Stirring Wildwood

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Zendikar vs Eldrazi Rare
Worldwake Rare

Combos Browse all

Stirring Wildwood

Land

Stirring Wildwood enters the battlefield tapped.

: Add or to your mana pool.

: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land. (It can block creatures with flying)

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Stirring Wildwood Discussion

Ancient_Sentinel on GW Land Tax

8 hours ago

Cool deck idea. Maybe try Eternal Witness as a value card and to get back stuff you need. Since you only have 3 bounce cards in Restoration Angels, 4x Blade Splicer is probably too many. Also, try Stirring Wildwood as a 2-color manland.

michael921 on Cat deck

2 days ago

So first of all, TheTinyViking, you can just comment on this thread that you've updated the deck and I'll should see the comment :P

On to commentary...

I think that the deck is looking much better, with actual payoffs for going cat tribal. However, you can still make some upgrades I think. If you don't mind being in topdeck mode for a large portion of the game, that's fine, but it's generally not a good place to be. I would try to find space for cards like Mouth / Feed, Harmonize, or Rishkar's Expertise, with harmonize probably being the most powerful as it's good even if you're behind while the other two aren't.

Finally, your land base could use some upgrades. Scattered Groves, Blossoming Sands, Canopy Vista, Fortified Village, Graypelt Refuge, Stirring Wildwood, Temple of Plenty and Sunpetal Grove are all just actually better than the current tap lands you have in your deck, and Gavony Township, Grove of the Guardian, Desert of the True, and Desert of the Indomitable also all provide additional utility.

I would probably recommend Scattered Groves, Stirring Wildwood, and one of the following: Fortified Village, Temple of Plenty, or Sunpetal Grove as twelve of your lands, with each as four ofs, but aren't needed for budget reasons. For utility lands, you don't NEED any of them for budget reasons, but some mixture of them would provide your deck with more to do in the late game. That being said, no matter what, I would increase the number of white sources in the deck, in order to enable a WW spell on turn two.

DarkLaw on getting around removal

1 month ago

The thing is, if you have creature decks, you pretty much just accept the fact that you'll face wraths. You don't really look for outs. What you instead do change the way you play to not be damaged too much by a wrath. Don't overextend, and include persistent threats (if possible). Say you're playing a generic creature deck. What you want to do is play a nice cheap threat or two: say, Wild Nacatl and Fleecemane Lion. You're pressuring your opponent to wrath now, but hold onto a couple of creatures in your hand so you can renew your assault when your opponent taps down to wrath.

Generally speaking, you should also play your haymakers when your opponent is in a rough spot: if they're running out of cards in hand, or if they just tapped out. Up till that point, you play cards which pose a threat, but aren't really your best creatures.

Finally, if your opponent plays mostly sorcery-speed removal, consider a number of Stirring Wildwood, which is also immune to Perilous Vault due to being a land.

Madhava on "I've run out of dice!" (G/W Humans)

2 months ago

Oh, and Stirring Wildwoods are reasonably priced, & make for great air defense when you haven't yet drawn a Falconer. Change out basic lands for 1 to 3 of these.

Nefashu on Ajani Elspeth Stuffs

2 months ago

Hunting Grounds is not modern legal. Just a thing. Also, I wouldn't run Hunting Grounds unless you can easily achieve threshold with some self-mill. Vessel of Nascency would be a prime choice. Also, the cheap fetch lands like Evolving Wilds help a lot for threshold.

Brawn isn't really worth it for 3 copies. Mikaeus, the Lunarch doesn't make a whole lot of sense as a 1-of.

You need more ways to regain the tempo of the game. And more heavy drops on the back end to utilize the mana acceleration.

-2 Brawn

-1 Mikaeus, the Lunarch

-1 Llanowar Elves

-2 Hunting Grounds

-4 Plains


+1 Avacyn's Pilgrim

+1 Stirring Wildwood

+1 Nissa's Pilgrimage

+4 Drownyard Temple

+2 Polukranos, World Eater

+1 World Breaker

enpc on Help with canadian highlander!

2 months ago

If you're going for sheer value, junk deecks (abzan, WGB, whatever ou want to call it) are solid. Between a solid dork package and some decent card advantage pieces, you can start spewing threats like Anafenza, the Foremost, Siege Rhino and Sigarda, Host of Herons very quickly.

The other benefit of junk is that you can build quite a consistent mana base for cheap. I would also strongyl recommend running Stirring Wildwood - I have had a lot of good experiences with it.

You can also throw your points at stuff like Mind Twist, Sol Ring and Birthing Pod which are all really powerful cards but don't cost much to buy.

Wonky.wombat. on Weird Remedies - Turn 3 Infinite/Win

2 months ago

Also, the manabase needs a bit of work. For budget duals, I would suggest Temple of Plenty, Stirring Wildwood and Fortified Village, as they are all decent, will have at least occasional upside other than being a tapland, and fix you mana for little money.

MonsterHatchGames on Adamant Force

3 months ago

@Zig13 In that case I would take take out Behind the Scenes and go down a land. Taking out the only card that cannot be cast with white will greatly improve your deck, and you can simplify your manabase accordingly. If you find for some reason that 36 lands are too few and far between, you can always add a bounce land such as Selesnya Sanctuary. I would consider a G/W manabase and strategy with Stirring Wildwood.

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