A Natural Approach to Rodent Control: Bonide Mouse Magic Repellent

By admin

The Bonide Mouse Magic Repellent is a product formulated to prevent and repel mice effectively. It is designed to be used both indoors and outdoors, making it a versatile solution for any mouse infestation problem. This repellent is made from natural botanical extracts, making it safe for use around children and pets. One of the key features of the Bonide Mouse Magic Repellent is its long-lasting protection. The product is formulated to create a barrier that mice find unpleasant and repellent. This barrier lasts for weeks, ensuring that mice stay away from the treated area.


Here are two deck examples: [x] [x]

I d also suggest tweaking the bouncelands slightly, there were situations where I found myself wanting a blue bounce land that could also tap for one of the two RW activation lands Slayers Stronghold and Sunhome, Fortress of the Legion , and the deck has plenty of green mana so I would swap a Gruul Turf for an Izzet Boilerworks. I have no reference point to other combo decks, but playing this deck has been an incredibly interesting experience and I m glad to have started exploring the world of combo.

Amulet bloom titan

This barrier lasts for weeks, ensuring that mice stay away from the treated area. The Bonide Mouse Magic Repellent comes in small, easy-to-use packets. These packets can simply be placed in areas where mice are known to frequent, such as attics, basements, garages, and sheds.

Amulet bloom titan

I started playing the game in 2012 and was immediately drawn to aggressive creature strategies - pauper monogreen stompy and standard/block strategies WR humans, mono red, GR Hellrider aggro and moving onto the explosive GW rancor/double strike deck with the release of RTR. The game to me was about creature attacking, I enjoyed working out combat math, playing around removal/sweepers, dealing with race situations and the inevitable top deck "no land" sweat that comes from a deck type that gets regularly hellbent. I moved on from there towards midrange creature strategies, generally green-based, with a bit more power or trickiness to them. Aristocrats, Birthing Pod in modern, various types of green ramp/devotion, Abzan, graveyard-based decks - I dabbled in other deck types but I felt at home with these kind of decks. As you play these deck types you begin to grow accustomed to similarities in decks of the same archetype even when they are in different formats and made up of completely different cards.

So when I started playing Amulet Bloom a few weeks ago - for reasons I'm still not entirely sure of - I was moving way outside of my comfort zone. I had internalised an intense dislike of combo decks in the game from my early days of playing pauper against oppressive and hideously non-fun Grapeshot/Empty the Warrens/ (*shudder*) Temporal Fissure storm combo decks before they got banned, so had stayed away from the archetype almost entirely (Birthing Pod doesn't count in my book - it's a creature deck at heart, by the end I wasn't even playing the combo in it). And boy, what a journey it has been. I have no reference point to other combo decks, but playing this deck has been an incredibly interesting experience and I'm glad to have started exploring the world of combo.

Amulet Bloom

Deck development

I first heard about a modern deck using Amulet of Vigor and bouncelands in early 2013. At the time, the deck was in the very fringes of the format, an unrefined brew capable of doing very explosive things in a very inconsistent way. The core of the deck, though, was the following three cards combined with the Ravnica bouncelands:

Amulet, Bloom and bouncelands are a sick combo. Turn 1 Amulet, Turn 2 green bounceland + Summer bloom can net you a turn 2 Primeval Titan. The way it works is that you play the bounceland, which creates two triggers - an Amulet untap and a land bounce. You stack the bounce trigger first and the Amulet trigger second, then the land untaps, and you tap it for two mana and bounce itself. You cast Summer Bloom with that two mana and then you get to repeat the process three times, for a total of six mana. You can then cast Primeval Titan and start doing all sorts of shenanigans because the lands that the titan tutors come into play untapped. The most obvious combo of lands to get with the titan is:

This lets you immediately attack with your Titan, pulling another two lands and opening up more decision trees (more on them later).

