Rhythm of the Wild

Rhythm of the Wild


Creature spells you control can't be countered.

Nontoken creatures you control have riot. (They enter the battlefield with your choice of a +1/+1 counter or haste.)

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Printings View all

Set Rarity
Ravnica Allegiance (RNA) Uncommon

Combos Browse all


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Rhythm of the Wild occurrence in decks from the last year


All decks: 0.36%


All decks: 0.06%

Commander / EDH:

All decks: 0.03%

RG (Gruul): 1.03%

Rhythm of the Wild Discussion

Decidares on Return of the Ur-Dragon

1 week ago

Thanks for the help, sexy_microwave!

I have been strongly considering adding Rhythm of the Wild, but haven't been able to get my hands on one yet. I do like your suggestions on Kiora, Behemoth Beckoner and Descendants' Path; I didn't even know the latter existed. What would you consider replacing for those three cards?

I'm also planning to add a Steely Resolve and I'm also unsure what to cut for that.

jasonkrivera on Primal Genesis Modded

2 weeks ago

This is a pretty solid list, Keyblade!

If you're feeling spendy, you could add Doubling Season, Anointed Procession, Parallel Lives, or if you feel like helping everyone out, Primal Vigor.

The other thing you might want is more cheap disruption against your opponents, so you have ways to interact with their shenanigans without setting yourself behind. Cards like Nature's Claim, Swords to Plowshares, and Path to Exile are staples that'll let you cast something on your turn and have a single mana up to respond to someone trying to combo out or kill you. Just be sure to tap your mana appropriately.

To protect yourself against being disrupted, you could add cards like Rhythm of the Wild, Veil of Summer, Teferi's Protection, and Boros Charm.

With many creature tokens ("going wide", or a lot of creatures), you might also want to "go tall", meaning make them bigger. Cards like Cathars' Crusade and Juniper Order Ranger help boost your creatures as they enter the battlefield.

Lastly, since you're combat oriented, cards like Champion of Lambholt, Craterhoof Behemoth, End-Raze Forerunners, or Pathbreaker Ibex will help you break through or bypass your opponents' defenses for the win.

Hopefully that helps!

Holten on 5 Finger Death Punch - Eldrazi Lives Matter

2 weeks ago

You could use Rhythm of the Wild to prevent them from getting countered in the first place and it would give all the Eldrazi riot.

Silverdrake on Satyr Aggro

3 weeks ago

Looks fun! +1 from me.

A general tip on deckbuilding: you want your deck to be consistent! That means a lot of things, but the two biggest things I'd look at are deck size and card counts. By deck size, what I mean is this - you have 71 cards in your deck right now, compared to the 60 card minimum of the format. Gallia is probably the best card in the deck for your gameplan, so you definitely want to slam her on turn 2. Having 71 cards means you have a 30%-34% (depending whether you're on the play or the draw) of having her in hand to play on turn 2. If you cut down to 60 cards, then you have a 35%-40% chance. The same idea applies for every other card in the deck - it may be hard to decide what isn't good enough, but the fewer cards you include, the more likely you are to draw and be able to play your best cardds.
The other concept to consistency you should pay attention to is card counts - that is, the number of each card you're including. If we look at the Gallia example again - assuming you cut down to 60 cards, you'll have a 35%-40% chance of being able to play her on turn 2. That's with 3 copies of her in the deck. If you go up to 4 copies, you leap up to 45%-49%! Again, the same concept applies to every other card in the deck. The fewer copies of any card you run, the less you can count on it to show up in any given game. That may seem obvious, but it carries an important point - your best bet is to "trim the fat" (cut the worst cards) so you can run more copies of the better cards, that way you can rely on being able to play those better cards.

