Stirring Wildwood

Legality

Not legal in any format

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)

Price & Acquistion

Ebay

Recent Decks

MDN 3 / 3
EDH 0 / 2
EDH 11 / 6

Stirring Wildwood Discussion

Darth_Savage on An unstoppable deck, except against Rudolph

4 weeks ago

Hi Wooliestkey5654

Turbo Fog is an interesting deck for Modern, it's budget friendly so easy to pick up and works well against creature heavy metas (Humans, Hollow One, etc). Personally I'd suggest you might want to replace:

You haven't listed a sideboard, so maybe something like; 2x Jester's Cap, 3x Relic of Progenitus, 2x Nevermore, 1x Riot Control, 1x Settle the Wreckage, 2x Blind Obedience, 1x Peace of Mind and 3x Approach of the Second Sun as a starter? To be fair Approach of the Second Sun could be a main-deck card as another win condition. Another option for win-cons is Planeswalkers; Gideon of the Trials, Gideon, Champion of Justice and Nissa, Worldwaker being the first ones I'd think of.

Rwhr2d2 on Angels Delight

1 month ago

This looks like it should just be a standard deck, as out of the 75 only 7 aren't standard legal. Cloudshift could be replaced with Blossoming Defense, Artic Flats could be replaced with Tranquil Expanse, and Archangel of Tithes could be replaced with more Lyras or Angel of Sanctions/Angel of Invention.
If you want to keep it as a modern deck, better lands Sunpetal Grove Stirring Wildwood Shambling Vent Caves of Koilos, along with better discard Inquisition of Kozilek, and some Baneslayer Angels.
Overall, Oketra's Monument and Lifecrafter's Bestiary seem too slow for modern and do little in the deck in standard. Cutting them to go up some lands and removal/discard seems correct.

tylorlilley on Mirri's Mazes (Mirri, Weatherlight Duelist EDH)

2 months ago

For future reference: these are the dual lands I try to run in my two color decks, in case you decide you want to cut all those comes-into-play-tapped guildgates and such you still have listed from the precon. This goes for Slimefoot too; basically this is the "secret sauce" for the starting point for any two color deck I use:

1x Shockland Temple Garden, Overgrown Tomb

1x Bounceland Selesnya Sanctuary, Golgari Rot Farm

1x Painland Brushland, Llanowar Wastes

1x Scryland Temple of Plenty, Temple of Malady

1x Fetchland Windswept Heath, Verdant Catacombs

1x Filterland Wooded Bastion, Twilight Mire

And also:

If the deck is "fast", 1x Fastland Razorverge Thicket, Blooming Marsh

or

If the deck is "Slow", 1x Manland Stirring Wildwood, Hissing Quagmire

And then the rest is basics and a few colorless utility lands. I pretty much always run an Exotic Orchard and a City of Brass/Mana Confluence as well, but those are less necessary in a two color deck so I wouldn't prioritize it. There will still be special exceptions; for example, I also run Krosan Verge anywhere I can stick it, but that land only exists for the GW color pairing. A good mana base can go a long way to making your deck run smoother! So be sure to put some thought into that aspect of things as well.

Divinity_infinitum on Selesnya Defence

2 months ago

Cool deck but I would definitely add Knight of the Reliquary and Voice of Resurgence and definitely some ramp in the forms of Noble Hierarch and Birds of Paradise. Your mana base should be improved with 4 Windswept Heath and about 4-6 more w/g fetches and possibly a Stirring Wildwood or two and a Horizon Canopy if you can afford it.its your deck but i feel you need these changes to be competitive.

MrGarfunkle on Honestly, Get a Life (And some elves too)

2 months ago

a playset of Fortified Village and Stirring Wildwood costs $6 in total. just saying it would be an upgrade to an already awesome deck. :)

Deco_y on Planeswalker Control

3 months ago

I don't think I honestly need the Gatewatch cards in the deck. I have played this vs a few different types of decks and I absolutely never am out of Planeswalkers to play. I did consider them originally though. Honor-Worn Shaku is definitely a card I will look at adding in the next deck update once I try this current version out.

