Rhythm of the Wild


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

Printings View all

Set Rarity
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.)

Browse Alters

Rhythm of the Wild Discussion

Osbert on Saskia's Blitzkrieg

2 days ago

I have a Saskia best friends deck but the gameplan is still the same. Here are some cards that aren't often considered but are potent: Druids' Repository , Rhythm of the Wild , and Equipoise . Equipoise reads a bit weird but if your opponent's outnumber your creatures it lets you phase out whichever creatures you want, and then removes troublesome artifacts like crawlspace and if your opponent has an artifact creature you can actually order your targets so they are one creature down from your board state.

xeotech on Soylent Temur is Made of Creatures

1 week ago

Sure post whatever you want. Feedback is always great.

I personally hate Dryad Arbor because it's a land you can't tap for Mana the turn it's played.

Rhythm of the Wild is a 3 CMC and it conflicts with Animar on turn 3. Any utility enchantment should be 2 or 1 CMC so they can be played on turn 1 or 2 before Animar. If you want to make your creatures uncounterable, try Gaea's Herald or Prowling Serpopard or Surrak Dragonclaw

Dragon25262 on Xenagos beatdown deck

1 week ago

As a Xenagos player myself (here's mine - Xenagos), I've ran into many problems with my deck and I see a couple things that I've had to deal with myself. Xenagos's ability loves big creatures and you have a lot of small creatures (power-wise). Yes, a good bit of those are mana dorks but your ramp would be better off being mostly cheap sorcery based, where you are putting lands onto the battlefield. Having land ramp instead of creature-based ramp pays off hugely in the late game, especially when the people you play like to wipe the board. The same goes for artifact ramp. That stuff can get removed very easily, whereas lands are a bit harder. Also card draw is really important. Elemental Bond and Guardian Project are really good for that. You might also want to add more utility things, especially those that buff creatures. Rhythm of the Wild , Ogre Battledriver , Angrath's Marauders , Vizier of the Menagerie , Domri, Anarch of Bolas are really good cards for that. Your mana base is pretty decent but you have a lot of lands that don't produce colored mana. Rogue's Passage is great for this deck as well as Kessig Wolf Run and the fetches but some of the others would be better off as basics.

You definitely don't have to make all of these changes but it will help your deck to run faster and get the job done.

RingoDingo92 on Omnath, Landdawn

1 week ago

Interesting to see how different our strategies are! I'd suggest more land dump cards like Boundless Realms , Traverse the Outlands and Scapeshift . Playing any one of these with Omnath floods the board quickly.

Honestly, I typically win by using one of the above cards and then killing my Elemental token army I just built (you already have some idea of what I mean since you have Perilous Forays in here). Considering that, I'd also suggest some passive sacrifice outlets like Ashnod's Altar and Goblin Bombardment . The latter may be the sneakiest win condition in my deck. The former can be really great paired with something like Genesis Wave (and then hopefully you run into a haste card like Fires of Yavimaya or Hammer of Purphoros if you don't have one out already). Stalking Vengeance is an underrated card to milk more damage out of killing your own dudes. In the same vein, a couple more board wipes like Blasphemous Act and Chain Reaction can't hurt, and cost less than Obliterate .

Anyway, just a look into how I built my deck's strategy. Putting out an Elemental army is great - if you get a turn to attack with them, that is. Otherwise, I've found the most effective way to abuse Omnath's second ability, and kill my opponents in the swiftest way possible, is to kill my own army.

Meachman on Scion of the Ur-Dragon

1 week ago

lifemtg--Is 13 multicolored dragons not enough to run it or is it too slow? I feel this has the upside of Rhythm of the Wild by making those dragons uncounterable and essentially giving them haste if I flash them out on opponents' turns.

Zooby9 on Temur Elemental Aggro

1 week ago

mlakics - I had used Leafkin Druid originally but I found Runaway Steam-Kin to be better. Druid does dodge a good amount of removal, however it is limited to a max of adding two mana and you have to choose between using it for attacking or for mana. Steam-kin can add a lot more mana depending on your hand and is able to both attack and add mana. Druid will more consistently add mana, but I personally think the upside of Steam-kin is more beneficial.