The original list in that article was clearly a mess, with stuff like Time Walk and hideaway lands/Emrakul along with the core Primeval Titan strategy. Over time I started seeing the deck creep into the format, and it adopted a more streamlined alternative kill in the form of Hive Mind + Pacts. If you're unfamiliar with the way this works, here's the cards:

With Hive Mind out, your opponent is forced to copy any pact that you cast, and will lose the game if they are unable to pay the "on upkeep" cost. This means that Summoner's Pact will kill any opponent unable to cast green mana, two (Summoner's Pacts) will kill most opponents, as getting to 8-mana is rare in modern. Slaughter Pact and Pact of Negation will kill any opponent without black or blue mana, respectively, but you need legal targets for them. That's usually not too hard in the case of Slaughter Pact, but you will need to cast another spell to get a target for Pact of Negation. Note that your opponent can try to counter their own copy of the pact, but you will in turn get a copy of the counterspell which you can use to counter their counterspell, unless it's an overloaded-Counterflux which is the only way for your opponent to get out of the mess (non-overloaded Counterflux doesn't work as it can't be used to counter your own spells, but when it's overloaded then YOU are forced to copy it, countering your opponent's pact copy). One thing to watch out for when going for a pact kill is stray copies of Birds of Paradise which may be able to tap for off-colour mana, so don't just assume your Abzan opponent can't pay double blue without checking. Here's an example where I had a Hive Mind kill on the following turn, by countering my second Summer Bloom with Pact of Negation, but my opponent unfortunately had two Birds out by the time I was able to develop my mana to the point where I could execute the kill:

The best part of the pact alternate-kill is that the deck is already heavily incentivised to run 4x Summoner's Pact. You rely very heavily on Primeval Titan to win, Summoner's Pact is a free tutor for Titan that synergises well with the Titan getting you out extra lands to pay for the pact's upkeep cost. In addition, Tolaria West is a great card in a deck full of utility lands, and it fetches pacts for you giving the plan even more internal synergy. Adding the additional pacts to help out the pact kill against green decks is a small cost in terms of deck space and gives you more flexibility to either protect your titan or kill a game-ending threat such as an enchanted Pestermite if you need.

With the core of the deck streamlined into the above strategies, the deck had something of a breakout appearance at Pro Tour Fate Reforged earlier this year where it was the best-performing deck on day 2 that was piloted by more than one player and put Justin Cohen into the finals and Sam Black into 16th place. Here's Justin Cohen's deck from that event which established itself as the standard list, with similar versions doing well at subsequent SCG opens:

Modern Amulet Bloom Justin Cohen - Pro Tour Fate Reforged (2nd)

To support the core strategy, there are many cards in this list which essentially can't be touched. You need four copies of Amulet, Primeval Titan, Summer Bloom and Summoner's Pact. You'd also be crazy, to not play four Serum Visions. Given how well Hive Mind works as an alternative kill, you also want to keep that in, but I think it's a legitimate question whether to play two or three, and to support that kill the minimum number of additional pacts you want to run is the two Negation and one Slaughter that is in the list above. Finally, Azusa is a really great supplement to Summer Bloom's mana acceleration, the ability to play multiple lands in a turn synergises really well with bouncelands and it ramps you potentially from three to six mana, which is the key amount in this deck.

That only really leaves Ancient Stirrings Simian Spirit Guide as non-land cards to tinker with. I personally think Simian Spirit Guide is unnecessary. I could be wrong, but I believe the trend to playing it came from Stephen Speck who caused the deck to come into spectacular prominence at GP Omaha, riding multiple turn 1 and turn 2 kills into a top 8 where he came just short of winning the whole thing. Unfortunately, Speck was subsequently found guilty of palming 7-card hands prior to presenting his deck to his opponent, and then sliding those cards back on top of his deck at Pro Tour Dragons of Tarkir. I don't think it's pushing the realm of probability to suggest that many of his turn 1 and 2 kills with the Amulet deck were set up in that way, and it also might not be a coincidence that a one-of which has a primary purpose of enabling turn 1/2 kills featured prominently in his deck. For those of us playing without the advantage of a pre-stacked hand, its utility is dramatically lessened. Ancient Stirrings is a somewhat weak tutor, but justifies its position because it digs for the most important card in the deck as well as potentially grabbing a key utility land. It's frequently sideboarded out, because you really are looking for a single card with it most of the time and especially post-sideboard the card you might want most is not Amulet, but is ok in the maindeck.

