First course
Set the table
Make land drops and use real ramp. The X-spells and two-spell Bumbleflower turns need more mana than good intentions.
Ms. Bumbleflower · The Overfull Teahouse
Offer the table cards, Rabbits, and lands. Give the weaker guest a parcel—or tempt the whole room. Turn every extra draw and spell into a private garden, build a wall from taxes and promises, then serve one explosive final round.
The table promise
This is real group hug rather than a value deck wearing a friendly hat. Other players receive cards, creatures, counters, protection, and reasons to keep playing. The targeted gifts can repair a weak seat or buy one crucial turn from the leader.
The exchange is intentionally unequal. Extra draws become our lands, Treasure, Cats, and counters. A full table becomes our mill clock. Three attack taxes make combat elsewhere efficient. The deck pivots late, in public, from shared abundance to death by hospitality.
The game plan
Each stage changes what the gifts mean. The host develops first, opens one invitation, chooses beneficiaries, grows behind the wall, then announces the finale.
First course
Make land drops and use real ramp. The X-spells and two-spell Bumbleflower turns need more mana than good intentions.
Second course
Serve one shared draw engine, not the whole hand. A fuller game creates allies; too many engines simply arm the next player.
Third course
Aim Bumbleflower and the targeted gifts at the player who is behind—or the threat whose cooperation buys a safe turn.
Fourth course
Tax wide attacks while extra draws and table spells become counters, Cats, Treasure, and private land development.
Final course
Pivot in one public turn from abundance to pressure: draw plus drain, draw plus mill, or one counter-grown combat step.
House ledger
Exact measurements from the selected Tempting Offers list and its dated public card snapshot.
The engine room
The packages overlap by design. The best cards advance the social premise and improve the eventual closing turn.
Shared draw
One low-pressure engine keeps hands full and gives the table a reason to preserve the host.
Political gifts
The deck can repair table balance instead of blindly feeding the strongest seat.
Asymmetric conversion
The table receives cards; we receive additional cards, Treasure, and private land development.
+1/+1 counters
Draws grow Skulker and Lyla; table spells grow Forgotten Ancient and Managorger; Scales improves every counter event.
Pillow fort
Three hard taxes and softer counter politics keep combat moving without locking the table.
The counter garden
The draw we share makes the table cast more spells. Those spells and our own extra cards become counters, Cats, and private land drops.
Growth calculator
These are separate engine snapshots, not one assumed board state. Hardened Scales adds one counter to each applicable counter event.
The garden wall
The deck does not prevent the table from playing. It makes combat elsewhere more profitable and keeps a consequence ready for the player who ignores the signs.
Ghostly Prison, Propaganda, and Windborn Muse ask whether the host is worth two extra mana for every attacker.
Orzhov Advokist and Kros turn counters into explicit reasons to attack somewhere else. Duelist's Heritage can sweeten that combat.
Promise of Loyalty and Starfall Invocation are the two true wipes. Dawn's Truce protects our board; Blessed Respite fogs combat and resets one graveyard.
Death by hospitality
The endings are explosive but legible. Opponents can see the punishment piece, swollen hand, or enormous creature before the final draw spell or combat step.
Signature spectacle
Life-total route
Library route
Mana-sink route
Combat route
Visible alternate
Final-course calculator
Move the dials to see three independent closing engines. This is rules arithmetic rather than a goldfish claim.
The choice on the invitation
The two Tempting Offers trade guaranteed efficiency for a public decision. Bunnies always replaces itself and makes one Rabbit; Discovery always finds one land. Every additional card, token, or land depends on an opponent accepting the same kind of gift.
Host’s response
Interaction is not a betrayal of group hug. It is how the table survives the extra cards we handed to the strongest deck.
Opening protocol
Look for two or three lands, early development, and either shared draw or a targeted gift. One answer or fort piece keeps generosity from becoming recklessness.
This samples the exact 99-card library with Ms. Bumbleflower in the command zone.
Complete selected plan
Search and filter all 100 cards. Every tile and hover uses the approved custom proxy proof; open one for expanded metadata and the official card reference.
100 cards shown · 98 unique names