Traverse the Ulvenwald

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Traverse the Ulvenwald

Sorcery

Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle your library.

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Traverse the Ulvenwald Discussion

DexztrO on BUG Shadow

2 days ago

You should try Bojuka Bog and Phyrexian Revoker with Traverse the Ulvenwald. 5 copies of each in the SB is really nice.

Elf0491 on Mayael's Big Boy Club

2 weeks ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

radio414 on Sasaya, Orochi Ascendant Combo (EDH)

2 weeks ago

Yeah, I thought about that a little too. It seems tempting, right? I mean, Evolution Charm has a slot, and that card's generally a forest with extra steps, so why not Traverse? One could easily just go -1 Forest +1 Traverse the Ulvenwald and it'd probably be worth it, right?

It isn't really, unfortunately. The problem is that there aren't that many ways to get Delirium either before or during the combo turn. There are only three relevant artifacts (Horizon Spellbomb, Armillary Sphere, and Wild-Field Scarecrow) and nowhere near enough other ways to dump cards (unless they start printing a lot more cycling lands). I have a hard enough time getting Spell Mastery for Nissa's Pilgrimage, and at least that card has a better fail case.

Evolution Charm earns its spot by being a regrowth for whatever casualty you had during the early turns. Sometimes you just need to play out an Eternal Witness for example, or getting back Wild-Field Scarecrow to get an extra land. Traverse, unfortunately, doesn't do any of that.

Thanks,

-r

juiicyfruities on Transcend Decay

2 weeks ago

Hmm. I like Sakura-Tribe Elder. I'm just not sure if I need it. It might be nice in the sideboard, I suppose. I don't absolutely need Abundance; I just like the card. It could easily be replaced by Sakura-Tribe Elder. I might go ahead with that. The card definitely fits well with the playstyle of the deck, but I don't think I'll run it in the mainboard. I'm not sure if you were specifically suggesting that Sakura-Tribe Elder replace Birds of Paradise, but I personally like the latter card more. But preferring the former is definitely a valid stance, and I'll be sure to at least list it somewhere on the deck. I think it's a little hard to gauge how useful a card is in a vacuum. I like the card because it provides an option to retrieve it from the graveyard if I'm mana-starved. I also agree that Bloodghast works well with Bone Splinters. I was actually thinking about that. It might be nice to have in the mainboard? Having 1x of it wouldn't be a huge issue either since I can always retrieve it with Traverse the Ulvenwald. And 'ackthually' I think Bloodghast isn't terrible in regards to undergrowth. I can always stick it in the graveyard and then retrieve it after I've put Ghoultree/Molderhulk out. I only really view it as counterproductive to Graverobber Spider which is only a 2x anyway. It's not a bad suggestion. I'll mull it over.

juiicyfruities on Transcend Decay

3 weeks ago

Would I really need 3x of Liliana, the Last Hope, though? That seems a bit excessive. I agree that Graverobber Spider is a little clunky, and its mana ability comes at a high cost. I mostly like it as a way to diversify the mana cost among my creatures, so I don't just have high mana cost ones and very low cost ones. It also has reach which is very nice. If I took it out of the deck completely, I would just have Abrupt Decay, Bone Splinters, and Fatal Push as ways to get rid of flying creatures other than just blocking. So I'm not sure that it's really worth to completely replace Graverobber Spider with Liliana, the Last Hope. I would maybe consider taking 1x of Graverobber Spider out to make room for Liliana, the Last Hope. Maybe I could take out 1x of Traverse the Ulvenwald and 1x of Graverobber Spider? How does that sound?

juiicyfruities on Transcend Decay

3 weeks ago

Hmmm. I think you've offered some good suggestions, but I'm a little attached to the flexibility Birds of Paradise offers. I'm also not entirely sure that I need those extra self-mill cards. Although, I do REALLY like Mulch even though it may seem a little counterproductive to Grim Flayer and Traverse the Ulvenwald. I may replace Grisly Salvage with that. I also do enjoy a good planeswalker, and Liliana, the Last Hope seems to fit well here. I'm just not sure where exactly I would fit her in. If I put her in, I would at least want a 2x set of her. And I'm not sure what I can take out. The only place I see where I could fit her in would be in the sideboard or if I took 1x of Traverse the Ulvenwald out which doesn't seem worth it for a card I would only be able to draw with pure luck. I would love to use her, but I don't see a mainboard place for her with the deck as it is. Let me know if I'm overlooking something, please. I do appreciate the suggestions, and I'll give the mainboard a look-over to see if I can fit Liliana, the Last Hope in anywhere.

wallisface on Artifact Combo

3 weeks ago

Traverse the Ulvenwald seems waay too hard to get off reliably without Thirst for Knowledge help. Personally i’d drop the Traverse entirely - stirrings and evolution should get the job done on their own.

Also Welding Jar feels like a bad card in this deck, as the only artifact you actually care about protecting is the pili-pala. It feels like a never-used sideboard option at best. I’d sooner replace the jars with 2 more lands (20 feels light)

eoraptor144 on Rock of Ages

3 weeks ago

JKRice Fair enough! Your are correct that the deck is a bit scattered, but Traverse the Ulvenwald is meant to work with that. There's also a fair amount of card filtering and draw built in.

All that said, the artifact creatures can go in place of more Kitchen Finks, for now. I'm hoping something awesome and useful will see print from the Simic guild in the next Standard set.

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