If you're looking for additional maindeck options to replace some of cards I suggest tweaking above, Sleight of Hand is the most obvious option as another way of getting through your deck. Some players also run Thragtusk in the maindeck as an alternate tutor target for Summoner's Pact, which is a decent option but more suited to the sideboard. Hornet Queen is another high-impact green tutor target, but again may be more suited for the board.

You may also want to play around with the mana base somewhat. I personally prefer a second basic land to hedge against Ghost Quarter and Path to Exile, and I've been doing fine without Tendo Ice Bridge. You frequently want your untapped mana for blue anyway, particularly if you add in Sleight of Hand, so the swap doesn't hurt your coloured mana too much. I'd also suggest tweaking the bouncelands slightly, there were situations where I found myself wanting a blue bounce land that could also tap for one of the two RW activation lands (Slayers' Stronghold and Sunhome, Fortress of the Legion), and the deck has plenty of green mana so I would swap a Gruul Turf for an Izzet Boilerworks. Some decks also play a second Vesuva, which is something I can get behind becuase it's a land with a lot of utility. From the above list, the most likely candidate would be the second Cavern of Souls, but whether you make that swap will be heavily dependent on how much you expect in the way of counterspells.

Sideboarding

I could probably write a full article on the sideboard for this deck, but I have a bunch of technical play tips and tricks which I think are worth getting through so I'll be brief. In short, the biggest enemy of the deck is the following card:

Blood Moon is virtually an auto-loss once resolved. To fight it, your options are Nature's Claim or Swan Song, which rely on you having a green or blue mana open when the enchantment is cast, Seal of Primordium, which can be setup on a previous turn and Engineered Explosives which has the advantage of being able to deal with the card after it has resolved. I like one copy of explosives (which also functions as additional, weaker, copies of your red sweeper) and then some number of Seal of Primordium and Nature's Claim. I like being able to tap out with the deck, which means Seal is a good answer, but I also like the versatility of Swan Song as it's good at winning counterspell wars against the blue decks.

The deck can also struggle very fast starts from affinity, zoo or mono red, as well as discard backed up with a clock like Tarmogoyf or Gurmag Angler. The weenie creature strategies are best dealt with by Pyroclasm, there's so little Nacatl-based Zoo in the meta that I think you can get away with running that over Firespout. Discard and Burn are best dealt with by Leyline of Sanctity, which certainly earns its place. Beyond that you can run some more green creature tutor targets - Thragtusk, Dragonlord Dromoka, Sigarda, Host of Herons, Hornet Queen and Ruric Thar, the Unbowed all do various things and are good options depending on what you want to fight against - any of which are better than the Wurmcoil Engine in the list above. You can also bring along a couple of additional utility lands to sub in for ones in the maindeck that aren't well suited for the matchup, such as Radiant Fountain or Cavern of Souls. Options to consider are Ghost Quarter, Bojuka Bog or extra copies of some of the maindeck ones.

As for what to bring in and take-out, it's going to be highly list-specific but the key question is whether you leave the Hive Mind kill package in or not. I've been taking it out in matchups where I bring in the red removal package, focusing on survival over the speedy kill, but I see that Cohen takes a different approach, and instead sideboards out three LANDS in those spots - he only takes Hive Mind out against Abzan, which is presumably because they can easily make the mana to pay for Summoner's Pact and Liliana makes it hard to build up a Hive Mind + double Pact kill combo.

Tips and tricks

People always say that you should practice with a deck before taking it anywhere serious, and that goes for this deck more than any deck I've ever played. Simply achieving an optimal level of goldfish play with this deck is SERIOUSLY taxing on the brainpower, and it obviously gets way harder when you start playing against an interactive opponent. First, I'll cover a few random tips about sequencing and ordering triggers, and then I'll get into some Primeval Titan decision trees.

