Overview
The plan is simple and the deck is not subtle about it: make as many creatures as possible, then see what they let you do.
Witherbloom, the Balancer reads affinity for creatures on itself and then hands that same discount to every instant and sorcery you cast. That one line turns a pile of 1/1 tokens into a cost-reduction engine bolted to 34 spells. Your job is to get bodies onto the table fast, resolve the commander, and then cast things at a rate the rest of the table cannot answer.
That splits the game into two halves:
- Before Witherbloom — you are a mana-dork ramp deck. Turn-one dork, turn-two dork or Cryptolith Rite, and you are casting an eight-drop on turn four or five. The dorks are not filler; they are the ramp and they are the future discount.
- After Witherbloom — every spell is a haymaker. Shamanic Revelation for a card per creature costs almost nothing. Torment of Hailfire and Exsanguinate scale directly off the same board that pays for them. Genesis Wave goes deep enough to rebuild in one cast.
The backup plan when the commander is contested is more tokens and Craterhoof Behemoth. The deck makes creatures whether or not Witherbloom ever resolves — Avenger of Zendikar, Army of the Damned, Awaken the Woods, Scute Swarm, Doubling Season — and a wide board plus Craterhoof kills a player without ever needing the discount. Take whichever half the game offers you.
Mulligan Guide
The keep question is "can you start making creatures on turn one?"
Keep a hand that has all three:
- ✅ Two or three lands — you need green on turn one.
- ✅ At least one one-mana dork — Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Birds of Paradise, Delighted Halfling, Elves of Deep Shadow. Two is much better than one. Sol Ring counts as acceleration but not as a creature, so it doesn't satisfy this line on its own.
- ✅ Something to do with the mana — a second creature, a token maker, Cryptolith Rite, or a tutor.
Snap-keep dork → dork → Cryptolith Rite or Enduring Vitality. That hand has Witherbloom out on turn four with the discount already live.
Mulligan hands with no one- or two-mana creature, hands that are all lands and haymakers, and hands whose only creature is Craterhoof Behemoth or Avenger of Zendikar. A hand full of eight-drops is not a hand — the discount has to come from somewhere, and it comes from cheap bodies.
Do not mulligan for the commander. It is castable off six creatures for {B}{G}; the bodies are the hard part, not the eight-drop.
Game Plan
Turns 1–3 — nothing but bodies
- Turn 1: untapped green source into a one-mana dork. Every one of them is worth the same to you here — you are buying a discount, not a mana color.
- Turn 2: more creatures. Badgermole Cub is the best two-drop in the deck (see below). Otherwise a second dork, Scute Swarm off three, or Skullclamp if you already have spare bodies.
- Turn 3: Cryptolith Rite or Enduring Vitality if you have it — that converts your whole board into mana and doubles the value of every token you make for the rest of the game. Otherwise Scute Swarm, Chatterstorm, or Black Market Connections.
Count creatures constantly from turn two onward. Witherbloom costs {6}{B}{G} minus one generic per creature: six creatures and it's a two-mana spell. With Cryptolith Rite out, those same six creatures also pay for it.
Turns 4–6 — resolve the commander, then swing the numbers
Once Witherbloom is on the table, re-price your whole hand before you do anything. Spells you'd been holding as unreachable are now live:
- Shamanic Revelation — a card for every creature, and the creature count paid for it.
- Stinging Study — always draw 8, because your commander's mana value is 8 whether it's on the battlefield or in the command zone. Costs
{4}{B}minus your board. - Genesis Wave — X sets both how deep you dig and the mana-value ceiling, so go big. Everything lands at once, which means a Kodama, Scute Swarm, or Avenger flipped by the Wave sees the rest of the batch enter and triggers off all of it.
- Tooth and Nail entwined — affinity pays the entwine
{2}as well. Fetch two creatures and put two creatures in. - Rishkar's Expertise — draws off your greatest power, which is usually Craterhoof or a pumped Avenger rather than the token pile. Its free spell is a bonus, not the reason to cast it.
- The One Ring — the protection-from-everything turn is often worth more than the cards. Cast it on the turn you're about to be killed or about to go off, not on curve.
Closing
Three ways to end it, and you take whichever the board hands you:
- Torment of Hailfire / Exsanguinate. The purest expression of the deck. With ten creatures and five mana available, Torment resolves at X=13. Note that opponents can always simply pay 3 life per iteration, so count their totals rather than their permanents.
- Craterhoof Behemoth. The backup line, and it needs no commander. Resolve every token maker first — X is counted once, on resolution, and only creatures already on the table get the pump.
- Army of the Damned / Avenger of Zendikar into an alpha strike, with Return of the Wildspeaker's
+3/+3mode as the surprise finisher. Watch the wording: it pumps non-Human creatures only. All your tokens qualify; Pitiless Plunderer (Human Pirate) does not.
How Witherbloom, the Balancer actually works
The cost math is the whole deck, and it has three consequences worth internalizing.
1. Reductions apply last, after X and after every additional cost. You choose X, add any cost increases, then subtract one generic per creature. That means:
- X spells scale off the same board twice — the creatures set how big X can be and pay for it.