As for Ajani Steadfast, he isn't what I would term a "control" walker at all. I have another Planeswalker deck in development that he fits much better into. As for Venser, the Sojourner I originally did have him in the deck but took him out as one of my last cuts. I'm definately gonna give him a look in v.3 of this deck too.

As for Ghostly Prison that was introduced in this v.2 which will be tested this week. I'll revisit the Stirring Wildwood/Mutavault after this testing.

Madhava on Living It Up With The Tramplers

3 months ago

If you are planning to play this in any competitive Modern environment, I'm afraid you may find it to be a tad slow. Without ramp, you won't be able to land those 5- or 6-drops till around turn 7 or 8, sometimes even later. Modern decks generally need to win, interact, and/or establish a superior boardstate by turn 4 or sooner.

Fortunately, green is the best color for ramp ...& white is probably tied for best interactive color (if not the best).

I get it that you're digging your deck as it is, presently. That's cool. But if you should become dissatisfied with its performance at some point, then here are some suggestions for later consideration...

I'd mentioned ramp, prior. Consider Arbor Elf, Utopia Sprawl, & Garruk Wildspeaker. Having all 3 of these on the board means getting 6 mana from 1 forest. This is huge. Additionally, Garruk can defend himself (or you) via beast creature tokens. A few Sakura-Tribe Elder can also help get the ball rolling as far as ramp.

While Fog will keep creatures from harming you for 1 turn, Narnam Renegade will keep a creature from harming you permanently, for the same CMC. He can also provide beats, in the event your opponent isn't playing creatures.

Chaplain's Blessing. I'll be blunt here, there are cards that do exactly what this does, only better. Life Goes On or Feed the Clan are both instant-speed & can net you more lifegain at comparable CMC. But I'd sooner go with Blessed Alliance instead of any of the aforementioned, for sheer versatility; it's lifegain, or it's removal, or it's both at once.

On the topic of lifegain: Consider Ajani's Pridemate & Archangel of Thune, in place of present big beaters (of which you probably have too many). These would become huge really fast in your setup.

Hooting Mandrills is a fantastic beater. He pairs nicely with your Satyrs. Even better with a few Windswept Heaths to push him out sooner.

Scavenging Ooze wreaks havok with many popular Modern tactics... plus he grows into a big beater, all for just 2 CMC.

Okay, Celestial Mantle. Creature auras are generally bad in any constructed format, due to the high amount of interaction. Opponents will remove your enchanted creature in a 2-for-1 trade favoring them. Instead, consider Rancor, or maybe even Spirit Loop. Both are low CMC, both play well with what you're doing, & both return to your hand when the enchanted creature dies.

...and Fumigate. You don't want to be mainboarding sweepers... not in this type of build. 18 creatures is more than what most Modern decks run with. Meaning, sweepers will hurt you more than most opponents. Consider swapping them for more spot removal, more fast creatures, or ramp. A sweeper on your sideboard is a good plan. But Wrath of God is far better; opponents can typically deal more damage (or win) on their turn 4 or 5, than what Fumigate would make up for you in lifegain.

Consider cutting a few basic lands for some Stirring Wildwood.

Good luck with your deck... G(/w) Stompy can be a very viable formula on a reasonable budget. Hope something I've suggested is of some help.

multimedia on Rhys the Army Raiser (BUDGET)

3 months ago

Hey, if $250 total budget then you're already way over budget because Land Tax is a $25 card and Concordant Crossroads is a $15 card both are currently not being counted in the total of the deck. Even if have a low budget you can still play a bunch of the Selesyna dual lands. The manabase here is really bad, 36 Basic lands? Cutting 10-11 Basic lands will not hurt the manabase or Land Tax's ability, there's still plenty of Basic lands. You're not going to draw Land Tax every game and in games you don't draw it having duals will help to play spells.

Consider these lands:

Also consider these cards:

Good luck with your deck.


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