Keeping those thoughts in mind, you're free to make any changes you'd like! (Or ignore me altogether - it is your deck, after all!) To give you an idea, this is more or less what I would do:
OUT: 3x Blood Aspirant, 2x Irreverent Revelers, 2x Keeper of Fables, 3x Nessian Wanderer, 1x Nexus Wardens, 2x Pheres-Band Brawler, 1x Phoenix of Ash, 2x Anax, Hardened in the Forge, 1x Purphuros, Bronze Blooded, 2x Renata, Called to the Hunt, 1x Cindervines, 2x Impending Doom, 1x Mantle of the Wolf, 2x Purphuros's Intervention, 1x Storm's Wrath
IN: 4 Scorching Dragonfire, 1x Careless Celebrant, 1x Gallia of the Endless Dance, 1x Satyr's Cunning, 1x Rhythm of the Wild, 1x Beast Whisperer, 1x Heroes of the Revel, 1x Skola Grovedancer, 1x Icon of Ancestry, 3x Stampede Rider.

Those are just suggestions though, of course you should feel free to build the deck however you find it most fun! Whatever you decide to do, good luck with it!

Skyler1776 on Gallia Rough Draft

4 weeks ago

Hello! 2 things. 1. If you watch streamers, Mtg Merchant just did a Gaalia Satyr deck. I suggest checking it out, as he did fairly well. 2. Maniacal Rage , Icon of Ancestry , Setessan Champion , and Rhythm of the Wild are very slow for a gruul aggro build. I suggest Klothys, God of Destiny , Embercleave , Gruul Spellbreaker and the Fervent Champion / Shadowspear combo.

PhyrexianWombat on Primal genesis HELP!!!!!

4 weeks ago

Well, there's quite a few ways to make a deck quicker, the simplest would be just to add more ramp. Rampant Growth , Kodama's Reach , Nature's Lore . Having Ghired out by turn 4 is good, so try to stay under 4 CMC with ramp spells.

The deck, like any precon deck, has quite a few weird cards that don't fit the main commander, for example Tectonic Hellion , Tahngarth, First Mate , Marisi, Breaker of the Coil , Scaretiller etc. These are interesting cards and they have homes, but Ghired probably isn't that home.

When playing, check which cards are underperforming, as well. Some do fit your theme but simply aren't very efficient. Some, like Emmara Tandris or Desolation Twin can come down to late with too little impact. Of course, it's ultimately your call, some people, myself included, enjoy using less efficient cards if they have fun effects. It's commander after all, it's about using the cards you enjoy!

More haste could help you get Ghired up and running faster, so perhaps a few more haste enablers such as Swiftfoot Boots , Rhythm of the Wild , Hammer of Purphoros , Ogre Battledriver etc.

Having a faster star will absolutely help, but being able to hold out for a longer game will benefit you too, which is why card draw is important as well! Card draw is very valuable in commander, so some more of that couldn't hurt. the deck already includes some awesome draw cards like Ohran Frostfang and Idol of Oblivion but there's plenty of other great draw spells as well and it's an effect you're likely going to want lots of. I like Rishkar's Expertise a lot personally, and Return of the Wildspeaker is awesome, being either a draw spell or an Overrun effect if needed.

If you'd like to see more suggestions, I recommend the site EDHREC. You could use it to see what cards other Ghired players use, which can be very helpful! Although remember to make your own decisions on what to include too, the majority's not always right. Just see what cards are the most fun to play, that's the most important!

Hope this helps! Happy populating!

Heliogabale on Nikya's Big Big Zoo

1 month ago

I am a strong believer in theme, and I approve your 100% creature build.

However I see you are tempted to go the way of adding a few ramp spells, so I tought you may want to consider Skyshroud Claim . In my opinion however, the two cards you definitely need to look at if you are going to move away from creatures are Lurking Predators (already suggested in this thread) and Rhythm of the Wild .

Suggestion for your mana base: If you don't have budget for the big fetch, you can still add Fabled Passage , Bant Panorama , Jund Panorama or Naya Panorama . Then you can play them from the graveyard using Ramunap Excavator and the upcoming Dryad of Ilysian Grove. You could also use a Budoka Gardener .

DrukenReaps made some awesome creature suggestions in this thread that I agree with and you have not added, I recommand taking a second look.

HydraOoze on The Avatar

1 month ago

Rhythm of the Wild might be better then Fires of Yavimaya .

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