Evolving Wilds

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Block Constructed Legal
Standard Legal
1v1 Commander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Limited Legal
Modern Legal
Highlander Legal
Pauper Legal
Legacy Legal
Archenemy Legal
Casual Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) None
Iconic Masters (IMA) Common
Commander 2017 (C17) Common
Commander Anthology (CMT) Common
Amonkhet (AKH) Common
Commander 2016 (C16) Common
Conspiracy: Take the Crown (CN2) Common
Commander 2015 (C15) Common
Battle for Zendikar (BFZ) Common
Duel Decks: Zendikar vs Eldrazi (DDP) Common
Magic Origins (ORI) Common
Modern Masters 2015 Edition (MM2) Common
Dragons of Tarkir (DTK) Common
Duel Decks: Elspeth vs Kiora (DDO) Common
Commander 2014 (C14) Common
Duel Decks: Speed vs Cunning (DDN) Common
Magic 2015 (M15) Common
Commander 2013 (C13) Common
Duel Decks: Sorin vs. Tibalt (DDK) Common
Magic 2013 (M13) Common
Dark Ascension (DKA) Common
Duel Decks: Ajani vs. Nicol Bolas (DDH) Common
MTG: Commander (CMD) Common
Rise of the Eldrazi (ROE) Common
Promo set for Gatherer (PSG) Common
Promo Set (000) 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

Firebones675 on Ghoulta, Primal Stompy

49 minutes ago

Leveler is an awkward card here since with no library, you'll lose the game on your next draw step because the game tells you to draw a card you don't have. Yes you have lab man but only one of each and no way to tutor for both of them. Just drawing one half of the combo doesnt do anything so unless you add ways to make it more consistant, i would cut both. You could also consider delve cards to exile the lands you mill.

If you were willing to splash black, Tasigur, the Golden Fang seems really nice for the deck as it can both be a creature you cast for cheap, fills your graveyard further, and can provide card advantage by bringing back cards (bonus points if you do it off of fetchlands or equivalents like Evolving Wilds as the wilds itself goes to the graveyard where it can be delved away). If you wanted to stay in just greed blue though Hooting Mandrills is the only big delve creature in your colors.

One thing i'd be worried about is the deck has no interaction. If your opponent casts an annoying creature, you have no way to deal with it. Putting in a couple of removal spells would buy you more time to find big creatures like ghoul tree.

Argy on It's A Raid!

3 hours ago

Here are my thoughts.

  1. Mana

    I understand why you have Crypt of the Eternals, but it can be quite crippling in the early game.

    I think you'd be better off replacing all copies with Evolving Wilds.

    26 lands are too many for this kind of deck. I'd lose an Island, and a Swamp.

  2. Removal

    You have nothing to interrupt your Opponent's plans.

    has brilliant removal, such as Fatal Push, Unlicensed Disintegration (an excellent card in this deck; you should do 3 damage most of the time), and Vraska's Contempt.

    Add between four and six of these to your deck. Maybe two of each?

  3. Counter spells

    has access to Counter spells, which you should take advantage of. Probably in a Sideboard, which all competitive decks need.

    Throw in some of these cards: Essence Scatter, Lost Legacy, Negate, Vizier of Many Faces.

I'm not sure how competitive you can make this deck. It spends a lot of time warming up to its win conditions.

Try putting together a Sideboard, and then I can take another look, if you like.

Argy on An Actually Good Token Deck

9 hours ago

These are the things I think your deck needs to fix, if you want to make it competitive.

(I can't tell if this deck can go 5-0, as I don't know your local meta.)

  1. Mana

    The number of lands you have is too small. I often had to mulligan, as I had one or none in my opening hand.

    You need some lands that will help you colour fix. Tri coloured decks just don't work without these, at the moment.

    I would do something like this:

    2x Aether Hub
    3x Concealed Courtyard
    3x Drowned Catacomb
    3x Evolving Wilds
    3x Glacial Fortress
    2x Island
    4x Plains
    3x Swamp

  2. Removal

    You need better removal than Fatal Push.

    If your Opponent has large Creatures they will get away with their game plan, and overrun you, particularly if they have efficient, early removal.

    A deck like Stompy Whompy Dinos outraces you.

    Vraska's Contempt would work better for you, I feel.

  3. Counter spells

    You have access to , so you should use Counter spells in your deck.

    Cancel is cheap, but so is Admiral's Order.

    It might feel as though you will weaken your deck by taking out some Token focused cards for other spells, but in point of fact you will strengthen it.

    Flame-Chained wrecked your deck by Sideboarding in Lost Legacy, and Gonti, Lord of Luxury. If you had a Counter Spell in hand, you could have stopped those cards from taking your stuff.

  4. Sideboard

    For a Sideboard, I would do something like this:

    2x Bontu's Last Reckoning - board wipes everything, but you can Embalm your Creatures. Deals with Carnage Tyrant.
    2x Dispossess - removes annoying Artifacts.
    3x Essence Scatter - Counter their biggest Creature.
    3x Lost Legacy - take their Approach of the Second Sun.
    4x Negate - stop Planeswalkers, Approach of the Second Sun, board wipes, etc.
    1x Vizier of Many Faces - also good against Carnage Tyrant, Ghalta, Primal Hunger, and just about any annoying Creature.

    This assumes you have a Counter spell and Vraska's Contempt in your Mainboard.

Hope that feedback helps.