{X}{B}{B}with N creatures costs youX − Ngeneric plus{B}{B}. - Commander tax is generic, so affinity eats that too. A third or fourth cast of Witherbloom is barely more expensive than the first.
- Additional and alternative costs get discounted — Tooth and Nail's entwine
{2}, Army of the Damned's{7}{B}{B}{B}flashback. - Pest Infestation is
{X}{X}{G}— X is paid twice, so each creature only buys you half a point of X there.
2. Pips are untouchable. Everything the discount can't reach is colored. Chord of Calling's {G}{G}{G}, Genesis Wave's {G}{G}{G}, Torment's {B}{B} — those come out of lands and dorks no matter how wide you get. Green is the deck's heavier color demand; don't strand yourself on a board of twelve creatures and one black source.
3. Deadly Rollick ignores all of this. It's cast for free while you control a commander, so affinity does nothing for it — and once you begin casting it, nobody can respond by removing your commander to make you pay.
Key Loops & Interactions
The creature-mana engine
Cryptolith Rite and Enduring Vitality each give every creature you control {T}: Add one mana of any color, which is the single biggest multiplier on the deck — every token becomes a discount and a mana source. Three things to know:
- A creature tapped for mana still counts for affinity. The double-dip is the deck's best trick.
- If a creature has two of these mana abilities available (two Rites, or Rite plus Enduring Vitality), you can still only tap it once. The second copy is redundancy, not a doubler.
- Enduring Vitality survives a wrath. When it dies it returns as a noncreature enchantment and keeps granting the ability, so your mana engine comes back even when the board doesn't.
Badgermole Cub adds an extra {G} whenever you tap a creature for mana — a triggered mana ability, so it doesn't use the stack and can't be responded to. It only fires on mana abilities that include {T} in the cost, which means it works with Cryptolith Rite and Enduring Vitality and your dorks, but not with convoke and not with Evendo's station. Its earthbend also makes a land into a creature: that land keeps its mana ability, has haste, and immediately counts for affinity and for Gaea's Cradle.
Thousand-Year Elixir is what makes freshly-made tokens into mana the turn they arrive. Without it, new tokens, Awaken the Woods' Dryad lands, and Dryad Arbor are all summoning sick and produce nothing. It does not let them attack.
Gaea's Cradle and a stationed Evendo, Waking Haven both scale with total creature count, tokens included. Station taps creatures at sorcery speed and is not a mana ability — those creatures then can't convoke or tap for Rite mana that turn, so station on a turn you aren't casting.
Beledros Witherbloom untaps lands, not creatures. It refills Gaea's Cradle, Cabal Coffers, and your earthbent lands for 10 life; your tapped-out Cryptolith Rite board stays tapped.
Token multiplication
Doubling Season and Parallel Lives multiply, not add — both out is 4× every token. Doubling Season also doubles counters, so Avenger of Zendikar's landfall puts two +1/+1 counters on each Plant.
Second Harvest copies every token you control, not just creatures — Treasures and Awaken the Woods' Forest Dryad lands included. It copies the printed token, so Avenger's Plants come back as bare 0/1s with none of their accumulated counters. Cast it before you spend the counters mattering, or after you've gone wide and just want bodies.
Ezuri's Predation with a doubler makes extra 4/4s, but the extras don't fight — it's twice the board, not twice the removal.
The Notary Hobbits brings three bodies for one card — the two copies aren't legendary, so all three stay. Each Halfling taps for {C} per Halfling you control, so the trio makes 9 colorless between them; a doubler turns that into five bodies making 25. All of them need Thousand-Year Elixir to do it the turn they land.
Saw in Half is a value spell here, not removal. Point it at your own Avenger of Zendikar and you get two Avengers with two full enter triggers — the copies' enter abilities do fire. Any creature whose value is in its enter trigger is a fine target; anything whose value is its size is not, since the copies are halved.
The drain shell
Blood Artist, Zulaport Cutthroat, and Mirkwood Bats convert the token pile into life loss without combat. Warren Soultrader is a free, repeatable sac outlet that pays you a Treasure; Pitiless Plunderer pays out even through a board wipe, because it triggers for every creature that dies simultaneously with it. Skullclamp turns any 1/1 token into {1}: draw two cards — but every token you clamp is a point of affinity discount you no longer have, so clamp after you've cast the big spell, not before.
Deadly Dispute and Diabolic Intent both want a spare token as fuel; feed them a Pest, not a dork you're tapping for mana.
Tutors and toolbox
Chord of Calling has a real ordering trap. You choose X, add {X}{G}{G}{G}, subtract affinity from the generic, and then convoke pays the rest — so affinity handles X and convoke exists to cover the {G}{G}{G}. But a creature you tap for mana while casting cannot then be tapped for convoke. Each creature is a mana source or a convoke body, never both. Attacking and blocking creatures can convoke without leaving combat, and summoning-sick creatures can convoke fine.
Nature's Rhythm's harmonize cost gets a second generic reduction — tap a creature to reduce it by that creature's power, stacking with affinity — at the cost of that creature's mana for the turn.
