|Commander / EDH||Legal|
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|Magic 2014 (M14)||Rare|
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Into the Wilds
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.
Into the Wilds Discussion
2 days ago
So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.
First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.
Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.
Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.
With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.
In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.
You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.
Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.
Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.
3 days ago
2 weeks ago
They added some new cards that I think can be great for your deck since you are land focuses Awakening of Vitu-Ghazi You may want to look at Sylvan Awakening over Rude Awakening may not but it is an option. Mobilized District and The Mending of Dominaria would go really nice.
Have you thought about Ghost Town
Just some ideas to help out with your theme
The new Blast Zone
Also I really like Into the Wilds this does not count as your first land play of your turn and it is an enchantment so creatures wipes do not hurt
2 weeks ago
Natalbee Thank you so much for the suggestions! Howl of the Night Pack was an addition I made as a “pseudo-boardwipe” if you will, however, you are right that I don’t really have the forests to make amazing use of it, I may add back a different wipe, I’m not sure yet. And I do think that Second Harvest would have a really cool place in the deck!
2 weeks ago
Hey! Took a quick look through your deck (at work), and it looks sweet! I'll do a more thorough read once I get some time, but if you're looking for more card draw/filtering, I think Path of Discovery could be sweet with all the tokens and counter-doubling you have. Maybe replacing Into the Wilds ?
1 month ago
I like the deck concept really cool looking deck here are some cards that could help I run a few of these in some of my decks
There are some other ones but that is the major ones i can think off
2 months ago
Okay, here are my suggestions: Drop: Creeping Renaissance , Explore , Grow from the Ashes , Ranger's Path , Pir's Whim , Praetor's Counsel , Search for Tomorrow , Skyshroud Claim , Sylvan Scrying , Chandra, Flamecaller , Fires of Yavimaya , Asceticism (unless you already have one), Into the Wilds , Rites of Flourishing , The Mending of Dominaria , Flamekin Village , Sheltered Thicket , Elvish Rejuvenator , Flamekin Harbinger , Incandescent Soulstoke , Turntimber Sower , Thunderfoot Baloth , Stalking Vengeance , Thaumatic Compass Flip, Gruul Signet , Nissa, Worldwaker
Add: Zendikar's Roil , Circuitous Route , Multani, Yavimaya's Avatar , Perilous Forays , Elemental Bond , Harrow , Nissa, Vital Force , Mina and Denn, Wildborn , Goreclaw, Terror of Qal Sisma , Where Ancients Tread , Terramorphic Expanse , Jund Panorama
2 months ago
Harmonize could be cut. Its a 4 cost sorc to get 3 cards in a deck that synergizes more with dropping lands TO draw cards. If you've played it and find you lacking speed or maybe wanting more ways for lands to hit the board Anger or Into the Wilds . Personally I would put Goblin Bombardment in; With your commander on the board and all the ways you have to make elementals having a free sac outlet to start gunning down opponents and their boards seem too good to pass up.
Into the Wilds occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%