|Commander / EDH||Legal|
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|Innistrad (ISD)||Mythic Rare|
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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
1 month ago
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.
5 months ago
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.
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!
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:
- Autumn's Veil: Yisan should be cheating your cards in
- Natural State: Not a huge concern, but seems underwhelming in EDH with most non-mana rocks being 4+
- Jeweled Amulet: With playing mono-green, this seems... meh.
- Tormod's Crypt: ???
- Staff of Domination: By the time this is going off, it's probably just a win-more.
- Seeds of Innocence: There are better mass artifact removal cards that don't grant life for only 1 or 2 more mana (Creeping Corrosion?).
- Carpet of Flowers: Unless your playgroup has a bunch of monoblue players, this isn't going to be super reliable.
- Strip Mine/Ghost Quarter: ???
Some cards I'd recommend are below and some will hopefully help abuse Yisan's verse counter-curve:
- Kodama's Reach
- Rampant Growth
- Skyshroud Claim
- Beastmaster Ascension
- Creeping Corrosion
- Wave of Vitriol
- Baru, Fist of Krosa
- Bellowing Tanglewurm
- Champion of Lambholt
- Citanul Hierophants
- Elder of Laurels
- Essence of the Wild
- Kamahl, Fist of Krosa
- Master of the Wild Hunt
- Nylea, God of the Hunt
- Pathbreaker Ibex
- Thunderfoot Baloth
- Managorger Hydra
- Primeval Protector
- Avenger of Zendikar
- Stonehoof Chieftain
- Bloodspore Thrinax
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.
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.
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 + 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.
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!