Ms. BumbleflowerMs. Bumbleflower | Art by Marta Nael
It's usually not a good idea to give resources to an opponent, especially many different resources to many different players. Usually, any advantage that an opponent has puts us in the position to lose the game, but but but! I know it's not everyone's cup of tea, but I'm actually a huge advocate for Group Hug decks. Not that chaos nonsense, but real Group Hug. I talk about the distinctions in this article.
To boil it down a little, I discuss that Group Hug is only valid if it has a win condition. I walk through some of the ways to do that in that article, but the concept is to out-value, or use resources against, the opponents. But Group Hug isn't actually the focus on my article, the card Ms. BumbleflowerMs. Bumbleflower actually is.
What Does Ms. Bumbleflower Do?
She's a cost 1/5 creature with vigilance. And whenever you cast a spell, target opponent draws a card, put a +1/+1 counter on target creature, and that creature gains flying until end of turn. When this ability resolves the second time in a turn, you draw two cards.
In the traditional sense, Ms. Bumbleflower has some language on her that seems like Group Hug: she provides card draw to another player whenever you cast a spell.
This could be a huge advantage to whatever player gets the advantage. It also does a good job of accelerating the Bumbleflower player as they gain two cards on the second cast, bringing them ahead of each individual they target with the card draw. Additionally, it provides some way to give evasion to their creatures and buff them as blockers. You can even buff other players creatures after casting a cantrip to eke out a bit more damage. It's a good shields-up strategy in the colors of control and combo.
I imagine in a Group Hug strategy for Ms. BumbleflowerMs. Bumbleflower the goal is to get to draw spells and Approach of the Second SunApproach of the Second Sun or a Seedborn MuseSeedborn Muse and Folio of FanciesFolio of Fancies combo, milling players each turn. Both are slow and steady strategies typical for Bant Control and Draw.
There's a possibility for Tidal BarracudaTidal Barracuda to give your spells flash, which, with Seedborn MuseSeedborn Muse, can put you massively ahead, giving cards along the way. You could give the card draw to the player whose end step it is to give yourself more time, and not pile value into one player.
If you're starting to wonder when I'll talk about how strong it is to give flying to Bumbleflower and go in for combat damage, you're slightly missing the essence of Group Hug. In Group Hug you have to hide your power level as long as possible, because giving resources puts a target on your back with players who would like to benefit alone, like mid-range players who might be in danger against an Aggro deck with the gasoline of creature and card advantage.
But this is the essence of my article; why aren't we all putting counters on Bumbleflower?
Ms. Bumbleflower at Her Best
SURPRISE! This is actually a Ms. BumbleflowerMs. Bumbleflower Voltron Deck Tech. Hear me out.
Usually the most common Voltron Commanders are in Boros, but Bumbleflower can do it! She is a 1/5 with vigilance. This is insidious because it makes a great blocker and attacker. Cast one spell on your turn and she gets flying, the evasion needed for a strong Voltron commander. She also has a way to buff herself, which is another great addition for a Voltron commander.
Cast a spell, put a +1/+1 on her and give her flying at the cost of giving one other player a card. Cast a second, and fill your hand with two more cards you can cast, while putting on another counter. In one turn she can go from a 1/5 vigilant creature to a 3/7 flying, vigilant creature.
Her big toughness makes her survive most ThunderboltThunderbolt effects, and with enough time to build her up, she can even survive a Blasphemous ActBlasphemous Act. She has evasion, protection, built-in card draw, and a way to be a good blocker and attacker.
Other Voltron Commanders
What are we usually looking for in a Voltron commander? In a general sense, what players are looking for in a Voltron commander is:
- Evasion
- A way to buff or a good body to buff
- Free/discounted cost to buff
- Good attacker and/or blocker
- Protection
The top Voltron commanders according to EDHREC are: Rafiq of the ManyRafiq of the Many; Light-Paws, Emperor's VoiceLight-Paws, Emperor's Voice; and Slicer, Hired Muscle // Slicer, High-Speed AntagonistSlicer, Hired Muscle // Slicer, High-Speed Antagonist. What makes these commanders so popular?
Rafiq
Rafiq has exalted (a creature attacking alone gets +1/+1) and gives double strike to any creature attacking alone. It goes from a humble 3/3 to a 4/4 with double strike when it attacks alone. That's potentially eight commander damage, which is usually the goal with a Voltron commander. This kind of deck focuses on many exalted effects combined to buff the hell out of itself or any other creature coming in alone.