  • When you combine Summer Bloom with Amulet and a bounceland you can either go for a short term hit of mana or long-term land development. If you have a bounceland in hand after summer bloom resolves, you can generate six mana immediately after casting bloom, by playing, untapping and then bouncing that land three times. This is the way you can get your T2 titan or Hive Mind wins. If you don't have anything immediately to use the mana on, or if you don't have Amulet, bloom can effectively circumvent the drawback of bouncelands by letting you quickly develop out basically all of your lands.
  • Related to the first, when playing a bounceland while Amulet of Vigor is in play, get in the habit of always stack the bounceland trigger before the Amulet trigger. This is the easiest way to ensure that you don't accidentally mess up a play where you want to tap your bounceland and then bounce it. Another situation where you want to be able to do this is when you have multiple Amulets, as their triggers stack. You can put the bounceland trigger on the stack first, followed by the two Amulet triggers, and then you can tap/untap the land twice before the bounce trigger resolves, allowing the land to generate four mana.
  • If you want to get the most continued use out of your Gemstone Mines, you want to bounce it on the turn that you use up the second counter on it. If you let it untap with only one counter on it, you can't use it and bounce it again as it will be immediately sacrificed.
  • In general, given that your goal is to hit six mana as quickly as possible you want to sequence your bounce/untapped lands out of your opening hand as follows. If you have an Amulet out, you want to save your bouncelands until you have four mana on the board because the turn you play it you generate two mana from it, taking you from four to six. If you don't have an Amulet though, you want to make sure that you have an untapped land for your sixth mana and sequence accordingly.
  • Note that a T1 do nothing/cantrip into T2 do nothing/cantrip + bounceland on the draw will result in you having eight cards in your hand at the end of your second turn, forcing you to discard. Unless you have an Amulet to play on one of those turns, you're usually better off playing a non-bounceland T2 if possible.
  • Azusa, Lost but Seeking gives you two additional land triggers including on the turn you play her, but you lose these if she dies. You have priority immediately after casting her though, so you can get those additional land drops without disruption UNLESS the first of the additional lands you plays creates a trigger, either from its own text or due to Amulet. So when casting Azusa, first make sure you have used up your first land drop for the turn even if you don't need that additional mana to cast her (you can use a triggering land on this), then cast her and play a non-triggering land then finally play whatever other land you have. Gemstone Mine/Tendo having counters placed on them are not triggering events, so they are safe to play.
  • If all of your Primeval Titans are dealt with (eg. Surgical Extraction effects, or (Ensaring Bridge) or just multiple Path to Exiles), in addition to using Hive Mind you can still win a very long game by pumping up saproling tokens from Khalni Garden using Slayers' Stronghold and Sunhome, Fortress of the Legion. Earlier versions of the decks played Kessig Wolf Run which made this even easier, but Sunhome works better with the main Titan plan so it is currently favoured.

I'm sure there's more, but those are the main overarching tips that come to mind with the deck. Then we come to the Primeval Titan decision trees. These get horrendously complex, and even over scores of games with this deck I'm pretty sure I've made more strictly incorrect decisions than correct ones. Tutoring is one of the hardest skills in the game, and you're making a double-tutor decision with a bunch of moving parts every time you trigger Primeval Titan in this deck. Here are some things to think about.

If have an Amulet out, the first thing is to ask yourself if you think your Titan can be killed or tapped by your opponent at instant speed. The commonly played cards that do that are Terminate, Path to Exile, Pestermite and Deceiver Exarch. Bolt/Snap/Bolt is also somewhat plausible. If your opponent isn't likely to be able to do any of that, then your first decision is simple:

As these lands enter the battlefield untapped with Amulet, you are immediately able to attack with your hasty, vigilant, 8-power Titan. This gets you an additional set of lands to tutor. If you happen to have an additional two untapped mana spare (i.e. not in your mana pool) in addition to what you used to cast Titan and activate Slayers' Stronghold (don't forget any spare play-land slots you might have from Bloom or Asuza, as you can bounce a land with Boros Garrison), then you can immediately attack for 16 by tutoring these two lands once you attack, which is sometimes enough for the win:

