Bloomburrow: The Field Guide
Set BLB · August 2024 · 290 cards including the Special Guests

BloomburrowThe Field Guide

Ten families, six mechanics, and every ranking measured against 931,230 recorded games. It looks like the gentlest set ever printed. It is the fastest and most punishing format in this entire archive.

The Record

What actually happened 17Lands archive

Every other chapter here is expert judgment, recorded before or during the format. This one is the account of what followed. Card tiles throughout carry a win-rate chip: the games-in-hand win rate, meaning how often the player won when that card was in hand or on the battlefield. Set median is 55.6 percent.

Games analyzed
931,230
Premier draft, whole format
Average game
8.93
turns. The shortest measured.
On the play
58.0%
vs 51.2 on the draw
Play advantage
+6.8
points. The largest measured.
ColorsFamilyPlanWin rateGames
BRLizardsOpponent life loss56.0%81,966
WGRabbitsTokens and anthems55.6%136,832
BGSquirrelsFood and forage55.6%152,863
WBBatsLifegain and life loss55.4%107,443
UGFrogsBlink and bounce54.9%109,145
WRMiceValiant aggro54.5%91,224
RGRaccoonsExpend aggro53.8%64,428
UBRatsGraveyard threshold53.6%57,698
WUBirdsFliers52.4%31,450
UROttersSpells and prowess50.8%38,679
Five points separate the Lizards from the Otters. Both are aggressive two-colour decks in a ten-family set where every pair got the same support. What split them is that the Lizards convert damage into cards, and the Otters need to assemble a spell engine first. In a format this fast, the deck that needs a turn off does not get one.

Nothing Here Is Gentle

The thesis Two records at once

Bloomburrow holds two records across every set in this archive, and they are the same record twice. It has the shortest average game at 8.93 turns, and it has the largest play advantage at 6.8 points, 58.0 percent on the play against 51.2 on the draw. For comparison, Aetherdrift ran 9.49 turns and Duskmourn, a horror set, gave only 4.7 points to the player on the play.

A six point tempo swing from a coin flip is enormous. It means the format punishes every turn you spend not affecting the board: every tapped land, every do-nothing enabler, every card that needs a second card to matter. The cute art is doing a lot of work to disguise what is, by the numbers, the meanest format here.

Build for it. Prioritise cheap creatures that do something the turn they land, take the removal, and be extremely suspicious of any card whose text starts working later. The set gives you ten tempting build-arounds. The archive says most of them are too slow.
Savor
Savor58.9%The best common in the set. Instant speed, and it does two things at once.
Carrot Cake
Carrot Cake58.0%Two bodies plus a scry later. Exactly the rate this format wants.
Scales of Shale
Scales of Shale57.6%Cheap, aggressive, and it closes games.
Intrepid Rabbit
Intrepid Rabbit57.6%A one drop that turns on Valiant and never costs you a card.
Nocturnal Hunger
Nocturnal Hunger56.9%Removal. Take the removal.
Bakersbane Duo
Bakersbane Duo57.3%A two drop that makes Food, which the Squirrels are delighted about.

Which Mechanic Actually Pays

Measured, not guessed Median win rate vs the set baseline

Every card with at least two thousand recorded games, bucketed by the mechanic printed on it and compared against the set median of 55.6 percent. Six mechanics, and they split neatly by whether they cost you tempo.

Forage
+1.56

The best of the six, though only eight cards carry it. Exiling three cards or eating a Food is a cost you pay from surplus, not from your curve.

Offspring
+1.33

Pay extra later for a second body. It is optional, which is the whole point: you never lose tempo you did not choose to spend. 17 cards.

Expend
+0.48

Rewards using all your mana, which you wanted to do anyway. Roughly neutral. 10 cards.

Threshold
-0.14

Seven cards in the graveyard is a real ask in a format that ends on turn nine. 7 cards.

Valiant
-1.40

Needs a second card aimed at the first one. That is two cards for one effect in the fastest format measured. 9 cards.

Gift
-1.82

The worst of the six, and the largest bucket at 22 cards. You hand the opponent a real card or a real body, and the payoff rarely covers it.

The pattern is tempo, not power. The two mechanics that pay are the two that let you choose when to spend. The two that cost you are the two that demand something up front: a second card for Valiant, a gift to your opponent for Gift. In a format with a 6.8 point play advantage, anything that trades tempo for value is fighting the format.

