Selvala, Heart of the Wilds

Legality

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

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Set Rarity
Conspiracy: Take the Crown (CN2) Mythic Rare

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Selvala, Heart of the Wilds

Legendary Creature — Elf Scout

Whenever another creature enters the battlefield, its controller may draw a card if its power is greater than each other creature's power.

, : Add X mana in any combination of colors to your mana pool, where X is the greatest power among creatures you control.

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Selvala, Heart of the Wilds Discussion

TheDragonking564 on HELP ME PLZ

1 week ago

I have a The Ur-Dragon deck myself, and I've built dragons a number of times, so I hope I can help, as well as expand on what othermax gave you.

Ramp:All the examples that were given before were very good choices, but I would also recommend Nature's Lore and Skyshroud Claim, as these can search for non-basic Forests, such as the Shocks and so on, right from the get go! I would also highly recommend getting a Chromatic Lantern to help with mana fixing! The Lantern is insanely useful and needed for anything more then 2 colours, of which Karrthus definitely falls under. Zendikar Resurgent is another great example of mana ramp, though it's more late game, and it also allows you to draw cards from casting creatures. Also look into Shaman of Forgotten Ways as mana ramp and an extra win con, Selvala, Heart of the Wilds for tons of ramp, and Solemn Simulacrum.

Land Base:Absolutely, you desperately need some more lands! Because of the CMC of dragons and alot of the creatures you are using, you will want anywhere from 37-39 lands! You may have some issues with the deck since, as many have said already, your mana base is very very slow. Fetches, whether you get the fast fetches or the slow fetches, you need some of those. You should also get some of the Shocks and Checks, since those will absolutely speed your game up a ton!

Card Draw/Advantage:othermax gave some amazing suggestions there, so I won't really go in depth here. Since you are playing some big creatures, look into Rishkar's Expertise and Soul's Majesty, both very good draw spells for a deck with bigger creatures. Another couple of cards to start churning things out would be Lurking Predators and Selvala's Stampede, though many aren't a fan of the Stampede since it gives your opponents choices, but this card has never failed to help me kill at least 1 person.

Removal:This may depend on your meta, but many of the choices given by othermax are very good, though I'm unsure if you want to do a Dragon tribal deck or not, but another choice you are gonna want to look into would be Chaos Warp and Vandalblast, both very good and strong removal spells. For board wipes, you seem like you are good to an extent, but maybe look into Toxic Deluge, Life's Finale and Decree of Pain.

Creatures:You do have an interesting creature base, though I am rather unsure about the Lord of the Void being there, but that is on you. If you are wanting to build more Dragon Tribal based, here are some good ones for you: Scourge of Kher Ridges (Has built in board wipes for fliers and non-fliers), Knollspine Dragon (Discard your hand and draw a bunch of cards), Balefire Dragon (insanely powerful dragon that can wipe an opponent's board, Steel Hellkite (artifact dragon that can remove permanents), Scourge of the Throne (extra combat step if attacking person with most health), Hellkite Tyrant (if you have artifact decks, this can legitimately win you the game), Scourge of Valkas (Will throw damage around based on number of dragons each time a dragon enters the battlefield (Dragon Tempest does this, but also gives fliers haste)), Kolaghan, the Storm's Fury (pumps attacking creatures +1/+0 for each attacking dragon), Taurean Mauler (low casting cost creature that grows based on spells cast by opponents) and Dragonlord Atarka (can take out Planeswalkers and other things). Some other utility creatures are Xenagos, God of Revels (pump single creature, and gives haste) and Nylea, God of the Hunt (gives all creatures trample).

Dark_Danda on cEDH: Full Sisay Stax & Hatebear

2 weeks ago

@ Profet93

Many thanks for your suggestions. I will consider to play Academy Rector again as there are some mass removals in my meta such as Toxic Deluge.

As for the other suggestions here are my thoughts on them:

  • Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).

  • Kamahl, Fist of Krosa: same as elesh

  • Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.

  • Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.

  • Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.

All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)

Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.