Rafiq is in the same colors as Ms. BumbleflowerMs. Bumbleflower, so most of the cards you run in it could translate over easily. Cards like Silent ArbiterSilent Arbiter and RancorRancor create a really spicy combination for this commander, which Bumbleflower could also effectively utilize. Being the only attacker and only blocker is perfect, especially when she's buffed.
Light-Paws
Light-Paws is a well stated 2/2 for . Its ability allows for easy and cheap buffs. Casting a Sage's ReverieSage's Reverie gets you a Battle MasteryBattle Mastery and an All That GlittersAll That Glitters gets you into an Ethereal ArmorEthereal Armor. For six mana Light-Paws is a 14/14 with double strike.
That's lethal commander damage. What it does well is stack up a creature cheaply and quickly with damage. All of these cards are possible in Bumbleflower. The Auras that buff are possible with a commander that gives itself card draw and evasion and buffs, on top of basic stats.
Slicer
Slicer is well stated as a 3/2 converted for with haste and first strike. Equipping him with stuff like Beamtown BeatstickBeamtown Beatstick gives it a way of connecting with evasion. With Mask of MemoryMask of Memory you can fill your hand with ways to buff it on contact. Your commander gets additional opportunities to deal combat damage by being passed around.
Sadly, many of Slicer's cards are locked to red, outside of Ms. BumbleflowerMs. Bumbleflower's wheelhouse, but it runs a ton of Equipment that Bumbleflower can use. She doesn't get additional combats by being passed around, but she might not even need it.
Fatal Flaws Of Typical Voltron Commanders
One of the fatal flaws of Voltron is being locked out of blue and green good stuff - stuff like RancorRancor or CounterspellCounterspell. Stuff that adds counters are typically green, like Hardened ScalesHardened Scales, and counter magic is typically blue, like Arcane DenialArcane Denial. Not being able to interact with spells that remove your commander, or Ghostly FlickerGhostly Flicker them, or simply CounterspellCounterspell in response, is huge. Board wipes like VandalblastVandalblast or FarewellFarewell or Wrath of GodWrath of God go unchecked.
Most typical Voltron commanders struggle to put up blockers. Usually after a swing, the player is shields down and vulnerable. Running other creatures take away spells that are able to buff your commander. Rafiq doesn't run into this problem, and neither does Ms. BumbleflowerMs. Bumbleflower. Casting an instant can give a creature the ability to fly and buff them as well, making blockers really strong.
Card Draw Flaw
I've talked in great detail on how Bumbleflower excels as a Voltron commander, but the big fatal flaw of this deck is giving out card draw. It doesn't seem like a lot, but big stormy turns with Bumbleflower that puts cards in opponents' hands might be your downfall. I can't talk my way out of this one. It is the fatal flaw that tricks most players into seeing this deck only as a Group Hug deck. Card draw on every cast is just so beneficial to other players that it's hard to work around.
But Narset, Parter of VeilsNarset, Parter of Veils gets around that additional card draw. If you don't see that card, you can also draw more yourself, to have interaction up. Teferi's Ageless InsightTeferi's Ageless Insight could put four cards in hand on your second spell, making sure you have value in hand to mitigate loss. It's out-valuing others in the way Group Hug typically does.
Free counterspells, like Fierce GuardianshipFierce Guardianship and Force of WillForce of Will, are huge in this deck. View From AboveView From Above is an excellent way to keep a spell up to give Bumbleflower flying when needed. Cantrips like OptOpt and value spells like SnapSnap and RewindRewind can refund themselves. It gives tons of mana value while giving card draw.
Conclusion
Stacking all the powerful things in Voltron that Ms. BumbleflowerMs. Bumbleflower can do, it can be a very powerful deck, even with its one card draw issue. All I can say is that, just because you give out cards because you have to, doesn't mean your deck has to be Group Hug. Most players are playing Bumbleflower as a Voltron commander covertly behind a bunch of Group Hug effects. It's time to just fully embrace the Voltron.
Either way, tell me what you think. I'm @Strixhavendropout on Bluesky.
Your opinions are welcome. We love hearing what you think about Magic! We ask that you are always respectful when commenting. Please keep in mind how your comments could be interpreted by others. Personal attacks on our writers or other commenters will not be tolerated. Your comments may be removed if your language could be interpreted as aggressive or disrespectful. You may also be banned from writing further comments.