The Talents Are Not A Cycle

17 points end to end Ten cards, one template

Ten Talents, all enchantments that level up as you meet conditions, all built from the same template. They range from the 96th percentile to the 2nd, a spread of 17.2 points from Innkeeper's Talent at 62.9 percent down to Artist's Talent at 45.7. That is wider than the gap between the best and worst decks in the format.

Treating them as a cycle is the mistake. Innkeeper's and Hunter's are genuine high picks. Gossip's and Artist's are among the worst cards in the set, and Artist's Talent is a rare.

1Innkeeper's Talent
Innkeeper's Talent62.9%96th percentile. A real bomb, and the best of the ten.
2Hunter's Talent
Hunter's Talent61.3%93rd percentile, and only an uncommon. Removal attached to growth.
3Stormchaser's Talent
Stormchaser's Talent58.4%82nd percentile.
4Caretaker's Talent
Caretaker's Talent58.1%79th percentile.
8Bandit's Talent
Bandit's Talent52.4%16th percentile. The video called this one correctly.
9Gossip's Talent
Gossip's Talent48.5%3rd percentile.
10Artist's Talent
Artist's Talent45.7%2nd percentile, and it is a rare.

Six Mechanics

Learn these before you sit down

Offspring

An additional cost paid as you cast. Pay it and the creature brings a 1/1 token copy of itself, keeping its abilities.

Powerful because it is optional. Cast it on curve early, and pay the Offspring cost later when you have the spare mana.

Forage

A cost on green and black cards: either exile three cards from your graveyard, or sacrifice a Food.

Any green or black deck can eventually forage, but most forage cards are weak without enablers, so take the Food makers alongside them.

Gift

A kicker variant. You promise the opponent something good as you cast, and if the spell resolves they get it.

The gift is usually a card or a tapped Fish, both real costs. Scores worst of the six, so demand a genuinely large payoff.

Valiant

Triggers when a creature becomes the target of a spell or ability you control, but only once each turn.

Free and repeatable if you have abilities that target, expensive if you need a whole card to turn it on.

Expend

Rewards spending a set amount of mana in one turn. Almost every instance here is Expend 4.

Rewards what you already wanted to do. Red green has the mana creatures to reach four a turn early.

Threshold

Returning mechanic. Upgrades a permanent once seven or more cards are in your graveyard.

It actively fights forage, since every forage exiles three cards out of the graveyard. Do not try to do both.

The Ten Families

Every pair, in finishing order Plans from the guides, results from the archive
LizardsBlack red 56.0%

Aggressive, and it turns opponent life loss into card advantage and hand disruption. The best deck in the format, built from the worst colour.

Fireglass Mentor
Fireglass Mentor58.2%
Thought-Stalker Warlock
Thought-Stalker Warlock60.6%
Scales of Shale
Scales of Shale57.6%
RabbitsGreen white 55.6%

Flood the board with tokens and convert width into damage with anthems. Fast, simple, and it does not need a second card to function.

Burrowguard Mentor
Burrowguard Mentor60.2%
Hop to It
Hop to It58.8%
Intrepid Rabbit
Intrepid Rabbit57.6%
SquirrelsBlack green 55.6%

The grindy Food and graveyard deck. Make Food, forage for value, out-attrition them. The most drafted deck in the set.

Vinereap Mentor
Vinereap Mentor61.4%
Savor
Savor58.9%
Cache Grab
Cache Grab57.5%
BatsWhite black 55.4%

Trigger life gain or life loss every turn to fuel the payoffs, while fliers do the actual work of pressuring them.

Starseer Mentor
Starseer Mentor56.1%
Glidedive Duo
Glidedive Duo56.6%
Sinister Monolith
Sinister Monolith51.5%
FrogsBlue green 54.9%

Pair strong enters-the-battlefield creatures with blink and bounce to reuse them. The best of the blue decks, which is a low bar here.

Lilysplash Mentor
Lilysplash Mentor58.1%
Pond Prophet
Pond Prophet56.9%
Long River Lurker
Long River Lurker56.7%
MiceRed white 54.5%

Be aggressive and target your own creatures to trigger Valiant. Held back by Valiant scoring below the median, and by red being the weakest colour.

Seedglaive Mentor
Seedglaive Mentor53.6%
Flowerfoot Swordmaster
Flowerfoot Swordmaster54.2%
Brightblade Stoat
Brightblade Stoat57.8%
RaccoonsRed green 53.8%

Ramp on two, spend four mana a turn to trigger Expend, attack with buffed bodies. The plan is fine, the cards are not quite there.

