Evolving Wilds

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal
Standard Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Amonkhet Common
Commander 2016 Common
Conspiracy: Take the Crown Common
Commander 2015 Common
Battle for Zendikar Common
Duel Decks: Zendikar vs Eldrazi Common
Magic Origins Common
Modern Masters 2015 Edition Common
Dragons of Tarkir Common
Duel Decks: Elspeth vs Kiora Common
Commander 2014 Common
Duel Decks: Speed vs Cunning Common
Magic 2015 Common
Commander 2013 Common
Duel Decks: Sorin vs. Tibalt Common
Magic 2013 Common
Dark Ascension Common
Duel Decks: Ajani vs. Nicol Bolas Common
MTG: Commander Common
Rise of the Eldrazi Common
Promo set for Gatherer Common
Promo Set Common

Combos Browse all

Evolving Wilds

Land

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

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Evolving Wilds Discussion

Perpetual on Mayael command

16 hours ago

For my taste, you have too many cards that benefit your opponents just as much as they help you. Archangel of Strife could be Thunderfoot Baloth or Elesh Norn, Grand Cenobite. Borderland Explorer could be Sylvan Ranger or Borderland Ranger or Civic Wayfinder. Ghirapur Orrery and Rites of Flourishing could be virtually any card draw engines that helps only you: Drumhunter, Garruk's Packleader, Magus of the Library, Primordial Sage, Mind's Eye, Seer's Sundial, and Staff of Nin all come to mind. Collective Voyage could be Cultivate or Nissa's Pilgrimage.

The next problem is that you are light on land. I use less land than most people, and you are at least 2 lands short for me, probably more like 3-4. And two of your lands don't produce any mana, meaning you would need even more. You could replace Evolving Wilds with Naya Panorama or Krosan Verge, or just add them at the expense of a creature or enchantment. You have all sorts of conditional taplands and Grand Coliseum, so replacing one of them with (or just adding) Jungle Shrine doesn't seem like a bad idea.

You are also light on spot removal, a trap I have fallen into more than once. Terastodon would probably have a home in your creature mix, and Fade into Antiquity, Krosan Grip, or even just Naturalize would not be a waste of space.

Elysias on *Finished?* Angels and Demons

1 day ago

I was looking for ways to pair Fatal Push with Evolving Wilds, but I felt it was too rare an opportunity to draw into both, given that it's a 60 card deck, although I see the idea behind using it, and how it could be very beneficial.

I wasn't actually aware how good Path to Exile was until you outlined its effectiveness just now. From a YGO standpoint, like a said previously, granting a card advantage, or giving the opposing player the ability to benefit from an exile was almost a death-sentence in a game if they already have momentum. However, it seems far more useful in Magic that I would have guessed. Typically, most decks can only make 1-2 good casts per turn, depending on their current mana count.

If your typical deck hardly relies on generic mana to cast, and more on special lands and artifacts, then that changes how I see the card being used. From my own experience, granting a deck like mine, an additional mana, really speeds up what I'm able to do turn-to-turn, so I was super wary of playing it.

You've helped me out a lot more than most people would, so you have my thanks for that. Hopefully, if I manage to make this deck reliable and get a solid engine going, we can play sometime to repay the favor in a way.

casmiel on *Finished?* Angels and Demons

1 day ago

I think you'll be able to answer many questions on your own as soon as you run a couple of matches.

Key to understanding a Magic deck is the format you play it in, every format requires a different understanding of the game and some cards can excel in one format while being essentially dead in another. They key to understanding Modern lies often in understanding the best deck in the format, which currently is Grixis Death's Shadow. If you take at a look at the top ~12 decks in Modern, you'll see that (just my estimate out of the blue, but you get the gist) roughly 90% of commonly played creatures in Modern have a converted Mana Cost of 1-4, meaning all of those are pushable. Push is good for several reasons. Just imagine your opponent plays a Thought-Knot Seer and spends 4 mana on his turn for that, in respone you use your Evolving Wilds or Marsh Flats and use Fatal Push, get a land and trigger Revolt to kill it. You just traded a 1 mana card for a 4 mana card, giving you a lot of momentum and tempo. That is why Fatal Push is pretty insane. Path to Exile is also a great, especially so in Modern. Here is why:

  1. It is a 1 mana spell than kill anything from 1-10 or even more converted mana cost, it is the answer to almost all of your troubles and circumvents even Indestructibles. Sometimes you just need an answer quickly, and 90% of the time this Path will be the answer you are looking for. It hits so much!

