Ulvenwald Tracker

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

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Set Rarity
Modern Masters 2017 Edition Rare
Avacyn Restored Rare

Combos Browse all

Ulvenwald Tracker

Creature — Human Shaman

, : Target creature you control fights another target creature.

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Ulvenwald Tracker Discussion

Rzepkanut on Slithering to Victory! (PLEASE HELP)

12 hours ago

Beseech the Queen is a cheap tutor, and Ulvenwald Tracker can make your snakes with deathtouch get into fights. And I am constantly amazed with how awesome cards like Greenwarden of Murasa, Restock and Wildest Dreams can be in EDH. Happy gathering!

Olivvyia on Mono Green

15 hours ago

It's a good start. Removal in green is very hard to find so I like the small touches.

However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.

Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.

Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.

Now, what to cut.

Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".

In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:

Ancient Ooze

Ancient Silverback

Awakener Druid

Bloodbriar

Crocodile of the Crossing

Duskdale Wurm ... Pelakka Wurm

Emperor Crocodile

Nessian Asp

Pathbreaker Wurm ... Nylea, God of the Hunt or Brawn or Thunderfoot Baloth or even Primal Rage

Plated Crusher

Prized Unicorn

Pouncing Cheetah

Quilled Slagwurm

Ridgescale Tusker

Scaled Behemoth

Shoe Tree ... This is illegal in commander.

Skysnare Spider

Woodborn Behemoth

Yavimaya Ancients

Yew Spirit

A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.

Other cards to cut with recommendations:

Call of the Herd ... Not really worth it unless you're running a token deck which you are not.

Prey Upon ... It's just not very good in commander. Try Ulvenwald Tracker

Might of Old Krosa ... Meh. Try Giant Growth

Shed Weakness ... Unnecessary. Again. Giant Growth

Genju of the Cedars

Gift of Paradise

Living Terrain

Sheltered Aerie

Trial of Strength

Zendikar's Roil

TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.

If you have any questions, feel free to ask! Welcome to the format.

DarkStarStorm on All things Wolven

1 day ago

EDIT: OOPS! I meant Ulvenwald Captive  Flip, not Ulvenwald Tracker.

DarkStarStorm on All things Wolven

1 day ago

Ulvenwald Tracker is poorly designed and counter-intuitive. It's a worse body, first of all, that costs an obscenely high amount of mana to transform. The upgraded mana ability isn't needed since you already have more mana than you need to transform it in the first place. With Channeler Initiate, it does everything you need when you need it. In the early game it taps for mana. By the lategame, it becomes a 3/4 body WITHOUT you having to sink more mana into it. It's a low maintenance card.

As for Duskwatch Recruiter  Flip? I guess it boils down to a combination of personal preference and a limited number of slots. While it IS a neat mana sink, I don't see an easy answer to what I would take out to include it. You need to decide whether you want to close games out quickly with Breakneck Rider  Flip and Howlpack Resurgence, or going for the long game of dropping multiple creatures every turn past 6. Either way, ask yourself which one you can do BETTER than the competition. Zombies is really good at gettting a ton of sizable zombies by turn 5-7, but turns 1-3 leave them weak to hard removal. Mardu vehicles looks to gain advantages in tempo and hide its weakness to removal behind waves of creatures. Aetherworks hides behind spot removal long enough to spin the wheel a few times and hit an Ulamog. You decide which strategy is better.

The only reason why I didn't include Izzet Control in there is because I feel as though you're naturally favored against them anyway. They can't use their countermagic as efficiently since "Draw > Go"ing transforms the werewolves.

Emzed on Big Green Monster

3 days ago

Sure, green decks can have trouble defending against fliers, but some of your tools aren't really worth their slot. Instead of some narrow cards that do nothing except grant reach to one of your creatures or destroy fliers, why not run some fatties that incidentally have reach, but are solid cards even if reach isn't of importance? I suggest Cloudthresher, Soul of Zendikar, Worldbreaker or Silklash Spider. Also, Ulvenwald Tracker, Somberwald Stag and Sandwurm Convergence can help against fliers. However, all of those cards do a lot even if there are no flying creatures around. Flexibility is key!
Concerning the topic of lands: Of course you won't lack mana every single game, but 27 is still way below the approximate number the hive mind of EDH players have settled on. If you stick with that, variance will occasionally let you experience the consequences.

sylvannos on First time building a ramp ...

4 days ago

@HarrisonHarry: You need more 4-ofs. I would play something like this:

4x Arbor Elf
4x Dauntless Dourbark
4x Dungrove Elder
2x Kalonian Twingrove
2x Primeval Titan
4x Sakura-Tribe Elder
4x Bosk Banneret
2x Timber Protector
3x Leaf-Crowned Elder
-----------------------------------
29 Creatures

2x Lignify
2x Harmonize
4x Utopia Sprawl
-----------------------------------
8 Other Spells

4x Blighted Woodland
2x Nykthos, Shrine to Nyx
17x Forest
-----------------------------------
23 Lands

You also may not need Arbor Elf if you don't want to use Utopia Sprawl. In that case, I'd play 4 Treefolk Harbingers and 4 Ulvenwald Trackers.

akumawerewolf on

1 week ago

cityflower, thanks a lot for the suggestions!

The Garruk Relentless  Flip and Ob Nixilis Reignited were originally in for Garruk's tutor ability and Ob Nixilis's help in recovering a bit, but they have seemed underwhelming.

As for Cinderhaze Wretch, he can do a lot of the same things Devoted Druid does in this deck and easily go infinite.

Kamahl, Fist of Krosa snipes lands, which is great at getting rid of things like Academy Ruins or just color-screwing an opponent, or for something to actually do with the infinite mana this deck can generate for infinite damage.

I've loved Ulvenwald Tracker, but maybe it isn't essential, and that Nullmage Shepherd looks awesome.

I'd also love to have a Bayou or a Gaea's Cradle, but those are really expensive, which is why some of my land base is mediocre.

I do like a lot of the suggestions though and will definitely go for putting some of them in, though would love to hear your opinions on why I justify some of these cards.

cityflower on

1 week ago

I think you have enough synnergistic things in here. You want more draw/get there cards. I'd suggest replacing the cheesy/unlikely combos (ie Tree) with things like Vampiric Tutor, Sylvan Library, Mirri's Guile, Nature's Lore, Skyshroud Claim, Phyrexian Altar etc.

Given that you have 2/3 of the combo in your deck already, I'd throw in an Avenger of Zendikar.Also a must include is Eternal Witness.

Here are some (in my opinion) strict upgrades:

I'd suggest maybe the Butcher of Malakir, Grave Pact, etc combo.

  • Diabolic Tutor &

  • Harmonize --> There are much better of these two, and I think you have enough effects that do these two.

Other than that, I like it a lot. You have a good shell here. Make sure you know your game plan - you're playing a very midgame board state reliant stax/control deck, where you can basically control what's on the board. You have a lot of awesome early game that transitions well into the mid/late. You have a handful of wonderful outs late game.

I might throw in an Exsanguinate as a really awesome finisher. If you're unafraid of countermagic/have a Boseiju, Who Shelters All untapped - you can sac your entire board into ashnod's and just blow up the game with exsanguinate.

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