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.
|Want (3)||jdraconis , aarlof , Kirbstomp29|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Mythic Rare|
|Mystery Booster: Convention Edition (MYSCON)||Mythic Rare|
|Conspiracy: Take the Crown (CN2)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Selvala, Heart of the Wilds occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Recommendations View more recommendations
Latest Decks as Commander
Selvala, Heart of the Wilds Discussion
2 days ago
I just came up with a pretty janky Tooth and Nail combo that works with Arixmethes, Slumbering Isle untapped, 6 other lands - or even fewer if you have mana doublers, and one additional mana (so 9 altogether). However, it requires at least 3 blue mana sources in your lands (including arixmethes) and at least 3 green ones (also including him). So no additional mana but T&N's casting cost is required (in contrast to the Palinchron/Eternal Witness combo).
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Step 5b: Instead of searching Craterhoof Behemoth with the Finale, just get yourself a Selvala, Heart of the Wilds onto the battlefield, saying the x from the finale is 100. Selvala gains haste and can tap for 100 mana of any color immediately. From this point on, mana doesn't matter.
Step 6 Show
Altogether, you will need to "build around" this combo a bit, but I'll try it myself when I switch from Vorel of the Hull Clade to Arixmethes.
4 days ago
Panharmonicon works with some of the hydras, the ones that have triggered effects. Managorger Hydra for example already triggers once every time any player casts any spell. With Panharmonicon in play, any of those spells that are creatures or artifacts will trigger twice. Forgotten Ancient works the same way, though it is not a Hydra.
Hydra Broodmaster compliments Panharmonicon as well. It doesn’t have a triggered effect, but when it goes Monstrous it will set off the trigger for Gyre Sage x2 times! Imagine the size of the Hydras you’ll be able to cast with that much mana from your now ginormous Gyre Sage! Granted the Sage has to have lower power than the created tokens, so this three card combo is not going to occur frequently.
Besides creatures, there are other cards that have great synergy with Panharmonicon: The Great Henge and Kiora, Behemoth Beckoner each trigger twice for two cards drawn instead of one. Warstorm Surge and Unbound Flourishing triggering twice are game winners!
I added Inexorable Tide (gotta love doubling that proliferation) but I also removed two cards that work well with Panharmonicon: Rhystic Study would trigger twice, but I’m not a huge fan of taxing my opponents unless I’m playing Control (one permanent in 100 card deck isn’t enough for taxing to work imo) and Zendikar Resurgent which I debated long and hard about. In the end I took it out to make room for Inexorable Tide but perhaps there’s room for both?
I love deck building, especially the fine tuning aspect. I welcome more dialogue about this, or any other deck. Hope to hear more from you soon!
1 week ago
Crucible seems clunky even with the fetchland and scapeshift.
Rishkar's Expertise - Draw
Momentous Fall - Draw in response to removal
Harmonize - Draw
Lifeblood Hydra - Draw, beater, lifegain
Lifecrafter's Bestiary - Draw
Life's Legacy - Draw
Skullclamp - Draw
Sylvan Library - Draw
Bolt Bend - Counter counterspells, redirect some removal, some card draw, some extra turns, etc.... very powerful and unexpected. Run it (especially given how your achilles heel is spot removal)
Myriad Landscape - Ramp
Ancient Tomb - Ramp
Castle Garenbrig - Ramp
Goreclaw, Terror of Qal Sisma - Ramp, trample
Savage Ventmaw - Ramp, infinite with Aggravated Assault should you wish to go that route. Itself is just good for tempo. Always good to cast, attack, get mana, use rishkar's to draw 8 and cast a card. Seems very good
Selvala, Heart of the Wilds - Super ramp (and draw)
Shaman of Forgotten Ways - Ramp, wincon
Yavimaya Hollow - Protection
Heroic Intervention - Protection
Tectonic Edge > Field of Ruin
Reliquary Tower - Utility
1 week ago
It's also worth mentioning that even if you're not going for infinite beats, Finale of Devastation also gives your creatures haste if X>=10. For cards like Selvala, Heart of the Wilds you can play her, pump a bunch of mana into Finale and then tap her for the mana spent that turn. I get that it's a bit corner case, but it's a combination of all of these things that makes the card good.
3 weeks ago
I have a Selvala, Heart of the Wilds in the 99 of my deck Capitano Best Girl and the TappedOut legality system is saying that Selvala is an illegal card in the Commander format. I don't remember anything about such a thing, maybe I'm wrong?
3 weeks ago
The first two can be dropped on turn 1 and can repeatedly ramp your lands as opposed to the once-off effects of the other two. The Hyrax Tower Scout is a new addition from Theros: Beyond Death as another option to be fetched with Woodland Bellower. It also reduces the initial activation cost of the combo with Temur Sabertooth. Priest of Titania is the wrong CMC for this deck as a mana dork. It would be an awful feeling if you have to cast that on turn 2 instead of Selvala, Heart of the Wilds.
3 weeks ago
Out of curiosity, is Selvala, Heart of the Wilds still Tier 2? From cursory research, she seems to have advanced to Tier 1.
1 month ago
LordBlackblade Not too sure about that formula since 31 + a six cmc commander like Aurelia, the Warleader already brings you to 37 then adding 2 for the color identity will bring you to 39 which is way too high for most decks unless you are running a lands matter deck. Another option is let's say Selvala, Heart of the Wilds so it would be 31 + 3 + 1 = 35 which is a decent amount. I just feel like that way for determining the # of lands you want is only good for low cmc commanders or commanders with only 2 colors. I've always felt that 35-37 lands are always the spot I want to hit for my decks and then addling 8-10 or so ways to either grab lands or ramp is a good amount.