|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance (RNA)||Uncommon|
Combos Browse all
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.)
Rhythm of the Wild Discussion
3 days ago
very cool deck, I build also my own version, but decide to take more of midrange/ramp approach. If you are interested here the link: https://tappedout.net/mtg-decks/redgreen-combustible-gearhulk/
but there are some sub-optimal cards, that have a clear upside. Maybe check them out. Shock -> Wild Slash easy upgrade Silhana Wayfinder -> puts the card just on the top of the library, its not really a constructed card. with Once Upon a Time banned Bond of Flourishing or Seek the Wilds are very close.
Some suggestions from me: Paradise Druid -> i would go for the faster one like Llanowar Elves . so you can go Turn1: Llanowar Elves , Turn2: Rhythm of the Wild , Turn3: Champion of Rhonas -> drop a payoff. So you speed up your optimal gameplan by 1 turn.
Ashen Rider -> looks cute. but just works, if your plan A works and then you want go for a game ending play. i would just add castable cheap removal or sideboard it in for game 2/3. When you want go cute, then i would decide for Medomai the Ageless . the endless turns/attacks with Ilharg, the Raze-Boar is just winning on the spot, if your opp is not ready for it.
3 days ago
Yeah after the last update adding planeswalkers I removed 3 more creatures, and it does feel a little tight in play if I don't get enough momentum quickly or they clear the board. I might remove one of the Gruul Guildgate and/or a Mountain for another creature or 2 for starters. I was then considering dropping one Jaya's Greeting to bring it to 3x, and potentially one of the Domri, Anarch of Bolas for 2x total to replace with creatures. Lastly I was also considering removing a Grumgully, the Generous to bring the total to 3x and open up the deck for other creatures.
I was looking for creatures that can help with mana ramp since End-Raze Forerunners are my most expensive cards and can be a finisher for the game. For that I was browsing standard cards and found a few that might fit in.
Leafkin Druid Is nice since it's a 0/3 and has decent toughness if needed to block, and can tap for a green mana to help ramp up. Bonus if I somehow get 4+ creatures on the field it gives 2 green instead. This doesn't help if I need red mana, but most of the cards in the deck don't require more than 1 red mana anyways.
Paradise Druid allows me to pick either color instead of just green, and has 2 power if I wanted to use for attacking instead. The hexproof part would likely only affect it when I first drop before riot is in play since it would likely be tapped for mana or attacking after.
Incubation Druid seemed like a mix between the previous two mentioned. It allows to tap for any mana (That I can make already) but has no power and less defense when comparing to the previous ones. On the flip side if it has a +1/+1 counter it makes 3 mana when tapped. Since I have a few ways to get counters on creatures when playing them, I could potentially have that trigger somewhat reliably. It also has the ability to adapt for counters, and since I'm trying to lean more towards mana ramp I will likely be able to pay the 3GG cost reliably later in matches if I dropped it early before I could get Rhythm of the Wild or Grumgully, the Generous out.
District Guide Is a 2/2 creature that also lets me fetch a land/gate from deck to my hand. This helps fill up my creature slots, while also helping with mana ramp to later game to make sure I can drop my expensive cards. I've been using this in a few of my mana heavy decks in arena with success, so this might be one I pick since it fills two roles without sacrificing field presence (while the others previously mentioned would have to be tapped to get me mana ramp)
Rosethorn Acolyte Was one I considered. The adventure would let me get red mana if I somehow can't get mountains in my early game, and the creature itself would allow me to tap it for mana ramp. It's a 2/3 though so I feel more like it should be on the field attacking or defending instead, and I feel at 2G it's a bit pricey for what it does. That said because it is a 2/3 I could still use it for attack/defense and only use the mana ramp when I need it, but I feel there are better 3 cost cards.
4 days ago
The Clan Guildmage is a good card with those activated abilities, but it unfortunately crosses some barriers for this specific deck. Thematically I wanted to keep the deck clear of any Humans, but kept it just to actual creature types (Domri is a human right?). So from there I wanted to pivot the deck around cards that can leverage this restriction such as Grumgully, the Generous and Barge In .
At this point I think we may have peaked or nearly peaked the deck composition based on the requirements. It is a budget deck, maybe to the point it's even "cheap" for a budget deck at around $40 when overestimating costs a bit (even less if I dropped that Skarrgan Hellkite out since that is around 3-4 bucks). It uses a lot of creature with Riot naturally, and has multiple ways to add more riot stacks from Rhythm of the Wild and Domri, Chaos Bringer . It only uses cards that are currently standard legal, although when the sets rotate I'm not sure if I'll try to keep it standard legal or just keep it a ELD standard deck. Lastly there are no "Human" creature types (Rioting Against Humans was the name of the deck for a reason haha).
From this point I might be able to move a few cards around here and there to try and squeeze more power out of the deck, but I'm pretty happy with the results so far. It's cheap, and it runs a decent winrate playing casual (40%-50% estimate). I'm yearning to get myself a more powerful Gruul deck setup, removing my restrictions such as allowing humans and not trying to focus on Riot. I have a decent amount of Modern legal cards, but not a ton since I stopped playing for almost a decade until recently. I might work on a paper Gruul deck to leverage the Modern cards I have, and then another that is Standard for Arena play. Either way, there will be another Gruul deck in my profile in the near future haha.
