Vow of Wildness

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Uncommon
MTG: Commander (CMD) Uncommon

Combos Browse all

Vow of Wildness

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3 has trample and can't attack you or a planeswalker you control.

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Vow of Wildness Discussion

cdkime on Have a Karona, now kill my enemies!

4 weeks ago

Here's some suggestions based on my own experience with Voltron Karona:

  • Vow of Duty is pretty useless on Karona as she doesn't really benefit from Vigilence. Run Vow of Wildness instead--Trample is fantastic when you're trying to force through commander damage, and that extra +1/+1 makes a difference.

  • Howling Mine is an incredibly mediocre card. For card draw, I would recommend running enchantresses--Argothian Enchantress, Eidolon of Blossoms, Mesa Enchantress, and Verduran Enchantress are all strong options.

  • Canopy Cover is an interesting little card. Unlike most enchantments, it does not give the creature hexproof. As such, your opponents cannot target Karona when she is under their control, but you can still enchant her. That it adds evasion is just a nice extra touch.

  • Armadillo Cloak gives a nice boost to power, the invaluable trample, and lets you heal whenever Karona attacks.

  • Ethereal Armor is an explosive card, capable of quickly ending games.

  • Sovereigns of Lost Alara is fantastic for tutoring and cheating out auras. It combos quite well with Eldrazi Conscription, another game-ending card.

If you are curious, here is my Voltron Karona deck. It might provide some other ideas:


Pinball Wizard - Karona, False God EDH

Commander / EDH cdkime

SCORE: 17 | 31 COMMENTS | 1579 VIEWS | IN 3 FOLDERS


Cellran on Aura Uril

1 month ago

So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker

ShreddedByCrows on Boss Battle

1 month ago

I was trying to figure out if it was possible to build up a funny list with this fat Grothama, All-Devouring and then I fell there on your deck... and dude, it's just awesome! And it's even fully flavorful, as Grothama devours other players boards.

Here are some ideas I had in mind looking at your built. Some of them are not budget, so I'll put them in 3 different categories.

1) Budget :

  • Brawn / Primal Rage: giving Grothama trample seems pretty essential if you want to be able to push enough pressure, especially against token decks. I really like the Mossbridge Troll you put in there, and this will just make it even more effective!

  • Roar of Challenge: basically cleans most of the time one of your opponent's board with Grothama.

  • Vow of Wildness: not so sure about this one but, on the paper, it could give Grothama trample, it could ''nullify'' a bit thief spells, and used on an opponent creature it could push someone into fighting Grothama with a creature he doesn't want to die.

  • Revenge of the Hunted: brutal.

2) Medium budget (still affordable):

  • Heroic Intervention: basically does everything you're seeking for there.

  • Asceticism: same as Heroic Intervention, but just even better as it's an enchantment.

  • Nylea, God of the Hunt: provides combat's tricks and trample to Grothama. She's certainly a staple in this kind of deck if your budget allows you to play her.

3) High budget (still affordable, but a bit more expensive):

  • Vigor: as someone already mentioned it before, he has to be a blast there. Definitely, a card you should keep in mind for the future if you can't buy it now.

  • Garruk Wildspeaker: does really nice here. He curves perfectly with Grothama and untaps two lands so you can play your instants. Both other options are still good.

  • Triumph of the Hordes: unfun card, for sure, but damn... it's just too good not to be played.

FancyTuesday on Karametra's Enchatress's

2 months ago

From your description in the EDH forum thread it sounds like your group isn't playing enough mass disruption to break up board states. Your commander is indestructible, less than a fifth of your deck is creatures and only half of them really matter beyond ETBs, you're set up to play wrath heavy. Wrath of God, Austere Command, Winds of Rath, Day of Judgment, and Rout are crazy efficient in multiplayer. In you have enough answers to spot-exile/disenchant problem targets that you don't need to crack yourself with more broad/powerful wipes like Hour of Devastation or Hallowed Burial.

I know wraths are scary when you're coming from another format, but this is multiplayer against decks built to go long and you control when/if you play them. Quarantine Field would cost to hit a single target for each of 3 players, Wrath hits every single one of their creatures for half that and gets around shroud/hexproof.

Beyond that, here's some suggestions for threats and cuts. There's a lot so I'll hold back on justifying them unless asked.

  • Nyx-Fleece Ram
  • Helix Pinnacle - Cute, but a complete dead draw in terms of impact on board state, and impotent in a vacuum. You can win for less than = 101, and yes that includes an optimal situation with mana doubles and effects like Awakening
  • Kismet / Blind Obedience - You've said they're filler, which they pretty much are if you aren't building around them
  • Words of Wilding / Words of Worship - You're way too concerned about decking out. If the cards you're drawing are less helpful than a 2/2 or 5 life you need to cut those cards

That's a lot of words, I hope you find some of them helpful!

cdkime on Our Community deck

4 months ago

Vow of Wildness will help with Karona. She requires a fairly significant amount of support to be worthwhile--it will be interesting to see if players consider her considerable drawbacks when posting.

Dovahkriid on Rhonas, MonoG Boxing Club

4 months ago

Wow, thanks a lot for the time and the great suggestions!

I've been trying to stay away from going too "voltrony" with Rhonas, but Rancor, Vow of Wildness and O-Naginata are definitely going in (along with Berserk, as soon as i can afford one).