  2. Most Modern decks have a very low mana curve, there are some that don't even play anything above 2 Mana. Those decks just don't really benefit a whole lot from the additional land. Even if they do, there is no guarantee that they have a big spell or enough small spells to take advantage. And even if they have that, at least you exiled a threat!

  3. Many, if not most Modern decks are in 3 colors or even more. They run a lot of Fetchlands, Shocklands and Utility lands. Some don't even run more than 1-2 basic lands in their entire deck! If they naturally draw those, the downside from Path to Exile is essentially negated.

  4. By costing 1 mana, you can disrupt your opponent's plan while furthering your own. Example: It is turn 4. Your opponent controls a Falkenrath Aristocrat. You have 3 lands, but haven't found your fourth one yet, so ideally you'd want to play Wall of Omens to dig deeper. But you only have Ultimate Price and Anguished Unmaking in hand. You can choose to dig a card deeper and pray to the heart of the cards (:D) to find your land, or you can kill Aristocrat to preserve your life total and lose a lot of tempo by missing your land drop. With Path to Exile however, you can just do both!. You play Wall of Omens and pass the turn, stopping the opponent on their upkeep step after they untap their lands. At that moment you path their Aristocrat, so the opponent only gains a tapped land and you delay the Path to Exile downside for another turn, buying you more time to find your lands and play your creatures.

multimedia on Budget Energy Elves (Adapted)

3 days ago

Looks good, +1.

I think you are better off playing Evolving Wilds instead of Woodland Stream and Highland Lake. These lands always enter play tapped like Wilds does the difference is Wilds has great synergy with Tireless Tracker being able to get two clues for one land drop is very nice. If you have to play because of budget reasons these lands I would use Wilds instead.

Since your not playing Rogue Refiner you lack another strong energy production card I would cut 1x Rishkar, Peema Renegade for 1x additional Bristling Hydra giving you 3x Hydra to help with energy. I've made this change at Energy Elves not because I need more energy production, but because Hydra is very good right now in Standard.


Babuchas3000 on 7 Deadly Sins, 7 Ways to Win... 7 Your Desires

3 days ago

Done!. There are the changes so far. I used your manabase TheBooman as, well... base, hahaha

I hope with this changes the deck will start to feel a little more smooth

Also thought of changing Aether Hub with 2 Evolving Wilds/Terramorphic Expanse (choose the one in turn, XD) and 2 other basic lands, and with that change we can also change Glimmer of Genius for Hieroglyphic Illumination, but that just as a thought...

clayperce on Magus of the Crucible (HOU)

3 days ago

Richard-Wheatley,
Thanks for the kudo! Landfall is a totally valid approach, but not really where I wanted to go with the deck. You might want to check out Ramunap Earthquake (HOU) by Zygomatic though. Incidentally, I'm not a fan of Retreat to Hagra at all. It's fun with Evolving Wilds because of the constant threat of Instant-speed Deathtouch, but the drain effect is just soooooooo slow. And I hate giving up Turn 3 for a card that doesn't affect the board.

Why would you use Splendid Reclamation? I looked at it early and was underwhelmed, but I've never played the card so could easily be missing something.

You're right about Traverse the Ulvenwald usually being just a bad land, but so far the occasional upside (Delirium is inconsistent but happens fairly often) had been worth it. That said, it's probably the weakest card in the deck, and I suspect it'll drop for something off the maybe board sooner rather than later.

Thanks again.

sliversftw on Strong Control Mill

4 days ago

And if your gonna add Hedron Crab you may as well add some fetchlands like Polluted Delta and Flooded Strand if your on a budget Evolving Wilds and Terramorphic Expanse.

ivaliado on Legacy Dragon-Reanimator (Budget)

4 days ago

LeaPlath

For the Fetchs, I just can afford Evolving Wilds. And now i understand how Brainstorm can be useless without the shuffle effect.

What do you think about Careful Study?

I never realize how Victimize is just awlful. I'll fix this!

On the dragons, the "chosen" ones was basically because i have them and they always seemed satisfactory to me...Despite that, i totally agree with the sugestions based on what you said: " better options exist". I played with the suggested creatures and was totally surprised!

Really appreciate the help!

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