Wandertale Mentor
Wandertale Mentor58.2%
Teapot Slinger
Teapot Slinger53.8%
Quaketusk Boar
Quaketusk Boar56.0%
RatsBlue black 53.6%

Fill the graveyard to seven for threshold upgrades. Seven cards is a lot to find before turn nine, which is the whole problem.

Tidecaller Mentor
Tidecaller Mentor55.8%
Shoreline Looter
Shoreline Looter59.7%
Wick's Patrol
Wick's Patrol60.1%
BirdsWhite blue 52.4%

Win in the air while buffed ground creatures also attack. Evasion is real, but the deck is slower than everything above it.

Plumecreed Mentor
Plumecreed Mentor55.4%
Knightfisher
Knightfisher54.6%
Shrike Force
Shrike Force55.5%
OttersBlue red 50.8%

Cheap spells to trigger prowess and pingers. Last of ten by 1.6 points, made of the two weakest colours, and it needs setup the format will not grant.

Stormcatch Mentor
Stormcatch Mentor52.0%
Coruscation Mage
Coruscation Mage53.7%
Pearl of Wisdom
Pearl of Wisdom54.9%

The Scorecard

Four videos vs the archive
Median 95th

The prerelease bombs

Thirteen called, and they land high. Dreamdew Entrancer and Sword of Fire and Ice both hit the 99th percentile. The softest was Toski at the 55th, still above median.

9 of 10 correct

The always-draft list

Nine finished above the set median, median 75th percentile. The one miss is Playful Shove at the 28th.

8 of 10 correct

The never-draft list

Eight land in the bottom quarter, median 12th. Stargaze at the 42nd and Long River's Pull at the 31st are below average rather than unplayable.

Inverted

The colour ranking

Called red the best colour in the set. Red finished last of five. Black, ranked third, finished first. Only green, at second, was placed correctly.

The colour miss deserves its nuance. Red really does have the best common removal, which is what the ranking was based on, and the best deck in the format is black red. But across every mono-coloured common and uncommon, red averages 53.0 percent against black at 56.1, a 3.1 point gap that is twice the colour spread in Duskmourn. Red is a fine second colour and a poor first one. The lesson repeats: rank the decks, not the colours.

Always Draft These

Nine of ten confirmed Commons and uncommons
Hunter's Talent
Hunter's Talent61.3%93rd percentile. The best card on the list.
Thought-Stalker Warlock
Thought-Stalker Warlock60.6%92nd percentile. The Lizards payoff.
Carrot Cake
Carrot Cake58.0%77th percentile. Wants token synergies.
Brightblade Stoat
Brightblade Stoat57.8%76th percentile.
Galewind Moose
Galewind Moose57.6%75th percentile.
Intrepid Rabbit
Intrepid Rabbit57.6%73rd percentile. Best in the Valiant decks.
Bushy Bodyguard
Bushy Bodyguard56.0%57th percentile. Needs a filled graveyard or a Food.
Quaketusk Boar
Quaketusk Boar56.0%56th percentile.
Head of the Homestead
Head of the Homestead55.9%55th percentile. Castable in green or white.
Playful Shove
Playful Shove53.7%28th percentile. The one clear miss on the list.

Never Draft These

Eight of ten confirmed In the order the video gave them
Hoarder's Overflow
Hoarder's Overflow45.0%1st percentile. The worst card on the list.
Gossip's Talent
Gossip's Talent48.5%3rd percentile.
Stocking the Pantry
Stocking the Pantry48.9%4th percentile.
Nightwhorl Hermit
Nightwhorl Hermit50.0%7th percentile.
Dewdrop Cure
Dewdrop Cure50.4%7th percentile.
Barkform Harvester
Barkform Harvester51.9%12th percentile.
Bandit's Talent
Bandit's Talent52.4%16th percentile.
Otterball Antics
Otterball Antics52.5%19th percentile.
Long River's Pull
Long River's Pull53.9%31st percentile. Weak, not unplayable.
Stargaze
Stargaze54.8%42nd percentile. The clear miss on this list.
Where the list overreached. Stargaze finished at the 42nd percentile, which is below average but perfectly playable, and the video itself conceded it is fine when you are already stabilised. Long River's Pull at the 31st was judged on a two colour mana base, so a heavier blue deck can support it. The other eight are bottom quarter and the advice holds.

The Short Version

If you read nothing else