Green Sun's Zenith finds Dryad Arbor at X=0 for a free extra body, and Craterhoof at the top end.
Recursion
Reanimate costs {B} and never gets cheaper, which is fine — it's already the cheapest way to put Craterhoof or Avenger onto the table. Breach the Multiverse picks a creature from every graveyard including your own. Rise of the Dark Realms takes all of them. Eternal Witness is a body and a rebuy — it counts for affinity while returning the haymaker the table just answered.
Shifting Woodland copies a permanent card in your graveyard until end of turn, and delirium is easy here. The targets worth holding it for:
- Beledros Witherbloom — untap all your lands for 10 life. The biggest single mana burst in the deck, off a land.
- Cryptolith Rite or Enduring Vitality — turn the whole board into mana for a turn without drawing the enchantment.
- Doubling Season or Parallel Lives — double a turn's worth of tokens on demand.
- Kodama of the East Tree — its trigger is live for the rest of that turn, and copying any creature card also makes the Woodland itself a creature that counts for affinity and Gaea's Cradle, and can attack immediately.
- Gaea's Cradle, if it ever hits the yard.
Lands
Urborg, Tomb of Yawgmoth makes every land a Swamp, which turns Cabal Coffers into your largest single mana source. Yavimaya, Cradle of Growth makes Shifting Woodland enter untapped. Nature's Lore and Three Visits fetch any Forest — including Bayou and Overgrown Tomb untapped, or Dryad Arbor, which arrives as a land and a creature and adds a point of affinity. Boseiju, Who Endures channels for {G} with your commander on the battlefield.
Golgari Rot Farm's bounce is a trigger, not a cost — the land you return is chosen when it resolves, and replaying it is a second landfall trigger for Scute Swarm and Avenger.
Protection
Heroic Intervention is the answer to the wrath that would otherwise cost you the whole engine; Deadly Rollick is free removal for the creature that's about to end you; Arachnogenesis makes a Spider for every creature attacking you and fogs the swing, which also leaves you a pile of new bodies for affinity — Galadhrim Ambush does the same with Elves, and counts every attacking creature on the table, not just the ones pointed at you.
In Garruk's Wake is your one-sided reset. At {7}{B}{B} it looks unreachable and isn't: a board of seven creatures casts it for {B}{B}, and it leaves your entire token pile standing.
Combos
Step-by-step — tap a line to open it
Kodama of the East Tree + Golgari Rot Farm + Scute Swarm infinite creature tokensNeeds You are able to play a land this turn · Golgari Rot Farm in hand
Kodama of the East Tree + Golgari Rot Farm + Scute Swarm — infinite tokens
Produces: arbitrarily many creature tokens, landfall triggers, and creature ETBs. Requires: all three permanents in play except Golgari Rot Farm, which starts in hand, and your land drop for the turn still available.
The engine turns on Kodama's mana-value ceiling: tokens and lands are both mana value 0, so a token entering lets Kodama put a land from your hand onto the battlefield.
- Play Golgari Rot Farm. Kodama, Scute Swarm, and Rot Farm's own bounce all trigger.
- Resolve Kodama's trigger, declining to put anything onto the battlefield.
- Resolve Rot Farm's trigger, returning Rot Farm itself to your hand.
- Resolve Scute Swarm's landfall, creating a token.
- The token entering triggers Kodama — put Golgari Rot Farm from your hand onto the battlefield.
- Rot Farm entering triggers itself and Scute Swarm again. Return to step 3.
Kodama's "if it wasn't put onto the battlefield with this ability" clause stops Kodama triggering off its own put, which is exactly why the loop routes through the Scute Swarm token instead.
With six or more lands, each Scute Swarm trigger makes a copy of Scute Swarm rather than a 1/1 Insect, so the loop grows exponentially — every new Swarm sees every subsequent Rot Farm.
Converting it to a win:
- Mirkwood Bats on the battlefield drains the table out as you go.
- Thousand-Year Elixir plus Cryptolith Rite or Enduring Vitality turns the infinite bodies into infinite mana, which is lethal Torment of Hailfire or Exsanguinate.
- With neither, you still end the loop with an unbounded board — pass with it, or Craterhoof.
Common Pitfalls
- Craterhoof Behemoth goes last. X is locked in once, as the trigger resolves, and only counts creatures already on the battlefield. Resolve Avenger, Second Harvest, Army of the Damned — everything — before the Behemoth.
- A creature tapped for mana can't convoke Chord of Calling. Decide which job each creature has before you start tapping.
- Beledros untaps lands, not creatures. It doesn't refill a Cryptolith Rite board.
- Two mana-granting effects on one creature is still one tap. Rite plus Enduring Vitality doesn't double anything.
- Fresh tokens make no mana without Thousand-Year Elixir — this includes Awaken the Woods' Forest Dryads and Dryad Arbor.
- Second Harvest wipes the counters. Avenger's pumped Plants copy as 0/1s.
- Opponents can always just take 3 from Torment of Hailfire. A player at 30 life with an empty board doesn't die to X=9.
- Don't Skullclamp away the discount you're about to need for the turn's big spell.