3.0/5
This feels slightly underwhelming as a three drop unless you are really trying to push damage and want a valiant trigger. It looks much better as a four drop where you get the extra creature and a second pump out of it.
Jackdaw Savior
Rating: 3.5/5
The most likely outcome for this is trading it off and getting a two drop back into play. That’s pretty good, but it has a lot more upside making attacking really awkward for your opponent if you have some other flyers.
Jolly Gerbils
Rating: 2.5/5
A decent stat line and a fantastic name are a good start to this one. Of course, the card draw is what everyone really cares about. It’s like when I go Christmas shopping and buy myself gifts while I buy everyone else’s.
While making the gifting a card neutral instead of card disadvantage is nice, you can really take advantage of it with cards like Crumb and Get It because giving them a food while you get a card is a much more in your favor.
Lifecreed Duo
Rating: 2.0/5
I have to make the obligatory Batman and Robin reference for this card. So, umm…look at the picture. Do you get it? Great.
While incidental life gain is worth something, it’s not necessarily going to be worth playing a 1/2 flyer for two mana. It will really depend on if you have other cards that you can trigger off of the life gain. It’ll either be amazing or terrible for your deck which means you can pick it up later since most of the other white decks will be aggressive.
Mabel’s Mettle
Rating: 2.0/5
A decent combat trick since you can win two combats with it. This also plays wonderfully with Valiant creatures by letting you trigger two of them with one spell. Being an uncommon makes it less likely that they play around it.
Mouse Trapper
Rating: 2.5/5
For a tapper, this doesn’t have much defensive ability. You’re probably not going to want to use your combat trick precombat to prevent them from attacking.
Now offensively it is another story. If you have easy ways to trigger it, it can do some serious work. It turns Brave-Kin Duo into a one mana tapper while letting you push a decent amount of damage.
Nettle Guard
Rating: 2.0/5
A 3/1 for two doesn’t really make the cut these days, but the threat of it being a 3/3 on top of whatever combat trick you have will make them rethink any double blocks they were planning. It can also pick off an artifact or enchantment pushing it up into the solidly playable range.
Parting Gust
Rating: 2.5/5
Giving your opponent a 1/1 is a very real cost to tack on to these cards. The fish coming into play tapped is pretty relevant since you can still use this to clear out the way for lethal (even though you could use the blink option to accomplish the same thing).
Having the option to blink one of your creatures for value bumps this up a bit as well.
Pileated Provisioner
Rating: 2.0/5
Five mana certainly is a lot, but as long as you have a creature without flying this pulls its weight. It is even a way to snap off a Valiant trigger on the way to beatdown town.
Rabbit Response
Rating: 2.0/5
Rabbit Response turns your innocent bunnies into a team of Killer Rabbits of Caerbannog.
This is one of those cards that your first one is significantly more valuable than any additional copies. It’s a great way to finish the game in one swing if your plan is to go wide. One thing of note is that it doesn’t let you trigger valiant unlike most other pump spells.
Repel Calamity
Rating: 1.5/5
I like that you have the option for either power or toughness greater than four so you don’t land in those awkward spots where you’re staring at a 3/4 or a 4/3 that you can’t do anything about.
The problem is that the creatures in this set are relatively small. Still a nice card if you need to take out a big rare or a post trick creature, but there will be plenty of times you’re waiting for a target.
Salvation Swan
Rating: 4.5/5
While the butt is a bit smaller than Restoration Angel, you can use it in the same way to save one of your creatures while adding to the board. It even adds flying to your other creature, but that does prevent you from doing repeatable shenanigans with the same creature. It can still pile up value while convincing your side to take flight.
Season of the Burrow
Rating: 4.5/5
This cycle has a ton of versatility packed in with a decent chunk of power. Sometimes making five rabbits is just want you want to do, but being able to take out a nonland or bring back an indestructible permanent along with the bunny farm makes this a really powerful card in many different situations.
Seasoned Warrenguard
Rating: 1.5/5
If you have cheap ways to make tokens then this can be a beating. If you can’t consistently do that, this is pretty subpar. You really don’t want to be rocking a vanilla 1/2 for one.
Shrike Force
Rating: 2.5/5
One of my old Magic buddies used to yell “Strike Force” when he was attacking with his Nightscape Familiar and it pops into my head when I read this cards name. If him doing that makes no sense to you now, I can assure you it made even less sense to us then.
This is a solid little beater that can poke in for two every turn on its own, but really starts to shine if you have some way to pump it up.
Sonar Strike
Rating: 2.0/5
Being able to hit an attacking, blocking, or tapped creature is a nice addition to the usual options on this type of effect. It’s still a little awkward, but it’s a decent bump up to playable. According to Sierkovitz, this can actually take out 96% of commons which is pretty dece.
The potential three life is a nice little bonus that gets much better if you have something that it can trigger.
Star Charter
Rating: 3.0/5
You obviously need ways to trigger this, but you’ll feel like you won as soon as you get one card off of it. If you have a way to trigger it every turn, it will provide you a chart straight to victory.
Starfall Invocation
Rating: 4.5/5
A five-mana sweeper without any drawbacks or requirements is still a great limited card. The thing here is that on top of that you have the option to give them a random card in exchange for reanimating your best creature. Now that’s a real beating.
Thistledown Players
Rating: 2.0/5
This does give you the opportunity to say “I’m not a player, I just crush alot”.
On its base, this is a Centaur Courser with Psuedo Vigilance. That is more like a 1.5, but Valiant is in this set and you get a free trigger when you attack with this. This can really shine if you have other cards that are worth untapping for some kind of value so I’m putting it here to start.
Valley Questcaller
Rating: 4.0/5
I love this little guy because he does so much for only two mana. They have a solid stat line that can probably sneak through some early attacks. It is a Glorious Anthem for a bunch of different critter families and the continuous scrys will add up to keep the gas flowing.
Warren Elder
Rating: 2.5/5
You’ve heard of a bear with upside, but what about a bunny with upside? It feels like maybe they forgot what a beating Steadfast Unicorn was when they made this. A great curve filler that makes every combat a pain for your opponent.
Warren Warleader
Rating: 4.0/5
Solid stats with a choice of adding an additional attacker or pumping up your squad when you attack with it. That puts a whole lot of pressure on your opponent in a hurry.
Offspring is great on this because having two creatures with that will most likely bury them.
Wax-Wane Witness
Rating: 2.0/5
This only pumps itself on your turn so while its a decent blocker, it’s not a huge brick wall. It can get insane on offense if you have a whole bunch of ways to stack triggers for it, but you can worry about picking this up after your deck already does that.
Whiskervale Forerunner
Rating: 4.0/5
I started off thinking that this looked perfectly reasonable and then I realized that it lets you put the creatures directly into play. Great with any tricks and absurd if you have repeatable ways to trigger Valiant every turn.
Wrap Up
As you can imagine white is a very aggressive color with ways to flood the board quickly. It also has some solid tricks to take advantage of Valiant. Even though environments with food tend to restrict what aggressive decks can do, it feels like white based decks will be powerful enough to overcome it.
Thanks for reading! I’ll be back tomorrow with my limited review of the Blue cards of Bloomburrow. Until then, stay classy people!
If you have any questions, let me know in the comments below.
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