Essence of the Wild

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad (ISD) Mythic Rare

Combos Browse all

Essence of the Wild

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Creatures you control enter the battlefield as a copy of Essence of the Wild.

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Essence of the Wild Discussion

Bassmaster on Got A Huge Weenie

1 month ago

Anointed Procession is a must for this deck. Take your Awakening Zone + Essence of the Wild combo and double it.

SkipYourDrawStep on Fantastic Beasts and How to Get Stomped By Them

5 months ago

D1beast: I pretty much just went to my binders for your request for a budget version. I haven't looked for much card interaction, mostly just trying to help this deck capitalize on Mayael's ability to cheat cards while keeping the price tag low.

Unfoil Blazing Archon.
Sideboard Omnath, Locus of Rage, Akroma, Angel of Wrath, Dragonlord Atarka, Dromoka, the Eternal and Dragonlord Dromoka - put these in as you please.
Remove Avacyn, Angel of Hope, Sigarda, Host of Herons, Ulamog, the Ceaseless Hunger, Vorinclex, Voice of Hunger, Scourge of the Throne, Vigor, Sword of Feast and Famine, Thran Dynamo, Rings of Brighthearth, Defense of the Heart, and all non-basic lands except for Command Tower and Reflecting Pool.
Adjust basic lands to 15 Forest, 11 Mountain, 10 Plains.
Add Aegis Angel, Bane of Bala Ged, Elderscale Wurm, Essence of the Wild, Krond the Dawn-Clad, Scaled Behemoth, Stoneshock Giant, Tyrant of Discord, Green Sun's Zenith, Primeval Bounty.
Total Cost of Mainboard as of 5/15 (TCG): ~$169. Sideboard adjustments above total ~$16-$17.

Again, this probably isn't optimal and needs tweaking to make all the removals and additions work together, but these are some ideas to take the deck if you wanted a unified theme.

ellie-is on Ellie's Saprolings

5 months ago

TheSurgeon kurcody1

Hey guys, thanks for the suggestions.I think I can definitely decrease the amount of rampant growths if I have more cards to put in it. I was playing yesterday and yeah, I think two would be enough!

Cody, the reason why I'm not running any mana creatures like Arbor Elf is that they're very easy to kill for most decks, while lands are not. So looking for a land in my deck is more useful in the long run, and even Explore's extra land or just the draw can also help a lot in the early game. I used to run a very similar deck which relied on Overgrown Battlement and Axebane Guardian to generate a huge amount of mana for Jade Mage. It was fun, but without the mana generators it never went far, and people learned to always kill them quickly. As a quick tip to you - Arbor Elf usually shines in decks that make use of enchantments such as Utopia Sprawl, because the lands it untaps can generate even more mana now.

The main problem with Stoneforge Masterwork compared to Might of the Masses is that it lacks the surprise element and the instant speed, which are often what give me the win with it - casting it after a single saproling has managed to slip past defenses - but people would most definitely block the saproling that had Stoneforge equipped, and sadly it doesn't include trample.

Verdant Embrace rarely sees play, indeed. I might be able to reduce it by one or cut it entirely. I'm also thinking of giving Essence of the Wild the boot, because by the time I can cast it, I'm usually either about to win or lose, and it doesn't do too much. Finally, Beastmaster Ascension does what the Essence does, for a lot less mana - making all my saprolings 6/6. It's my usual wincon, and I think I like having three, as successfully playing it usually means the game is about to be won.

I like Blunt the Assault and used to have it on my previous saproling deck. I might give a try to adding it to this one - I don't have any way to gain life, and that could be rather handy.

kurcody1 on Ellie's Saprolings

5 months ago

Hey! I'm pretty new to MTG, but I would love to give you suggestions, as I have a deck similar to this (on my profile), but doesn't have any saproling spawners other than 2 copies of Fists of Ironwood. My first and main suggestion is putting in Arbor Elfs instead of Explore and Rampant Growth because it also gives you extra mana for 1 mana and is a creature for Champion of Lambholt, Essence of the Wild, and Scion of the Wild. It also might be a good idea to put in more Champion of Lambholts as it is a very good card in your deck. I also reccomend maybe putting in Overwhelming Stampedeinstead of overrun because of your big hitters and Might of the Masses, but its optional as it is a high risk high reward card in your deck. I'm thinking of putting saproling spawners in my deck now!

DanteBeleren on Budget Yisan

6 months ago

Seems alright. Few cards seem a bit... odd or like you were trying to replace cards?