Cheers, Noc

ShotgunCrocodile on *help needed* Voltron Uril

2 weeks ago

You can never go wrong with Selvala, Heart of the Wilds! she is amazing ramp and good for color fixing!

Profet93 on cEDH: Full Sisay Stax & Hatebear

2 weeks ago

Academy Rector can find living plane which can combo with Elesh Norn, Grand Cenobite or linvala. Another option for redundancy or if living plane gets exiled is Kamahl, Fist of Krosa. Can also be used to deter wraths by making their lands into creatures, can make your lands into creatures for more cradle fuel. No Sol Ring or Mana Crypt because of null rod?

Selvala, Heart of the Wilds is also useful, can be tutored and goes infinite with Umbral Mantle, another card to consider.

Teeg should DEFINITELY be in the deck. I used to play Captain Sissay in cEDH and that card has saved me TOO MANY TIMES TO COUNT. Seriously, it takes a little bit of work around (although not too much given your current build), but it's DEFINITELY worth it. If you ignore all my other suggestions, please take this one into advisement.

Another random win con would be Rest in Peace and Helm of Obedience if you like.

Suns_Champion on Fatty Finder (TM)

2 weeks ago

Hi! Sweet deck with a cool commander.

First off, your mana base could use some work. Check out EDHREC.com for a list of lands you could use.

Here's some suggestions(I don't play green and don't know your budget so take em with a grain of salt):

Stonehoof Chieftain - good if you like attacking

Spearbreaker Behemoth - good for protecting your dudes. Sub in for Aegis Angel

Gisela, Blade of Goldnight - She's just... too powerful....

Spellbreaker Behemoth - if counter magic is big in your meta

Traverse the Outlands - this takes you from turn 5 to turn 10 just like that

Lightning Greaves - much needed protection and haste

Selvala, Heart of the Wilds - good ramp and card draw 50% of the time

Vizier of the Menagerie - card advantage and pseudo-color fixing

Worldly Tutor - will put the creature you need on top of the library before you use her ability

Farseek - can grab a plains or mountain. Becomes better with duel lands.

See the Unwritten - just another cheat effect

Chromatic Lantern - fixer/ramp

Rings of Brighthearth - 'spencive but good copy effect

Commander's Sphere - ramp/card draw in late game

Mirari's Wake - mana doubler + anthem

Momentous Fall - draw cards

Greater Good - lots

Life's Legacy - and lots

Reliquary Tower - of cards

Then in general terms, more haste enchantments and improvements to the mana base and you'll be looking good. Don't take all of these suggestions obviously, just trying to get more cards in your mind. Good luck!

Kovukono on Nylea, God of the Big Stuff

2 weeks ago

Update:

Out:

  • Giant Adephage (A good card, but often felt like win-more. I'm worried about taking it out due to its ability to get out of hand, but there was very rarely a draw where I was happy to see him. He's been in the deck since the beginning, so it's hard to see him go.)

  • Tornado Elemental (No reach, and only an ETB. On top of that, his "deal damage as if not blocked" is pretty bad in a trample deck. He was kept in only for dealing with flyers, but thankfully I think I've found an upgrade.)

  • Acidic Slime (5 mana for a deathtouching creature isn't much of an advantage when I can get cheaper artifact/enchantment destruction elsewhere in green. He was mainly there as a creature, but now needs to go.)

  • Gyre Sage (Essentially acted as a trap card. Potentially had huge rewards, but more often than not, I wanted a mana dork that tapped now, and not later.)

  • Garruk's Horde (Often didn't like to attack with him, due to the potential of losing him. I viewed him more as utility. This is a failing on my part. That being said, he was kept in mostly due to his top-deck ability, and I can now get that cheaper and better).

  • Something. I'm honestly not sure what. Looked the list over multiple times, but I managed to let one slip through.

In:

  • Somberwald Sage (More ramp is great, but this one is a bit on the chopping block. A lot of the ramp that's been added recently seems lackluster outside of Selvala, Heart of the Wilds, but I'm hoping this guy will pull his weight.)

  • Sandwurm Convergence (Anti-flying tech is good, and while this won't destroy flyers, it does get rid of the annoying issue of not being able to block them.)