Vesuva copies Boros Garrison, giving you the RW to activate Sunhome in addition to the other two mana you had spare. If you happened to have two Amulets out at the start of the turn, you can actually attack for 20 with this strategy by activating Slayers' Stronghold twice. Be warned though, you need to stack the Stronghold untap triggers BEFORE the Boros Garrison untap triggers (so they trigger second), or else you likely won't have enough mana to activate it twice. Watch closely on MTG for which land is highlighted by the trigger when you mouse-over it to select the correct one:

Assuming you don't go for the combat-damage win with Sunhome, you have a different set of decisions to make once you attack with the Titan. This is effectively the same set of decisions you face if you don't have an Amulet out, or are worried about instant speed removal. In these circumstances, you should probably act as if you are only getting one trigger out of your Titan, as there are few decks which have zero ways of interacting with your Titan once they untap. Thus, the safest play is usually the resilient one:

This allows you bounce Tolaria west to tutor up Summoner's Pact and another Titan on a later turn if your first is dealt with. If you do this on your main phase with Amulet out, you can immediately transmute the land (unless you're worried about discard), but if you do it in your combat step you'll lose the mana from Tolaria West before you can use it.

There's a wealth of other options to keep in mind when tutoring though. Keep in mind your lands with special effects for the particular matchup:

Khalni Garden can chump block or protect you from a Liliana edict. Fountain is great against aggro or burn, Cavern shuts down counterspells (and is a better option than Tolaria West against counterspells if you have a second Titan in hand) and Vesuva can copy any of the previous, or a man-land from the opponent (an annoying Nexus out of Affinity). For the first two of these, you often want to be able to re-buy the effect, so it's generally worth pairing them with a bounceland.

The next consideration you want to keep in mind is developing your mana base. This is far more complex than it seems at first glance, and the biggest source of difficulty with Titan tutoring. The basic proposition is that getting out a bounceland is generally superior than a basic land or something like a Gemstone Mine. The bounceland gives you an additional card in hand, so is card advantage and gives you more overall mana over the course of a long game (especially with a Bloom), it lets you re-buy land effects, can protect a key land like Cavern of Souls from land destruction and can give you options to discard to cards like Liliana of the Veil or (Kholagan's Command). Bouncelands create additional decisions though, you need to work out what you want to bounce in a way that doesn't mess up your ability to pay for any pacts you might have queued up, or for coloured-mana intensive things you may want to do on future turns. I find my late-game coloured mana is usually constrained by blue, red and white. You need lots of blue to pay for Pact of Negation and Tolaria West (both in the same turn can be tough), and then only a small proportion of your lands produce red or white, but you need RRWW to activate both Slayers' Stronghold and Sunhome in the same turn. So if you're in a position where you are just pulling out coloured lands then keep these colour requirements in mind. These are important decisions to make, you might be surprised at how much mana this deck can use in the late game, but between paying for pacts, hard casting titans, activating land abilities and additional little costs like Amulet and Serum Visions, you have a lot of ways to use very large amounts of late game mana.

These kind of mana considerations might seem minor, but they can really be important midgame and become very tough to keep a track of. Take this game recorded by Sam Black, a top pro who has had a huge amount of experience with the deck. In game two of this match, Sam pulls the following two lands with his first Titan activation:

His thinking was clearly to get a chump blocker from Khalni Garden and then re-buy it with a bounceland, which was a good line given that he already had a Tolaria West in hand and was being beatdown by a Gurmag Angler and Siege Rhino. Unfortunately, this meant that he didn't have the RW mana necessary to activate the Slayers' Stronghold in his hand, which became relevant a number of turns later when there was a good line of play open to him which was to attack with a vigilant titan and threaten a Sunhome activation if the titan was unblocked, which would have forced his opponent to start chump blocking with large creatures. In the end he won the game, but it was a close thing and he would have lost if his opponent had drawn an extra Siege Rhino or Gavony Township. This highlights a situation where even though at one point Sam had eight lands on the field, including three bouncelands, he didn't have sufficient RW mana to activate both of his utility lands.