1 week ago
So from playing in MTG arena it runs decently and if I get a good start with the cards for all parts of early, mid, and late game it runs real well. For example I'll be able to get 3 lands out on turn 2 by dropping a forest and Arboreal Grazer turn 1, then ideally a Gruul Guildgate or Rugged Highlands with the ability. Next turn I drop a mountain or forest and can drop Grumgully, the Generous or Rhythm of the Wild . Then turn 3 I drop another forest or mountain and can play Frenzied Arynx , with two sets of Riot or Riot plus a +1/+1. Then from there I just keep dropping land and planeswalkers as I can, and usually I am able to drop my Wrecking Beast and/or End-Raze Forerunners later to finish the game.
I've also noted Domri, Anarch of Bolas really really helps with early-mid game ramp+control. I'll have one or two creatures on the field but with his -2 ability to make creatures fight, I'm able to clear the field or keep the field equal between us while I continue to ramp up to late game.
I'm somewhat starting to feel the limits of Barge In too. As there will be times I have defenders and could successfully block without dying if I gave them the +2/+2, but since the spell only works on attackers I'm unable to do so. On the flip side though it does help me attack as expected. I've had some people try to sacrifice defenders mid game against my creatures without trample, and I can add this on after they already declared defenders. So basically it means I NEED to play aggressive where possible if I have them in my hand since I can't use them for defense. I might sideboard something else tough if I find I need to be on the defensive a lot more against a specific player in a tournament or bo3. This fits the theme of the deck though with riot allowing me to choose more aggression with Haste as needed early game, or use one of the riot stacks for haste late game.
In my arena deck I don't have Skarrgan Hellkite , so I just put in a 4th Frenzied Arynx and that has made sure I draw them more often. Something I 100% forgot though was that Grumgully, the Generous is a legendary creature. I've had a few games in Arena so far where I have two by mid game, and was worried I wouldn't have anything to drop when I emptied my hand out otherwise. Luckily (maybe?) so far they have targeted Grumgully, the Generous and killed him quickly. So in those cases I've been able to still play my other Grumgully, the Generous after the 1st is killed without waiting too long. With that though, I might look at removing one Grumgully, the Generous (to bring to a total of 3) to replace with the 4th Frenzied Arynx .
1 week ago
I'm tempted to make that change with 3x to 4x on Frenzied Arynx as well. Being 4 cost means I'll likely be able to play them consistently, they have riot which fits the deck theme well, have trample naturally, and also have a 4GR ability to buff if I don't have anything to play/out of cards in hand as the game progresses. The question comes down to what I would replace for it at that point. I hate to do it because I love my holographic giant chicken and it has saved me a few games as my late game drop, but I might need to replace the Wrecking Beast for another Frenzied Arynx . I could maybe drop Skarrgan Hellkite instead since I only have 1 in the deck as well, but it does have a helpful ability with riot and flying where the chicken has riot, trample, and no ability.
If I want to look towards replacing a spell, I could maybe drop one of the Jaya's Greeting or even one Rhythm of the Wild . I really want to make sure I draw Rhythm of the Wild and get as many stacks of riot as a I can though. Then for Jaya's Greeting it's my only real burn cards and scry could help throw away duplicates I don't need or excess mana from the top of the library later on.
Maybe I'm just overthinking this though and dropping a land card could do the trick. I just started feeling like I hit a decent land/mana curve+ramp since I'm able to more reliably drop Wrecking Beast and End-Raze Forerunners , so I am concerned about removing more land and going back to the original mana problems. Although I do have 3x of both Domri, Anarch of Bolas and Domri, Chaos Bringer and I can't have more than 1 of each at a time. So maybe I would want to drop one Domri, Anarch of Bolas , but then it becomes less likely I'll draw them at all and won't get the mana ramp from them either.
It's getting tougher and tougher to find cards to pull out of the deck to replace, but I feel that's a good sign we're on the right track and have cut most of the fat each iteration.
1 week ago
Not sure what your budget is, but here are a few affordable cards that make the deck significantly better :)
- Rhythm of the Wild makes sure your commander and other expensive dragons can't be countered and provides them with haste or +1/+1 counters
- Dragon's Hoard is a nice mana rock that provides card draw.
- Lathliss, Dragon Queen
- Temur Ascendancy gives haste + card draw.
- Sarkhan's Triumph and Eladamri's Call allow you to find whatever dragon you'd like.
- Spit Flame is recurrable removal.
2 weeks ago
I've added Domri, Anarch of Bolas to the list as well for me to look when I go to my store this or next weekend. The extra mana ramp should help me make sure I get to the CMC 7/8 for my big drops, and can give me wiggle room to remove some lands. The creature counter prevention is nice but bumps up against Rhythm of the Wild for that ability. That aside, it can help earlier if I don't draw Rhythm of the Wild for some reason or if the opponent removes them as well. I think I would replace Burn Bright with this planeswalker. The natural +1/+0 to creatures is like a mini version of it that is always on instead of just until end of turn. The -3 for fighting can be useful in case they have a few key defenders causing headache too.
2 weeks ago
I do see there is a Standard legal version of Domri, Chaos Bringer so I will probably check my local store for a few copies as they don't seem too pricey (~2 bucks). The +1 is real nice because that helps me with potential mana issues, plus it adds more stacks to the riot train. The -3 would be helpful too since it gives me assistance with card draw and lets me throw away potentially unneeded cards to the bottom of library. The -8 for emblem is nice since it'll be ready to defend and can attack+trample next turn. While it won't get riot stacks from Rhythm of the Wild , Grumgully, the Generous would still provides stacks.
Thanks for the suggestion!
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%