Greenwheel Liberator


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

Printings View all

Set Rarity
Aether Revolt Rare

Combos Browse all

Greenwheel Liberator

Creature — Elf Warrior

Revolt &mdashl; Greenwheel Liberator enters the battlefield with two +1/+1 counters on it if a permanent you controlled left the battlefield this turn.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -75%

0.01 TIX $0.64 Foil


Greenwheel Liberator Discussion

Hyperalgialysis on Esper Blink Revolt

2 days ago

Nice deck! I hate to tell you but I have since changed my version around to be abzan. I am still in testing but all the green revolt creatures are very good. I have a pretty awesome turn sequence in turn 1 Renegade Map turn 2 sacrifice the map cast 4 Hidden Herbalists and a Greenwheel Liberator. I will update my deck when I can so you can check it out. Yours still looks really good tho hope it plays well for you.

mapmap157 on Red green pummerless aggro

4 days ago

I added in the Greenbelt Rampagers and removed the Greenwheel Liberators. I also filled out the set of hydras and changed the sideboard a bit.

vbfabled on Flicker Counter Revolt

1 week ago

I like this deck! I wish more people would build casual decks, rather than $300 competitive ones.

A few suggestions I think may help you out:

Some good flicker/blink cards to consider are Momentary Blink and Eerie Interlude.

You should also consider including more planeswalkers if you're running things like Ajani's Comrade and Oath of Nissa. Tamiyo, Field Researcher, Ajani, Mentor of Heroes, and Ajani Unyielding seem particularly good for this deck, although they're all a bit pricey, so I'd get if you didn't want them.

I'd also consider Oath of Ajani in here.

I also might take out some of the unblockable guys you have for some more revolt stuff, like Greenwheel Liberator, Call for Unity, and Deadeye Harpooner.

Also, instead of Transguild Promenade, I'd just run some Seaside Citadels.

karloski on STD Elves

1 week ago

I feel like the deck might be a bit durdly but I love the idea of a 7/6 Greenwheel Liberator.

viperfang4 on BG Aggro

1 week ago

I think this is the deck you played against me the other day, before you hang it up, I think there are a few things here that could be improved. The deck was hurting if its card draw was disrupted, I would say add 1 more Glint Sleeve or Tireless Tracker. The creatures are fairly solid, I am not sure how much work Servant of the Conduit is doing for you, I would rather take those and a few lands out for Attune with Aether for energy and lands. While you are not running the delirium version of this deck with Grim Flayer, Mindrack Demon, Traverse the Ulvenwald, and Grapple with the Past, I would still consider if you want to or not, I personally think that version is a little stronger. Liliana would be nice in here to get some creatures back, same for grasp tot he past. Grapple could also fix a little bit of card draw issues. Adding another color also might be nice in either jund, sultai, or abzan. Greenbelt Rampager is energy related and can crew vehicles and come back to your hand for revolt if you want to go that route. If you can trigger revolt easy enough you might be able to run Narnam Renegade and Greenwheel Liberator. Sylvan Advocate is also still a very good creature and even Undergrowth Champion is viable. Hopefully some of these ideas help.

abby315 on Is Revolt a failed mechanic ...

2 weeks ago

Revolt is fine. I'd totally disagree with joshuaizac; compared to things like Fabricate, Radiance, Outlast, etc, where the only cards that had it were limited playable at best, Revolt is some SERIOUS value on playable creatures: Vengeful Rebel, Renegade Rallier, Deadeye Harpooner, Narnam Renegade, and even things like Hidden Herbalists and Greenwheel Liberator are absolutely value cards.

What's NOT value about Revolt, and why it's not played much in standard, is that there's not many good ways to trigger it right now, AND we're not playing in a standard where fair value decks are playable because of combo (Snek + Rishkar) and infinite combo decks. If we had fetchlands in this set, or some other imminently playable things where you aren't 2-for-1ing yourself, it would be a different story by FAR.

I just want to really stress that Wizards did not do what they usually do with potentially powerful effects: putting them on unplayable cards. These cards are all playable bodies with a super upside if you can get the ability off.

This means I basically agree with above: it's way too early to judge.

j0es on Abzan Revolt

2 weeks ago

What to sideboard in/out and when

  1. If you're up against harnessed lighting(gruul or temur energy generally)or control, switch out Greenwheel Liberator and Smothering Abomination for more things to protect your board like Heroic Intervention or Transgress the Mind To get rid of pummelers, hydras, and gearhulks.

  2. If your opponent is combo (be it Panharmonicon or Paradox Engine), Switch out 5 and 4 mana cards for Natural Obsolescence and Decommission

  3. If you're playing against tokens or other go wide strategies, try to squeeze in the Yahenni's Expertise into the deck. The card can hurt your board as well, so make sure to use it only when you don't have a wide board as well.

  4. Against anything looking to build up to big eldrazi, Switch out 5 and/or 4 mana cards for Angelic Purge and additional Bone Splinters.

This is a budget build

If you can afford a higher budget, throw in some Fatal Push and better dual lands. There are plenty of cuts that can be made to make it more budget as well. This wasn't built to win leagues. Just to be a fun, competitive deck that won't break the bank.

Venomous08 on Turbo Vine

2 weeks ago

I saw the original list on MTG Salvation and liked the concept, though currently the execution is less than ideal. I agree that Myr Superion is lacking, especially since we only have 8 creatures that allow us to cast it, when we would much rather prefer a Reckless Bushwhacker. I personally prefer going up to 4 Hooting Mandrills to more consistently have the option on T3 to cast the mandrills into a surge bushwhacker. The biggest problem I see with the list are Commune with the Gods and Gather the Pack. The cards abilities are great for the deck, but at CMC 2 they are actually too slow and have to compete with Burning-Tree Emissary and Hidden Herbalists at that spot. The ideal play for this deck is T1 mill a Vengevine, T2 Burning-Tree Emissary into Reckless Bushwhacker, swing for 10. If you have to spend your second turn also milling yourself, you will not be fast enough. In terms of "Resiliancy" as it was described on MTG Salvation, this deck is also sub-par. You might have the notion that you can return Vengevine every turn, but the rest of the deck has such a low CMC that you will likely be out of cards by Turn 4-5. At that point Hooting Mandrills is your best card, since it only gets hit by Path to Exile, while Myr Superion and Vengevine also get hit by Fatal Push and Lightning Bolt Respectively. As it stands, this deck might win some games, but I would never expect it to perform in a tournament setting. It needs at least one other CMC 1 spell that lets it selectively put vengevines in the graveyard and might need a better replacement for Myr Superion that can be cast off of regular mana. I do have some suggestions, but I'm not confident that they are strong enough for this deck: 1) Add blue, run Thought Scour over Commune with the Gods. 2) Play Tarmogoyf or Greenwheel Liberator instead of Myr Superion. 3) Run Seal of Fire over Lightning Bolt. Yes, it deals less damage, but its an advantageous T1 Play, would add another card type for Tarmogoyf (If you played Thought Scour), or could let you trigger revolt more easily for Hidden Herbalists and potentially Greenwheel Liberator.

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