Into the Wilds

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2014 (M14) Rare

Combos Browse all

Into the Wilds

Enchantment

At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.

Price & Acquistion Set Price Alerts

M14

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Into the Wilds Discussion

5hadao on Muldrotha, the RED-tide

2 weeks ago

Made a couple quick changes... and I havent even played this deck yet haha...

Out is Into the Wilds and Navigator's Compass

In is Ramunap Hydra and Dust Bowl

Might as well take advantage of the deserts being apart of the deck, but I may see about putting Into the Wilds back in some how... as its pretty powerful and can create good a land base as well as give some card draw

andreuswolf on List of EDH Ramp Cards

1 month ago

You should mention Into the Wilds

JuQ on Zendikar Rising

3 months ago

You can make a card appear in different categories by putting two tags on the same line this way:
1x Birds of Paradise #Flyers #Ramp

Avoid Fate is a charming card but at the end of the day any other instant that gives Hexproof or Shroud is better because will also work against sorceries and abilities. My favorites: Sylvan Safekeeper, Blossoming Defense, Heroic Intervention and Vines of Vastwood. On the other hand Sheltering Word may be good in your deck with huge creatures.

Your land count is low, does Into the Wilds worth it? Looks like it would be better in your deck Path of Discovery

Vorrac Battlehorns do you really want that bad to be blocked by only one creature? I consider an upgrade to it Loxodon Warhammer, O-Naginata, Horned Helm (instant attaching, yay!) or Chariot of Victory

Greater Good and Life's Legacy are also staples for your kind of deck for card draw.

Homeward Path is another staple, you dont want your guys controlled or reanimated.

Sprouting Phytohydra is another creature I like but you don't seem to be able to capitalize on it in your deck. You already have many big guys on the ground to block whatever they send you. I know it's a deck of hydras but this guy underperforms.

Don't flyers give you a hard time? In my meta I would be kill with flyers with this deck almost every time. With all your mana production Silklash Spider is an auto include, Whirlwind is more efficient but one use only, World Breaker is a decent body with reach with built in disruption and recursion, you may also want to include a single Wastes so you can ramp it if you happen to need the diamond mana, but you dont seem to run land ramp. Speaking about land ramp, do you know Traverse the Outlands?

Tutors are awesome but there is a thing such as too many tutors. The only really crucial creatures to tutor into the Battlefield from the Library are Vorinclex and the Ulvenwald Hydra. Hydras dont like to be cheated into the battlefield because most of them have X in their cost and when you cheat them to the battlefield they enter as 0/0 and die. Therefore, a tribal tutor such as Kindred Summons works poorly with this tribe. If you check a top mono green commander deck such as Daruid: Seton-Storm you will see he only runs like 8 tutors and that's a pure mana production deck, all his druids tap for at leas one green mana because of his commander..Id try to go for more card draw and recursion instead. Seasons Past is quite nice.

Seedborn Muse, Nature's Will, Patron of the Orochi or Bear Umbra for Rude Awakening.

Everflowing Chalice and Yisan, the Wanderer Bard are not as sexy when you can't manipulate their counters.

Song of the Dryads and Beast Within are the best thing you can get as removal in mono green.

geekmp3 on Lost in the Woods with Azusa

5 months ago

I really think Into the Wilds could have a home in this deck. It triggers in your upkeep and does not count towards Playing a land for turn.

Randomsome1 on Dino-RAWR

5 months ago

Too many lands. Cut it down to 40 at most, 38 at the least,. Growing Rites of Itlimoc  Flip and Rampaging Ferocidon are counter intuitive. you lost one life per creature to go wide, plus you creatures are huge so going wide will take a while.Kindred Summons has the same problem. Its really good, but only if you successfully go wide and not get board wiped. I recommend replacing it with Zendikar Resurgent. It doubles mana, gives you card draw, and keeps you in budget.

14 Ramp is a good number. Take out Hierophant's Chalice for Kodama's Reach. Hitting your land drops is just as important as ramping. try to keep most of your ramp under 4 CMC so you can reliably ramp early.

Ixalli's Diviner is too inconsistent. If you wiff the land drop, giving +1/+1 to a 0/3 is pretty useless.

This deck can do the Into the Wilds, Herald's Horn mini game that is in my Dragon deck. you don't need it, but keep it in mind.

Flying is great, but Haste is so much better. Even better than that is both: Fleetfeather Sandals. Swiftfoot Boots and Lightning Greaves are staple equipment in EDH. But, if you want to keep a flavor, Dinos don't wear equipment

Blinding Fog is ok. The fog effect is negligible. The mass Hexproof is good, but the are very rare occasions that there is mass targeting, so hexproof for a turn isn't great. It's a little pricey, but you might like Steely Resolve. It might backfire because it gives shroud so you can't target your creatures either, but keep it in mind.

You might like Descendants' Path over Sunbird's Invocation. It's not as consistent, but you can get it out much earlier. The draw back is that you might run through all your gas quick and screw yourself over in the long run, but you might also just run through everything.

Adaptive Automaton is nice, but not needed. Your creatures are already huge, so Anthems are kind of win more; you don't really need them. Small +1/+1 is nice if the card give you something else like Vanquisher's Banner. you already have that and Rite of Passage which can get ridiculous with the Enrage engine.

If you want to grow your enrage engine, AEther Flash might be an ok include. It can kill some of your creatures, but it can slow your opponent down a little if they are running a lot of small creatures

I'm sure you have something in mind for Emergent Growth but I don't know what.

If you take out what I suggested and not add anything you will be at 102 cards with 40 lands, or 100 with 38 lands.

tetsuothecat on Mistress of the Forest (Enchantment Fort/Tokens)

6 months ago

I personally don't see the need for the Vedalken Orrery in here. You don't really need to keep mana open for counters and throwdown random stuff before your next turn... but that's me. I personally would ditch Into the Wilds because its costly and doesn't do enough. I'm also not sure if you need a Chromatic Lantern and could swap it for Prismatic Omen. Also, if you're going to count to 100 for Altar of Dementia... that means that you've most likely have gone infinite and you have many ways to get infinite mana (colorless mana typically) without too much to do with it... if you really need an alt wincon for that maybe swap for Helix Pinnacle? Play Exploration over Burgeoning as you will be drawing lots of cards and then don't rely on other people dropping land... its better late game IMO. For other ideas... other creature generation maybe Sigil of the Empty Throne or again, Monastery Mentor? I've personally used Rites of Flourishing with success, also makes people less likely to murder you - maybe fit that in. For mana base, I don't like Cabal Coffers in decks with more than 2 colors... but you seem to have quite a bit of search for the tomb... I would remove it for something else. I would also remove some of the lands that enter tapped - like the man lands they are too costly mana-wise. your base is fairly diverse though so i would just take those out as when you start needing to ramp a land coming into play tapped might slow you down just a bit too much.

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