Hello and happiest of days to each of you! I hope your day is going as well as possible! Today I wanted to look at a Lesson brew from the newly released Avatar set. But there's just one in three colors and it was already declared by someone else. So, I am starting this one instead in mono-Green!
Hello happy Bumi fans. This uncommon six-drop 4/4 size legendary dork arrives with a number of ability triggers equal to our Lesson count in our graveyard! We can earthbend 3, scry 3 or toss three counters on him. All of those are great to skate! We'll embrace Lesson good stuff too! I want all three of these triggers to be supported individually since each of them work.
Now's start with this two-cost colorless Lessons with lifegain too that are Lays of the Land. They will give you two life when they resolve too. Then the one just printed has a kicker of two as well! Use that for the Tutoring of a Shrine too.
Cycle of Renewal will sac a land and then drop two basics at instant speed tapped so a Harrow. And then that fun three-drop colorless The Warring Triad comes with a big size at 5/5 and flying, trample and haste, but he's not a dork until we have one more than threshold. Then we tap him to mill one and make a mana of any color. I also tossed in Millikin here too.
The instant speed five-cost Elemental Teachings will grab four lands of different names! No basics required there. Then our foes choose some to our hand and others to the graveyard. Nasty good. Then the two-drop 1/3 defender Sparring Dummy can tap to mill, and then if it's a land put it into our hand and gain life if a Lesson.
And now? How about some lands! The first will ETB tapped, taps for Green and then taps with four to surveil 2 to set up future draws or Lessons in the graveyard. The next one often ETBs untapped and then taps for Green and then with four too to make a 2/2 Bear at sorcery speed and mill three.
The colorless tapping Town Eden, Seat of the Sanctum arrives untapped and taps with five to mill two and then we can sac this to Regrowth a permanent. But note that's not one milled or need to either. Then the four-drop 2/4 Green dork Rainveil Rejuvenator arrives with milling three! Then it taps for its power in Green - minimum there of two.
And now? We'll finish here. That four-drop legendary artifact drops our Green costs by one per! Then we can double our +1/+1 counters that arrive! Then we can tap it with six mana to toss two counters on our stuff too. Then that land ETBs with a scry, taps for colorless and then one to mana make and then has vigilance in case we earthbend it. I also tossed in the two-drop magecraft mana maker! Toss them here, then pull one off for colorless. Then you can tap it with three for three counters off to draw too once our mana is set.
Synergies and Win-Cons
And now we'll turn to synergies and win-cons too. That fun six-drop legendary artifact is first. You can tap it with one to scry 2! Then when you scry or surveil, we can reveal and cast the top card of our library for free, but once/turn. Great with Bumi! This makes that scry part work too.
Then that three-cost Lesson will dig six and then draw a dork and then gain three life too. Than that rare Bear has magecraft too! Here you can toss a counter on it! Then mana sink here six over and over to double them.
Now let's turn to three sorcery speed Lessons that Earthbend. Cracked Earth Technique will Earthbend 3 twice, and then gain 3 life too. Earthbending Lesson just Earthbends 4 here. The best and game-winnery Rockalanche does it for each Forest we have! I did toss in Yavimaya to make sure we had enough.
Next up are mass token makers! Match the Odds makes one 1/1 Ally and then grows it in size massively equal to all opposing foe's dorks. Not just one. Then the seven-cost colorless sorcery Mascot Exhibition makes a 4/4 Elemental, 2/1 flying Inking and 3/2 Spirit. Then that also seven-mana sorcery Howl of the Night Pack makes a 2/2 Wolf for each Forest we have. Then I also tossed in Beacon of Creation to do the same for 1/1 dorks but then get shuffled back for more scries and such too.
Next up are this mono-Green trio of power. The sorcery for two is a Clue making Lesson for regrowing a permanent. Then that next five-cost enchantment just has to be here, am I right? We are making tokens with stuff to double and counters on them with earthbend too. Then that three-drop uncommon legendary lady arrives with 2 earthbend and then her power is our total counters on land count too.
And now let's move to cards that enhance our land dorks. The beloved Turtle Blossoming Tortoise costs four for a 3/3 that ETBs and attacks to mill three and then bring back one tapped and ramped. Then this is an anthem for them and then drops their activation cost by one too. Then that Ally two-drop 2/3 with vigilance Sylvan Advocate will be a double Anthem for them and then itself too with enough lands out. Then that five-drop 4/4 Badgermole arrives with an earthbend 2 and then all of them also get trample, not just lands either...cough...Bumi too!
Now, since we are building around the ETB trigger of my leader as well as some other dorks, I figured this would be a great place to double them all with the first one! Or you can tap the next one for two mana to copy any triggered ability, not just ETB or dorks too!
Since we are casting tons of Lessons to get them to the graveyard or other spells, I added in Mirari and Lithoform Engine to copy them! The first one printed five-drop turns our casts into a copy if we pay three per. Then the four-drop one later printed can tap with two to copy any ability, even activated here, or with three to copy a spell! Or with four to copy a permanent spell too. Nasty, right?
Now let's turn to two Green dorks that arrive to the ETB, make an earthbend and then care about them here too. Bumi, Eclectic Earthbender does it for 1 earthbend, and then when it swings, you'll toss a pair of counters onto all of our land dorks. Then that four-drop Earth Kingdom General ETBs with two earthbend. Then once/turn we can gain life when we put counters on our creatures. Nice break against the attacks that can happen here on our lighter dork board.
