Into the Wilds

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Magic 2014 (M14) Rare

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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.

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M14

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Into the Wilds Discussion

Bassmaster on OM NOM NOM, Omnath is Angry

5 days ago

Pretty cool looking deck! I have a couple of suggestions for more land ramp that are not as obvious I think but fun to play! Abundance is one of the best cards I can think of for Landfall abilities, but here are a few others: Animist's Awakening, Into the Wilds, Scapeshift, One with Nature, and for continuous land fall, Scouting Trek.

As for creatures, I would definitely suggest Rampaging Baloths and Undergrowth Champion. Some others for some other landfall fun is Akoum Stonewaker, Embodiment of Fury, and Embodiment of Insight. Underrated but good with what you have already.

spectrevr4 on Plunder the Graves Upgrade 3.0 (Stax)

1 week ago

Will be Removing Abhorrent Overlord, Verdurous Gearhulk, Necrotic Ooze, Black Market, and Into the Wilds. in their place I will be adding in Fyndhorn Elves, Elves of Deep Shadow, Priest of Titania, Cryptolith Rite, and Creakwood Liege This will give me a total of 9 Elves in the deck for Priest of Titania to work off of and 5 of them can produce mana on their own without other effects. Adding in Cryptolith Rite makes everything produce mana which takes away the need for Black Market and Into the Wilds This frees up a spot which also allows me to introduce Creakwood Liege as a replacement to Verdurous Gearhulk. It is smaller, but in the end has more value. It buffs everything, has a lower cmc, and creates tokens that I can use for sac outlets or blocking fodder. Making these changes should streamline things a lot more as well as introduces a viable ramp to the deck in conjunction with the previous changes. I'm starting to see a very interesting turn in this deck design thanks to the help of another Meren Stacks player Firestorm4056 here on the site.

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

1 week ago

spectrevr4

Not to worry! There are a lot of ways to speed things up. Looking at your list, here are a few things that I recommend:

  1. 1-drop mana dorks. Enough to be consistent with them in the early game. This is the surest way to speed up your clock and put you ahead of the table. Note that cards like Farhaven Elf are repeatable... but how often do you find yourself actually doing so? In my experience the tempo off a T1 Llanowar Elves is so much better than potentially getting a second land off Farhaven Elf. Most of the 1-drop dorks are quite cheap ($$), with Birds of Paradise topping things out at $4-ish. These will not only provide you with acceleration, but also can potentially replace higher-costed slots currently in your decklist (such as Into the Wilds, which has good long-term potential, but often you've already lost by that time). Even better, on later turns, dorks are cheap enough that you can still play them AND do something else useful - whereas if you play a Farhaven Elf, chances are that's all you're doing for the turn.
  2. Carefully evaluate engines that don't give you immediate return on investment. Black Market has big payoff potential but it doesn't do anything the turn it hits... there might be some other ways to build the deck that give you similar ramp but play out much quicker. Be creative, as it doesn't need to be a direct replacement. For example, Earthcraft and Cryptolith Rite are alternatives you might consider. They each cost 3 cmc less (so can be played earlier and don't take up a full mid-game turn) and make all your creatures IMMEDIATELY tap for mana (so no buildup required). With Meren + one non-dork on the board an Earthcraft is effectively free since they can immediately tap to generate two more mana. Again, the payout potential might not be as high as Black Market, but they hit a lot faster and (initially) harder.
  3. Don't rely on creatures for all of your removal. In my experience, Acidic Slime was almost always just a Nature's Claim for 5x the price... and it's a dead card for quite a long time due to its high cost. You should definitely still pack creatures with removal on them, but it's worth considering the best noncreature removal too (Abrupt Decay, etc). This is especially important when you are facing combo decks - often a single well-placed removal spell throws a wrench in all of their plans.
  4. How do the combo decks in your group win? Most of the mill combos I'm aware of rely heavily on artifacts, not only for the combo, but for ramping and card advantage. These types of combo decks are really, really weak to silver bullets like Null Rod, Damping Matrix, Pithing Needle, and Phyrexian Revoker. Paired with a few tutors you can land them reliably and often save the game without even having to think about much else. You already run some of the best tutors too so no real issues there! If decks are consistently winning on T3-4, then in most cases their plan is fragile to targeted removal or silver bullets. If you are running both then you will have a lot more ways to deal with these issues!
  5. Answering tron is tough if you restrict yourself to engine-based creature removal. My list has actually shifted away from most of the popular "kill" engines - note that I don't have The Abyss, Magus of the Abyss, Dictate of Erebos, etc. For the most part I pack a lot of targeted removal and Fleshbag Marauder effects to solve these problems... For example, I find the efficiency of a one-time Dismember is usually far better than hassling around with getting an Attrition engine setup - you might try a similar approach! My best reasoning is the following - you'll already have enough to do with creatures and Meren (it's not like you're lacking targets), so playing spell-based removal means you can do more per turn rather than have to decide on a single choice for your Meren trigger.
  6. Since we're playing stax/control, you have to take a long, hard look at every card that doesn't provide a strong boardstate advantage (card advantage, tempo, resource generation, etc) or hinder our opponents somehow. Verdurous Gearhulk stands out to me as something that doesn't really fit a "niche" - it is "good" but doesn't really play towards any plan of ours. So I question whether it is worth including. Compare him to something like Creakwood Liege, who can offer a similar boost to P/T on the board, but costs less and can generate a strong 3/3 critter each turn (to be used for combat, finisher, or sacrifice fodder).
  7. I'm not a huge fan of Death Cloud personally, it's just so expensive a price to pay for a symmetric effect. Pox and Smallpox are already in your list and very cost-effective - Death Cloud has always seemed to me like it cost just too much for what it offers.
  8. Clearly you are running Bitter Ordeal for a reason, and I would guess it's to answer the combos you've been facing :) I tend to prefer silver bullets like Null Rod (since they are widely useful regardless of opponent)... but if exiling combo pieces is the goal, might I suggest Sadistic Sacrament instead (sorry, card tags aren't working on this one for some reason)? It may not be the most efficient spell... but it is wicked fun to land against a combo player at the right time and a little more consistent than Bitter Ordeal :)

jeannieboef

This is something I plan to address, but haven't had the time to write up quite yet. Some of the answers you're looking for are in the replies I've made in the comments - I will add a section like this soon enough.