  • Nature's Claim (Cheap, efficient artifact removal at instant speed. Should have gone in quite some time ago, but hadn't.)

  • Growing Rites of Itlimoc (Yes. Hell yes. Getting four creatures on the board happens so often it's not funny. There's a ton of green decks this goes in, and this is one of them.)

  • Vizier of the Menagerie (It doesn't mana fix in this deck, but it costs 4 mana where Garruk's Horde cost 7 and I don't have to reveal the top card.)

  • Lifecrafter's Bestiary (Good card, and definitely has value at any point in the game. Worst-case scenario, it can jump-start my draw.)

Overall, this is one of the bigger updates overall. A couple of the cards had been swapped out recently, but most of them are new. So far, the deck's in an okay place. It could definitely be faster with a full-on elfball package, but I'm kind of resisting that. Also toying with making it more responsive, which could be a relatively large overhaul. I've considered multiple times making this a Selvala, Heart of the Wilds deck, but it just ends up being suboptimal for the commander, and would end up a fundamentally different deck.

NV_1980 on It's stompin' time!

2 weeks ago

Thanks for the massive comment Seraph_Six and a great deal of helpful advice, you've given me loads to think about. If you don't mind, I'll reply in reverse order :)

Burgeoning: I agree that this card usually only helps during the first few turns. However, when it CAN be used early, the advantage I get usually determines how the game ends. Therefore, I intend to keep it for now.

Elemental Bond: I love this card because it's cheap and gives me extra draw (which isn't something you get often when playing green). However, Soul of the Harvest would be a great addition to the deck's draw capabilities; so I've decided to replace Ruric Thar, the Unbowed with it.

Strionic Resonator: there are so many permanents this artifacts synchronizes with, that I wouldn't dream of parting with it in this deck. It can double the amount of sacrifices caused by the Eldrazi, it can generate twice the amount of dragons generated with Utvara Hellkite, it can help me draw additional cards from Elemental Bond, just to name but a few examples.

Domri Rade: I agree he's due to be replaced. Mostly he's in here because of his ridiculous ultimate. If I'd replace him with anything, it would probably be with Wurmcoil Engine.

Xenagos, the Reveler: He's truly been invaluable in this deck. Thanks purely to him and Selvala, Heart of the Wilds I've managed to both use Mayael AND summon something game- determining by turn 5-6. These cards will both remain in the deck.

Sylvan Caryatid/Rampant Growth: Getting rid of ramp? No, sorry. Sure, these mayb the weakest ramp cards but this deck is so dependent on large amounts of mana that I wouldn't want to consider getting rid of any of its current sources.

Void Winnower: I've considered this card before but decided to scrap it. I feel it's just a bit too much with the other cards preventing stuff in the deck. Besides, I think Angelic Arbiter is better.

Rhonas the Indomitable: Fantastic card indeed, but currently outside my price range.

Novablast Wurm: Interesting card and does work well with Avacyn. But unfortunately, ONLY with Avacyn. This deck is too dependent on its creatures to blow everything up.

Heliod, God of the Sun: Giving everything vigilance would be nice. I think in the end that might be more useful than a creature like Pathrazer of Ulamog. I'll make the replacement.

Exquisite Archangel: Wow, this looks powerful. If I had her, I'd probably replace Iona, Shield of Emeria with her. I'll look into acquiring one.

Akroma, Angel of Fury, Akroma, Angel of Wrath, Baneslayer Angel, Carnage Titan and Dragonlord Atarka: I want the creatures in this deck to be more than just powerful by themselves; I want their strength to add to the strength of the others. So although these creatures are all awesome individually, I've decided not to include them.

Blightsteel Colossus: Way outside my price range and it also has infect (which has been banned by my playgroup).

Atarka, World Render: Actually, there are only three dragons in deck (four, if you would count Atarka too). Adding her I'd therefore consider to be an inferior choice over the other support options I've made. However, you might be pleased to hear she's the commander of one of my dragon decks (which I still need to post).

Well, that's it. Thanks for bearing with me and thanks for all your advice. I hope you agree that it's been put to good use. Thanks again and happy gaming!

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