6 mana is a lot, but making all players creature spells cost 2 more is no small thing
Though 34 lands is a little light of where I normally am, with our masses of treasure generation, cost reduction, mana rocks, and our abundant card draw and cheap commanders, its not as bad as youd believe
The legendary dragon shaman deals damage to any target that isnt a commander based on the mana cost of an Adventure spell when cast
The tutors restriction has been removed
It will run from January 21st until February 24th
Bant Rhythm (1.9% of the Winner's Metagame) 4 Sewer-veillance Cam 4 Badgermole Cub 4 Bloom Tender 4 Brightglass Gearhulk 4 Stormchaser's Talent 4 Botanical Sanctum 4 Hallowed Fountain 4 Starting Town 4 Temple Garden 4 Boomerang Basics 4 Nature's Rhythm 3 Seam Rip 2 Nurturing Pixie 2 Breeding Pool 2 Floodfarm Verge 1 Mockingbird 1 The Jolly Balloon Man 1 Hushwood Verge 1 Plains 1 Willowrush Verge 1 Cryogen Relic 1 Shardmage's Rescue 3 Erode 2 Disdainful Stroke 2 Sage of the Skies 2 Spell Pierce 2 Aang, Swift Savior 1 Seam Rip 1 Meltstrider's Resolve 1 Soul-Guide Lantern 1 Shardmage's Rescue Bant Rhythm relies heavily on the mana acceleration from Badgermole Cub to flood the battlefield with cheap creatures while ramping toward a game-ending payoff