|Commander / EDH||Legal|
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|Planar Chaos (PLC)||Uncommon|
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Kicker (You may pay an additional as you play this spell.)
Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library.
If the kicker cost was paid, untap all Forests put into play this way. They become 3/3 green creatures with haste that are still lands.
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Hunting Wilds Discussion
1 month ago
Thanx for the coments Helljunction.
I think I agree with u on Oracle, ill change it in the future. Ill probably cut deed aswell and would like to try the archangel Though i dont Know if i like four 8 drops in my deck.
Regarding ur deck i think ur a bit high on 6 drops since Teneb is there aswell..
Also i think Explosive Vegetation isnt the best ramp spell out there, i prefer Skyshroud Claim, but Maybe since the luck of duals u prefer the mana fixing. I think Hunting Wilds or Cultivate would be beter in that case.
Im Also not a hoge fan of Rogue's Passage, i ran it when i starter out with the deck but playing 4 to make Teneb unblackable and then 3 for his reanimate ability requires 8 lands.
Maybe Mimic Vat could be a somewhat budget power house in ur deck?
2 months ago
I would take out the following as they usually aren't needed or don't perform as well as you would think they would. Sakura-Tribe Scout, Whisperer of the Wilds, Civic Wayfinder, Search for Tomorrow, Ranger's Path, Hunting Wilds, Overgrowth, Woodfall Primus, Yavimaya Elder, Wild Growth, Chrome Mox, Fyndhorn Elder, Greenweaver Druid and I would also take out 2 lands. Again I ask your thoughts on my opinion in this matter.
Also Greater Good is well great also because of the card draw and also Green Sun's Zenith. There are some other cards that I think could help as well but I am afraid I have gone on too much at this moment in time
4 months ago
Thanks for the suggestions, Newtypezx!
I like both of them.
Hour of Promise lets me search for Strip Mine and Tectonic Edge which is something that I always appreciate in my metagame. But for simple ramping it costs 1 mana more than Skyshroud Claim or Hunting Wilds.
The problem is that there's already much ramp in this deck and that, in my opinion, those 5 mana spells compete with other really good ramp spells in the 4 mana slot (Garruk Wildspeaker, Oracle of Mul Daya). Maybe Explosive Vegetation gets cut for one of your suggestions. I might also cut one of the hymn-like effects (Cathars' Crusade, Coat of Arms) for Mirari's Wake as a kind of compromise.
These options are all close together and I will have to do a lot of playtesting until I find the optimal ramp package.
4 months ago
I think Kodama's Reach and Cultivate are generally considered the better ramp spells compared to Explosive Vegetation, Skyshroud Claim and Hunting Wilds because the former give the same card advantage but one mana cheaper.
In a dedicated ramp deck you could maybe play all or at least a significant amount of them and I think Gishath edh should be that kind of deck.
4 months ago
Also, you should really include Scroll Rack and Sylvan Library. Even if there was no additional syngergy with Gishath, Sun's Avatar they would be great. In my opinion, they should be staples in all naya decks because of the cardselection/-draw but in Gishath edh they are even better. I would even go so far as to say that they are the two best cards in the deck!
With Scroll Rack you can always put the useless dinosaurs from your hand on top of the library to 'draw' some fresh cards and then let Gishath cheat those dinosaurs directly into play.
Sylvan Library lets you line up your dinosaurs on top of the library until gishath is ready to hit. You can choose to only draw utility cards (ramp, removal) and lands as long as not all of the three top cards are dinosaurs. If you reveal no dinosaurs with sylvan library, but you want to hit with Gishath that turn, you can even increase your odds by drawing all three of the cards.
Additionally I would recommend to play a lot of the green land-fetching sorceries (Kodama's Reach, Cultivate, Farseek, Hunting Wilds, Skyshroud Claim, etc.) as your ramp package because they thin out the library for Gishath and have great synergy with Scroll Rack and Sylvan Library because they let you shuffle it.
These recommendations are based on the assumption that you really don't want to draw and cast the dinosaurs in this deck. Better cheat them into play and have your hand filled with support.
6 months ago
I've made some changes:
And the deck goes better. Sometimes I don't need to cast Commander because the deck works all alone like a mana ramp deck for big spells who can break game for their own.Leave some comments or suggestions for the deck. I'd like to add a Baral's Expertise or Rishkar's Expertise but I don't know how to remove
6 months ago
You don't use a ton of enchantments or artifacts other than those, and rightfully so, Riku can ramp soooo hard and then you can punish other people for relying on enchantments and artifacts. Tranquil Grove is great for that and red has plenty of spells that say "destroy opponent's artifacts" haha.
You should definitely run a Snapcaster Mage in place of a land as he can trigger so much fun stuff for you. Couple him with the Eternal Witness or one of your bouncers and he is just an abuse king. E Wit is strictly better than the Skullwinder, deathtouch or no, giving an opponent choice pick of his graveyard is a big mistake.
6 months ago
The quality of your improvements will depend greatly on your budget.
At the very least, I recommend dropping the vivid lands and half of the trilands. Add the battle lands (Canopy Vista and friends from BFZ). Also add Murmuring Bosk. This will give you fetchable options with Nature's Lore, Skyshroud Claim, Hunting Wilds, Ranger's Path , Farseek, and Spoils of Victory , and Shard Convergence (the latter two not being stellar, but being at least manageable on a budget).
You should also consider the check lands (e.g., Sunpetal Grove).