One last thing to ALWAYS keep in mind any time you're tutoring with Titan, especially for bouncelands, is to make sure you can pay the upkeep cost of all of the pacts you have queued up or might want to queue up by the next turn. Things like bouncelands or Gemstone Mine counters running out can mess up your existing mana base, so always keep both quantity and colour of pact mana in mind when changing your lands around. Be doubly careful if your opponent has or could have a Tectonic Edge or other land destruction, not paying for pacts is a really awful way to lose the game!

As you may have gathered from the level of detail in this article, I had an absolute blast playing this deck. I also won in the 2-player queues a LOT more than I lost once I got up to speed, the deck really is a strong option in Modern right now. My record against Grixis is absurd, I've played it about half a dozen times and haven't felt close to losing, despite Kholagan's Command being theoretically ok against you. Sam Black revisited the deck some months after Pro Tour FRF and said he felt like he was operating on a completely different level from everyone else in modern, who was worried about how their decks lined up against Lightning Bolt or how many cheap 2-for-1s they could play. Amulet Bloom just plays on such a higher axis of power that it feels like you can float over the top of the format a lot of the time, which isn't to say that games with it can't be fun and interactive, quite the opposite. It's just that sometimes you also get to attack with a 10/10 double-striker on turn 2:

The deck comes very highly recommended and if, like me, you are reluctant to enter the realm of combo, I suggest you start with this deck to see what you've been missing out on!

2 Spellskite
Bonide mouse magiv repellent

The packets can also be used in flower beds, gardens, and other outdoor areas to prevent mice from entering. Unlike traditional mouse traps or poisons, the Bonide Mouse Magic Repellent does not harm the mice. Instead, it uses a combination of scent and taste deterrents to discourage mice from entering the treated area. This makes it a more humane option for dealing with mouse infestations. The Bonide Mouse Magic Repellent is highly effective in repelling different types of mice. Whether it is house mice, field mice, or deer mice, this product can help keep them away. It is also effective against other rodents such as rats. In conclusion, the Bonide Mouse Magic Repellent is a safe and effective solution for preventing and repelling mice. Its long-lasting protection, easy-to-use packets, and humane approach make it an excellent choice for anyone looking to deal with mouse infestations..

Reviews for "Tips and Tricks for Using Bonide Mouse Magic Repellent Effectively"

- John - 1 out of 5 stars - I purchased the Bonide mouse magic repellent hoping that it would deter mice from entering my home. However, it did absolutely nothing. The mice continued to roam freely without any signs of being affected by this product. I followed the instructions carefully and placed the repellent in areas where I had previously seen mice activity, but it was completely ineffective. I ended up having to call an exterminator to deal with the issue, which was an additional expense. I would not recommend this product to anyone looking for an effective mouse repellent.
- Sarah - 2 out of 5 stars - I had high hopes for the Bonide mouse magic repellent, but unfortunately, it did not meet my expectations. I tried using it in different areas of my home where I had seen mice, but they seemed completely unaffected by it. The smell of the product was quite strong and unpleasant, which was another downside. I continued to see mice running around my house, even after using this repellent for several weeks. Overall, I was disappointed with this product and would not purchase it again.
- Brian - 1 out of 5 stars - The Bonide mouse magic repellent did absolutely nothing to keep mice away from my home. I followed the instructions and placed the repellent in areas of high mouse activity, but there was no change whatsoever. The product claims to be all-natural, but it clearly lacks effectiveness. I had to resort to using traps and poison to deal with the mouse problem, rendering this repellent useless. It was a waste of money and I would not recommend it to anyone dealing with a mouse infestation.
- Amy - 2 out of 5 stars - I was not impressed with the Bonide mouse magic repellent. Despite using it as directed, I did not notice any decrease in mice activity in my home. The odor of the product was quite strong and lingered in the areas where I placed it, which was unpleasant. Additionally, the pellets were quite messy and left behind a residue that I had to clean up. Overall, I did not find this repellent to be effective and would not purchase it again.

Preventing Rodent Infestations with Bonide Mouse Magic Repellent

Understanding the Ingredients in Bonide Mouse Magic Repellent