Evolving Wilds

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Evolving Wilds

Land

, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

ToastedBagl on The Saga of Tom Bombadil

1 week ago

Tyrite Sanctum would make Tom Bombadill instructible.

The Mending of Dominaria would allow you to play lands from graveyard and/or fetch lands. Also Evolving Wilds and Terramorphic Expanse. It also helps if they destroy your Hall of Heliod's Generosity.

TheoryCrafter on Fungus

1 month ago

My recommendation is to cut The number of colors to 2. Green and Black should be the way to go. If you must have a third, then I'd recommend White or Blue so you can play either Ghave or Xavier Zap, respectively. Even then I wouldn't run more spells of white or blue.

Either way, a Fungus/Saproling deck should be creature intensive, so I wouldn't recommend adding more instants or sorceries except for Tear Asunder-- mainly as an option for dealing with Indestructible permanents.

Once that is taken care of your next step is to decide what kind of deck to build. You'll want to build around either Mycoloth, Slimefoot the Stowaway or The Mycotyrant. Fungus and Saproling creatures should have death triggers or activated abilities with more controlling aspects like Cankerbloom.

If you insist on having Spore counters then have Thelon, but only put in any combination of Utopian Mycon, Thorn Thallid, Spore Flower, Psychotrope Thallid and Deathspore Thallid. Otherwise Thelon should only exist in your deck to pump up your creatures. If you choose to go this path I'd recommend The Ozolith so you don't lose the spore counters. In which case I'd recommend adding Heroic Intervention.

As for Lands I would highly recommend Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth. Adding any combination of Evolving Wilds, Fabled Passage, and Terramorphic Expanse should only happen if you are playing Sporemound. Bojuka Bog is highly recommended.

I hope this helps. Thank you for reading me out. Happy Hunting!

TypicalTimmy on Power Level Standards

2 months ago

A good method to gauge "power" is to ask

  • How many LAND tutors are there, such as Evolving Wilds
  • How many NONLAND tutors are there, such as Idyllic Tutor
  • How many TUTORS are there (that can search for land and nonland cards alike) such as Vampiric Tutor
  • How many DISTINCT "combos" are there? Which is different from synergy

There is a big disagreement on what constitutes a combo and what constitutes as synergy. Not all synergistic cards are combos and vice versa. My fundamental philosophy is that a combo RELIES on each individual card to succeed. If you remove one element, they fall flat. For example, KCI requires specific cards. You exile or destroy just one, it falls flat. Meanwhile synergy are booster cards. You don't NEED it to win, but having it will significantly improve your chances. It boosts everything you have. For example, you don't NEED a Dragon Tempest to win, but it makes it so much easier if you have it. Whole synergy cards help you win, combos MAKE you win.

So,

  • How many DISTINCT COMBOS do you have?
  • What is your average mana curve?
  • With an ideal opening hand, how quickly can you theoretically win?

I mean there's probably a dozen more elements we can add but you get the point.

The real issue is that, you can be Top Dog #1 with your little playgroup or small LGS and believe your deck is just the bee's knees, but you take it to even a local championship and you get blown out of the water.

So really, you also have to account for skill and, yes, luck. So, shrug?

HeadinPants on Faster game starts and smoother …

3 months ago

Last_Laugh I mostly agree. My problem with your argument actually stems from the issues caused by shuffling a commander deck when you have hands a bit small to do it comfortably. In the early turns of the game, even if I crack an Evolving Wilds immediately, the group still has to wait on me to finish shuffling. Until turn 3 or 4, this is typically still the case. I removed almost all the the land-searching functions from my landfall deck as a result of this.

Crow_Umbra I have mixed feelings about rolling for a 1, some people are just cursed, and sometimes probability just makes that take longer. I typically go for 2 dice of any size from 6 thought 12, whichever 2 dice I grab first.

However, I do love the idea of incorporating Monarch in that way.

plakjekaas My problem with that arrangement is that you are forced to track turn order. It's a neat idea, but that's one extra thing to track in Commander, where there are already too many triggers. I typically just go clockwise from start.

nuperokaso on steal/sac

3 months ago
  1. Your deck should play more win conditions. If your opponent doesn't play creatures, you effectively have only Urabrask's Forge to win, and 5 of your creatures.
  2. You should play more creatures on your own. After flipping Tarrian's Journal  Flip, you can play creature cards from your graveyard, which is powerfull... but there are nearly none in your deck! Same problem with Dross Skullbomb.
  3. Your deck is almost Standard legal. Replace Improvised Club and Grima Wormtongue with some combination of Callous Sell-Sword, Dreg Recycler, Acolyte of Aclazotz or Ayara, Widow of the Realm  Flip and it will be!
  4. Alternatively, if you don't care about Standard legality and are ok with playing Lord of the Rings cards, replace 2 Evolving Wilds and 3 Crystal Grotto with 2 Troll of Khazad-dum, 2 Oliphaunt and 1 Geothermal Bog. That way you'll have 4 more creatures to win. In your early turns, just cycle them to get lands, and in your late game you can play them with The Tomb of Aclazotz  Flip.

zandl on Heron Guardian

5 months ago

I think you could probably cool it a bit with the dual-lands. Things like Rupture Spire, Fortified Village, and Evolving Wilds are just going to slow you down and you don't need that much mana fixing in two colors. In fact, almost anything that always comes into play tapped is probably not what you want in this deck, where you're trying to curve out aggressively.

jdogz32 on Mill deck

5 months ago

Firstly I'd take out Jace's Phantasm as your deck aims to mill not kill. I'd also add Ruin Crab over Hedron Crab if your only going to add one of the Crabs. Although most mill decks add both and play some form of lands similar to Evolving Wilds Some other good adds you should look at are Archive Trap although this one is not budget Fractured Sanity Jace, the Perfected Mind Tasha's Hideous Laughter Drown in the Loch I'd also recommend taking out a few if not all copies of consuming aberation you'll be lucky to get one down let alone multiple copies. Hope this helps

Rhadamanthus on Can a Evolving Wilds/Fabled passage …

5 months ago

The other players might be getting confused by a couple of recent cards that can find any land with a basic land type: Slimefoot's Survey and Sprouting Goblin are the basic examples. However, this is not the same kind of effect as Evolving Wilds and Fabled Passage. Those effects specifically get just basic lands. If a land isn't actually "Basic" on the type line then they won't work.

Load more