ClearPearl on The Hidden Ocean-Forest City

2 weeks ago

As a more detailed comment from the one I made the other day-

Part I) Cards to remove and why:

A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.

B) Storm Sculptor- Basically the same reason as Angler Drake.

C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.

Part II) Cards to consider removing and why:

A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.

B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid

C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.

D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.

E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.

F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.

G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.

Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:

A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.

B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.

C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.

D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.

E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.

F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.

G) Stealer of Secrets- Another small dude that gets you card advantage early on.

Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.

A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.

B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.

C) Dissolve- Yeah it's another counter spell but this one lets you scry.

D) Voyage's End- Removes a threat and lets you scry.

E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.

F) Phyrexian Ingester- Blue Duplicant.

G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!

H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.

I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)

J) Reality Shift- Cheap exile effect with an insignificant drawback.

K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.

L) Rapid Hybridization- Same as Pongify.

M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.

N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.

O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.

P) Krosan Grip- Good cheap removal.

Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.

R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.

S) Evacuation- The blue version of a board wipe.

Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.

A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.

B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.

C) Archaeomancer- You want this almost as much as you want eternal witness.

D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.

E) Equilibrium- Works on both your creatures and your opponent's.

F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.

G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.

H) Nephalia Smuggler- Reliable flicker effect.

I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.

J) Omenspeaker- Same as the owl.

G) Cryptic Annelid- More scrying.

H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.

I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?

J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?

K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.

Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.

A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.

B) Rogue's Passage- Why is this not already in here?

C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).

Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).

B) Genesis- Bringing back your dead creatures is usually a good thing.

C) Sphinx Ambassador- Fun big card.

D) Colossal Whale- Another fun big card.

E) Hunter's Insight- Easy way to get a good amount of card advantage.

F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.

G) Artful Dodge- More unblockable.

H) Boundless Realms- ALL THE RAMP

I) Protective Bubble- The blue whispersilk cloak.

J) Aqueous Form-Unblockable AND scry

K) Into the Wilds- More ramp is nice.

The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.

Randomsome1 on Dragon's Rage (Better Name Pending)

3 weeks ago

RubyStrings Thank you for all these suggestions! Oracle of Mul Daya is definitely better, but my budget is running low and I want to try and keep the deck as tribal as possible.

I will look at taking out Crucible of Fire for Quicksilver Amulet and Broodmate Dragon for Scalelord Reckoner. they shouldn't affect too much except adding some more white, which I think my current mana base can handle. Would Consign to Dust and/or Primeval Light suffice for enchantment/artifact hate? I know one is slow, but I would love you thoughts on these.

Currently, I see Indestructible as a big possible threat, mostly Blightsteel Colossus so Utter End and Anguished Unmaking are great suggestions!

I feel like Steel Hellkite Siege Dragon Forgestoker Dragon Ryusei, the Falling Star Scourge of Valkas Deathbringer Regent Silumgar, the Drifting Death and Dragon Tempest give me a lot of pseudo wipes. I was looking to Merciless Eviction at some point because Indestructable is always a problem.

With all the ramp I have, Dragonstorm has been a game ender with Dragon Tempest and/or Ramos, Dragon Engine. I usually grab Scourge of Valkas, Broodmate Dragon, and whoever else I need for the situation. Usually it storms 3 times.

I would love a Bloodstained Mire, Wooded Foothills and Verdant Catacombs. Right now I'm running Rocky Tar Pit, Mountain Valley, and Bad River for budget reasons. I also want to put it a Cavern of Souls for Ancient Ziggurat

Into the Wilds really ramps! That is awesome, thank you for telling me!

You definitely seem more experienced then me so I hope keep bouncing ideas back and forth. This is SUPER helpful!

RubyStrings on Dragon's Rage (Better Name Pending)

3 weeks ago

Another thing, Into the Wilds does actually ramp. Land for turn means you played it from your hand as a special turn based action.

RubyStrings on Dragon's Rage (Better Name Pending)

3 weeks ago

I would drop Into the Wilds in favor of Oracle of Mul Daya. Better ramp and more options when utilizing fetches to shuffle away unwanted stuff. I also feel Crucible of Dragons is a little lackluster, as most of your dragons aren't really wanting in the area of raw power. Most of them do want ways to get them into play easier or to protect them. I like Quicksilver Amulet personally.

Other things...would cut Broodmate Dragon for Scalelord Reckoner. Fit in Utter End/Anguished Unmaking. Gotta kill those mana doublers before a combo player goes off hard. Blasphemous Act or Supreme Verdict should replace Dragonstorm, as it will not storm very well, and cheap boardclears are very necessary against decks like Krenko, Mob Boss or other such swarmy token decks.

Would also rework the mana base to include fetches. They're very very nice. At least Bloodstained Mire and Wooded Foothills, as those are your main colors.

Hope I helped

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