And now we finish with two Nissas! Nissa, Who Shakes the World enters with five loyalty to make our Forests tap for another mana. With Yavimaya? Or just generally? Nasty! Then that +1 of her makes a land we have into an Elemental with three counters, untaps it, and then haste and vigilance too. Here? Both are great. Then that seven-drop at most Nissa, Ascended Animist can +1 to make a dork size of her loyalty! Or -1 her to Naturalize! But don't sleep on that game winning -7 ultimate you can do the moment she arrives if you don't cast her early.
Answers
And now it's time for answers! Let's start with Lessons! That three-cost sorcery one Naturalizes and then if it was cheap makes a 1/1 Pest too. Then the better one by far here is both a Naturalize above for two instant mana or can be a combat trick to toss a counter on our dork and then give it indestructible too.
Introduction to Annihilation and Zuko's Exile exile a nonland permanent for targeted removal, then let's them draw! The instant speed one will give them a Clue this time, but you'll have just three options - creatures, artifacts or enchantments - all what you'd expect to see.
The four-drop 2/3 Druid of Purification will ETB and then you'll each choose an opponent's artifact or enchantment to take out. Also? Panharmonicon! Then the three-cost instant Shower of Arrows will Naturalize and then scry - great to trigger our thing later.
Card Draw
And now? Card draw! That three-cost colorless is first to be here and then is a Preordain Lesson. Then that one-cost Green one will dig our land count and then draw a land or creature too.
And next up are pricey dorks with ETB abilities. That seven-drop 5/5 Regal Force arrives with a card drawn for each of our Green dorks. Then the six-drop on a modal-land 3/3 Disciple of Freyalise you can sac another dork to draw its power too. With Panharmonicon et. all?
And now this pair as well as stuff like Harmonize will take us home. The three-drop 3/2 rare landfall into a Clue for the cracking is here next. With Doubling Season? Then when you crack one, you'll grow this too. The best here is the two-cost enchantment in our draw step to draw two more and then put two back unless we pay four per. It's great here with those scry and surveil and mill effects to make sure what we are doing is getting done.
And now? My decklist!
Mono-Green Lessons with Bumi | Commander | Abe Sargent
- Commander (1)
- 1 Bumi, King of Three Trials
- Creatures (19)
- 1 Badgermole
- 1 Blossoming Tortoise
- 1 Bumi, Eclectic Earthbender
- 1 Dragonsguard Elite
- 1 Disciple of Freyalise
- 1 Druid of Purification
- 1 Earth Kingdom General
- 1 Embodiment of Insight
- 1 Eternal Witness
- 1 Icetill Explorer
- 1 Millikin
- 1 Rainveil Rejuvenator
- 1 Regal Force
- 1 Satyr Wayfinder
- 1 Sparring Dummy
- 1 Sylvan Advocate
- 1 Tireless Tracker
- 1 Toph, the Blind Bandit
- 1 The Warring Triad
- Planeswalkers (2)
- 1 Nissa, Ascended Animist
- 1 Nissa, Who Shakes the World
- Spells (29)
- 1 Aang's Journey
- 1 Bala Ged Recovery
- 1 Basic Conjuration
- 1 Beacon of Creation
- 1 Beast Within
- 1 Bumi's Feast Lecture
- 1 Containment Breach
- 1 Cracked Earth Technique
- 1 Cycle of Renewal
- 1 Earthbending Lesson
- 1 Elemental Teachings
- 1 Energybending
- 1 Environmental Sciences
- 1 Expanded Anatomy
- 1 Harmonize
- 1 Howl of the Night Pack
- 1 Heroic Intervention
- 1 Introduction to Annihilation
- 1 Introduction to Prophecy
- 1 Mascot Exhibition
- 1 Match the Odds
- 1 Origin of Metalbending
- 1 Rockalanche
- 1 Seismic Sense
- 1 Shared Roots
- 1 Shower of Arrows
- 1 The Art of Tea
- 1 True Ancestry
- 1 Zuko's Exile
- Enchantments (4)
- 1 Doubling Season
- 1 Leaves from the Vine
- 1 Sylvan Library
- 1 Solid Ground
- Artifacts (10)
- 1 Laser Screwdriver
- 1 Lithoform Engine
- 1 Mirari
- 1 Panharmonicon
- 1 Planetarium of Wan Shi Tong
- 1 Sol Ring
- 1 Spell Satchel
- 1 Staff of Compleation
- 1 Strionic Resonator
- 1 The Earth Crystal
- Lands (35)
- 1 Argoth, Sanctum of Nature
- 1 Ba Sing Ce
- 1 Conduit Pylons
- 1 Darksteel Citadel
- 1 Dryad Arbor
- 1 Eden, Seat of the Sanctum
- 1 Forsaken Crossroads
- 1 Hidden Grotto
- 1 Karn's Bastion
- 1 Kishla Village
- 1 Lair of the Hydra
- 1 Mosswort Bridge
- 1 Myriad Landscape
- 1 Nykthos, Shrine to Nyx
- 1 Path of Ancestry
- 1 Pit of Offerings
- 1 Rogue's Passage
- 1 Rumble Arena
- 1 Secret Tunnel
- 1 Tocasia's Dig Site
- 1 Valgavoth's Lair
- 1 War Room
- 1 Yavimaya, Cradle of Growth
- 12 Forest
There we go! You can see tons of synergies in lands and such too and others with Bumi too. We have the Icetill to bring back lands milled and then many lands with abilities like hexproof, unblockable or indestructible with Earthbending. We have some Solid Ground to add more counters and then Earthbending on arrival and then the two doublers for counters and then a few proliferating in case like Karn's Bastion and then Staff for our leader instead for that win, and then Rogue's Passage too for that Voltron strategy too. I also have the scry matters side too as much as possible too, but not as much. I also think War Room and then Nykthos are strong here.
What did you think?


