With my land base I most of the time am not going to have lands that entered tapped and I'm not playing any of the temples. The shock lands I will have to pay life for and the check lands I will have to make sure that I have some shocks or basics, but I haven't found that to be an issue at all. Additionally, with Risen Reef the lands always come in tapped, so I don't need to worry about paying life or having the land type when ramping that way.

As of right now I am trying to win as fast as possible, so I have not added any non-elemental spells other than Chandra, Acolyte of Flame and I am currently using Omnath, Locus of the Roil as my spot removal. There are some games that I do find that I could use some more, so if I do end up including some Domri's Ambush seems like a great suggestion. I also have thought about adding Rhythm of the Wild , but I'm finding that having a larger mass of elemental spells is more important for synergy, but it could find a place in eventually.

Thank you for the suggestions, I appreciate it!

mlakics on Temur Elemental Aggro

1 week ago

I found your deck as I was trying to fine-tune my own MTG Arena Elemental deck. I would like to suggest Leafkin Druid rather than Runaway Steam-Kin , as the druid is: 1) A decent Mana producer, 2) 0/3 which survives a lot of the basic mono red damage, & 3) An elemental! Another point for consideration is that having so many tap-lands will slow down your ramp-up. Also possibly some spot removal spells? Domri's Ambush would fit R/G really well. Lastly, I enjoy tempo manipulation with Rhythm of the Wild . Happy hunting!

Streamside on R/W/G Dinosaur EDH

1 week ago

Specific Recommendations:



Ancient Brontodon



Knotvine Mystic

Krosan Drover

Llanowar Elves

Needletooth Raptor

Ravenous Daggertooth

Territorial Hammerskull

Thrash of Raptors

We want to make room for some cards to help you get more dinosaurs onto the battlefield faster, and to interact with your opponents threats and spells. If you increase your card draw, you'll still draw into enough creatures to overwhelm your opponent.


Forerunner of the Empire

This tutors for a dinosaur and can trigger your engrage abilities. Sick combo with Polyraptor.

Colossal Majesty

This is going to serve as persistent card draw for keeping creatures on board, which you aim to do anyway.

Guardian Project and/or Elemental Bond

Both of these cards allow you to draw a card when a creature enters play.

Unbreakable Formation and/or Make a Stand

These can have two uses: the first use is on attack, but it also can be cast to safeguard your board from effects like Wrath of God .

Eerie Interlude

Like above, this protects your creatures from board wipes, but also works against exile and -x/-x effects like Toxic Deluge .

Resurrection and/or Breath of Life and/or Brought Back

Losing an expensive creature feels bad. Bringing it back to the battlefield for less than its casting cost helps take the sting away.


Cut Naturalize , add Krosan Grip

Cut Fires of Yavimaya , add Rhythm of the Wild

Cut Worn Powerstone , add Sol Ring


Adding Board Wipes:

Star of Extinction and Starstorm are flavorful possibilities.

Adding a tutor or two:

Finale of Devastation is flavorful and rewards you for going big on mana.

Upgrading the mana base: I would start by replacing the "gain 1 life" lands with the "scry" lands in Core 2020, which can be had for about $2 each. From there I might look at getting a Krosan Verge and Growing Rites of Itlimoc  Flip, and gradually upgrading over time.

What else to cut / Replace

I might nix Explore and Lay of the Land , and replace them with Domri, Chaos Bringer or Domri, Anarch of Bolas (which can provide mana and either card draw or removal), or Zacama, Primal Calamity , which you essentially cast for free (or gain mana from, if you're using Itlimoc, Cradle of the Sun )), since it untaps your lands if you cast it from your hand.

I hope you find these suggestions helpful. I tried to stay on the lower end of prices on this stuff.


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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%