Firebones675 on Mono Green Land Matters

21 hours ago

If you're looking for a budget replacement for Oracle of Mul Daya, you could try Courser of Kruphix. They both work really nicely with shuffle effects like Rampant Growth. Top card a land? Play it! Not a land, shuffle your deck and reveal a new top card for a second chance.

Here are a few other cards with landfall or care about the number of lands you have: Kalonian Twingrove, Avenger of Zendikar, Oran-Rief Hydra, Rampaging Baloths, Undergrowth Champion, Tireless Tracker.

Also another thing you can potentially consider are fetchlands and their variants like Windswept Heath, Terramorphic Expanse, Evolving Wilds etc. While they are usually used in multicolor decks, it means you get 2 landfall triggers (one for the fetchland and one for the forest)

Toxicat on

1 day ago

Nice list. I understand your struggle with showing cards. But in modern tournament decks with Aether Vial, that mostly ran creatures with CMC 2 and only very few with CMC 3 like Merrow Reejerey and Kira, Great Glass-Spinner there is the Silvergill Adept called the best card, since it draws a card. But in MTGArena is another meta, than in modern, even more as long, as we stay in Ixalan block constructed instead of real Standart.

Since you dont want to run explore-cards, I would suggest to cut the Woodland Stream (they come tapped anyway) for Evolving Wilds to thin the deck and gives you a higher chance to draw non-land-spells with your Seafloor Oracle.

Also I see the opportunity to hold the sky clean by One With the Wind (also a nice tempo-buff) and by Siren Stormtamer which comes as counterspell with flying body. Those could go into the sideboard. I would cut the Spell Pierce since it is no hardcounter and only good in early game or if the opponent is mana screwed. Merfolk wants to run fast and in best case kill in our turn 4, but if we get into midrange we need answers.

So I also would rethink if I want to play the 4th card of most main-deck-drops or if I want to play additional answers your main deck dont have, like Tempest Caller as save finisher or Sorcerous Spyglass to knock down a planeswalker or an opponents Kumena, Tyrant. Maybe add something to bounce that also could bounce your own Folk to save it from kills or give +1/+1 counter again. Your actual sideboard may work in a block-constructed meta but it will be weaker, when this deck plays in a standart meta.

Also I would run all 4 Lords Merfolk Mistbinder mainboard. I would cut a Kopala, Warden of Waves since he is legendary and easy to play around (almost every time I had him out, the opponent could play around, so I cut him completly).

I hope I could help you, too. =)

Thing2 on The Locust God

2 days ago

This deck looks like a wild ride! For the most part it looks like you just need to hit 6 mana and it will go off the chain.

Cuts:

Coat of Arms - You have more win conditions in this deck then I can count, this one is more dangerous than the others.

Forgotten Creation - This doesn't net you cards and is likely to die before it does any good. I would stick to out of hand wheels.

Jace's Archivist - Same as above but I think this one is worse since it has the potential to hook up other players.

Nin, the Pain Artist - You might have to explain this one to me? Are you drawing off your own creatures? Seems slow.

Evolving Wilds, Myriad Landscape, Terramorphic Expanse, Thawing Glaciers

I think you want a fast land package here and very few to 0 come into play tapped lands. Once you start wheeling you will just be looking for a land that comes into play untapped and then wheel again...At least that's how I imagine this deck working.

Fateful Showdown - Doesn't net you cards, doesn't kill that many threats without a lot of cards and its 4 mana.

Blood Sun - The reason Blood Moon and Back to Basics are so good is because they stop people from playing cards. This just stops certain threats like Kor Haven and Maze. This deck seems to just want to win rather than police the board.

Firestorm - This card seems dangerous and the upside not that good. It needs enough legal targets so unless the board is full of targets and you have a ton of cards AND you are sure no one has a counter up...

Add:

I spent less time on looking at adds as I am sure you have some in mind already but here are a few that I would consider.

Mirage Mirror - Nuf said.

Knowledge Exploitation - Its whatever you need.

Kozilek, Butcher of Truth - Prevent yourself from milling yourself! I know you have the spiral and reversal but this is a good fail safe..also I wouldn't worry about not having targets for Pull from the Deep and others, it seems like that will never be a problem for this deck.

Solemn Simulacrum & Burnished Hart - I think these both deserve a spot. Getting to 6 mana as fast as possible seems very important.

Neheb, the Eternal - Card is dumb.

Glen Elendra Archmage - I used to not play with this card cause I thought it was annoyingly good...I was right.

Omniscience - This deck is already broken.. might as well.

Recurring Insight & Rush of Knowledge - Regular card draw is good too!

Propaganda - This one might need to be added to the deck later when our group starts killing you as soon as possible =).

Spell Swindle - My favorite counter spell.

Thespian's Stage - Copying someones Gaea's Cradle seems good.

Flatfish on Run! It's the Gitrekt Monster in Modern!

2 days ago

Interesting idea with the Dark Heart of the Wood! Why don't you add some Evolving Wilds? They combo with Gitrog nicely and they fix mana.

rob_shifflett on Exploring High and Low

2 days ago

You could drop 3xForests and 1xSwamp for 2xField of Ruin and 1xEvolving Wilds. Gives you more control over your Revolt. Cut 1xDeadeye Tracker and 1xLurking Chupacabra to add Tetzimoc, Primal Death and 1xThrashing Brontodon and 1xMoment of Craving.

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