I'd recommend removing the following:

Judging upon you creature base, you don't have much of a win-con. You have tons of 1 and 2 drops which will help Yisan trigger multiple times in one turn, but no end result. The only two I'm really seeing are Craterhoof Behemoth and Shaman of Forgotten Ways. While both are good, Craterhoof seems moot since I imagine your board being blown up before getting the chance to attack with anything besides him. If you trigger Shaman early on, that can easily be a game-ender, but what happens if someone uses Swords to Plowshares on it before you get the chance? Not trying to be mean, or pick you deck apart, but unless I'm missing something your deck has a solid premise with nowhere to go. Most Yisan deck's I've seen or played against create some form of stax, or each creature he cheats into play has a prominent or dominating effect on the board/game. Being fast as hell feels super awesome until you have nothing to do, but can't win.

Some cards I'd recommend are below and some will hopefully help abuse Yisan's verse counter-curve:

So many cards... Point being, ramping into Yisan and triggering his ability is awesome, but a moot point if you can't hit anything that does something. But again, I could be completely missing the point of what you're going for, and if so I apologize for the wall of text. It's your deck and you are free to do with it as you please, I just wish you a grand time of obliterating your games.

Pinewoodboy0324 on Old Commander Mechanics in C17?

7 months ago

I want to see more join forces, even in a standard set. Allot less harder to control, but fun for Two-Headed-Giants, draft and even casual 3+ player formats.

Take Essence of the Wild and Alliance of Arms to give everyone tokens, yes BUT BUT BUT, I say... THEY ARE 6/6's and you WILL have a pump spell in a Green/White deck.

TheVectornaut on Mono green hydra stomp

10 months ago

Since you currently have 65 cards with 33 lands, I think you can easily afford to cut some forests. Howl of the Night Pack is strong, but it's not strong enough to justify drawing what will otherwise be dead lands. Adding in creatures that offer ramp is certainly a valid way to access additional mana while also filling out the curve. Which ones you add could actually be related to the direction you want to take the deck in. Right now I see potential for a "summon many tokens that are buffed by Essence of the Wild" strategy and a "buff dudes with +1/+1 counters and let Kalonian Hydra wreck face" strategy. I'd want to focus in on just one and play more copies of the relevant cards to improve consistency.

The Essence of the Wild plan gains the most value out of the tokens since you don't have to spend as much on setup, you just need the Essence. The cards that summon many small tokens are especially good since they get the largest bonus. For example, Howl of the Nightpack is like "7 mana: summon 7 2/2s and give them +4/+4" while Horncaller's Chant is like "8 mana: summon 2 4/4s and give them +2/+2" (which amounts to a 30/30 difference in stats). In that version, I'd want any ramp to get to the Essence as quickly as possible. Arbor Elf, Greenweaver Druid, Joraga Treespeaker, and Nykthos, Shrine to Nyx + Satyr Wayfinder are all possibilities. Ordeal of Nylea, Miming Slime, Primordial Hydra, Giant Growth, and Enlarge are other cards that don't fit as well into that strategy. Having ways to tutor for the Essence like Chord of Calling might be more useful than having other bombs.

The other plan is something I see more often. You play efficient creatures that gain value from/already provide +1/+1 counters in the early game. Card with evolve like Experiment One or cards with undying like Strangleroot Geist are some examples. Then, Kalonian Hydra and a handful of other bombs can go completely nuts and overrun the opponent. Centaur's Herald, Jade Mage, Sporemound, and the populate spells fit in less with that strategy. There's also the potential to swap Parallel Lives with Doubling Season if budget allows. The ramp option I'd prefer here would be Gyre Sage, although standard Elvish Mystics are certainly solid. Finally, I'd look at redundancy in the win condition with spells like Solidarity of Heroes or even an alternative like Overwhelming Stampede.

Voltaire26 on Tana and Sidar's house of a thousand cuts

11 months ago

I've been playtesting this guy for a while with Tymna the Weaver and found that Goblin War Drums are not as impressive as they seem. Try Bedlam if you want to keep the same effect. Your also missing one of the easy win-cons with this guy: Tana, the Bloodsower+Breath of Fury+Sidar Kondo of Jamuraa gives an extra combat for every creature you have! Its also infinite with haste enchantments but some groups frown on that sort of thing. Why Mindcrank? I don't see any major synergy with it in your deck and will probably just end up helping your opponents, definitly replace it with Doubling Season. In terms of just standard token decks, your missing: Glare of Subdual, Aura Shards, Fecundity, and Shamanic Revelation. On a side note, Essence of the Wild is a double edged sword, but is SO MUCH FUN in with this guy!

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