I didn't even know Nemesis Mask and Pariah's Shield existed! They're on my priority shop list now.

I don't usually put one use instant protection effects on the deck because of some instant hate in my meta (Teferi, Mage of Zhalfir, Grand Abolisher and the likes), but i'll keep in mind to add more protection. Probably going for Asceticism (again, as soon as my 3rd world country, broke college student budget can afford it), Lightning Greaves and Alpha Authority.

Very well said about Regal Force, i'll take it out in favor of Drumhunter and probably Garruk's Packleader will be entering the deck too.

Archetype of Endurance and Foe-Razer Regent are pet cards, so, despite being not-that-optimal, they'll probably stay in the deck for now. That said, the rest of the expensive thing should see the cut-axe soon.

Thanks again for the time to read the deck and the amazing write-up and suggestions!

JuQ on Rhonas, MonoG Boxing Club

4 months ago

Damm, I can't resist a good primer!

I'm a big fan of Deathtouch and I love to capitalize on it.
Deathtouch is amazing with Trample and with First Strike, but Rhonas is already Indestructible, so there is no need for First Strike unless you want to make Deathtouch a deck wide theme.
Give trample to a deathtoucher and it will only need to deal 1 damage to each blocker and trample the rest to the opponent, you can easily kill by commander damage. You don't need flashy finishers when your commander is cheap, big, unstoppable and unkillable.
Rancor is definitely a must, Vow of Wildness is efficient, Fists of Ironwood it's nice because the saprolings are great to protect Rhonas agains sacrifices, Berserk a bit expensive but absolutely OP for Rhonas, Ring of Kalonia, O-Naginata low costs and amazing, Loxodon Warhammer all time classic.

Ranged damage and provoking blockers: Nature's Way, Enlarge, Revenge of the Hunted, Tower Above, Nemesis Mask, maybe Seton's Desire. I'm not naming Fight effects because I guess you know them all already.

Pariah's Shield on rhonas and you will never be attacked again.

A couple resilient creatures more with power 4 Thornling, Manor Gargoyle. Maybe I would even consider Bonesplitter as a cheap way to activate Rhonas.

Rhonas biggest problem may be targeted spells that will usually exile him, bounce him or control him. Blossoming Defense, Ranger's Guile and Vines of Vastwood best thing for only one green mana, Hapatra's Mark is not as good but if you want a fourth one, it exists. Also Homeward Path is always good if you are not the one stealing creatures or animating them from graveyards. Brooding Saurian same effect just in case your meta is full of blue and black decks.

I'd say the amount of card draw you have is OK, but in my deck I would make some changes (personal preferences):
Regal Force out because it has a high cost and it is a "win more" card, If you are losing it won't help you much. You are not going to cheat it onto the battlefield so you most likely won't be able to do anything else in the turn and you'll have to discard many of them. You're not getting any extra juice from it either, no flickering in your deck.
Soul of the Harvest I actually like a lot this card, I put it in many decks, but it never stays long, it always goes back to the album.
Four cards you're considering are better options Elemental Bond, Garruk's Packleader (Lower cost and can trigger from tokens). Hunter's Insight is great, yes. Drumhunter perfectly on curve with Rhonas. I'd add to the list Life's Legacy: I know you don't like to sacrifice your creatures, but getting four or five ccards out of a creature for just two mana is a really good deal. Mouth / Feed I'm liking this card a lot, it gives you a 3/3 body in the early game and a slightly worse Shamanic Revelation from the graveyard. Also Garruk, Primal Hunter fits perfectly here.
Don't forget to include a Reliquary Tower and maybe even Thought Vessel if you feel you're having problems to hold you hand.

I wouldn't bother with the one drop mana dorks, you need a lot of them to be sure you get one in your opening hand, but they are kinda useless after that. It is not so important to have a second turn Rhonas, if they have a Path to Exile, Swords to Plowshares or Reality Shift they will be able to use it anyway.
I would however swap Cultivate, Kodama's Reach and Arbor Elf for Sakura-Tribe Elder, Nature's Lore, Rampant Growth and Emerald Medallion. Arbor elf is one of those one drop mana dorks, Sakura-tribe elder in the late game will be able to block and fulfill his duty of bringing a land. Cultivate and Kodama's Reach are great but they have the same mana as Rhonas, so you will have to delay Rhonas or cast them in the fourth turn instead of a power 4 creature.
Using CMC2 mana ramps will allow you to play Rhonas on the third turn and have a mana open for reactions (remember Blossoming Defense and the other instants to give hexproof I mentioned before?).

Personally, I'd cut all the CMC6 and higher except for Rishkar's Expertise, Seasons Past, Pathbreaker Ibex, Ghalta, Primal Hunger and maybe Zendikar Resurgent and Sandwurm Convergence. Using good lower CMC spells to activate and protect Rhonas making the deck lighter. Keep in mind that rhonas is also a mana dump for the late game and if you are using his activated ability during your turn you won't have mana available for big spells.

cdkime on False Gods

4 months ago

As a fellow user of Karona, I think you are running too many vows. Vow of Duty and Vow of Malice do nothing useful on Karona, and are not worth running. I would replace these with some selection from the following cards:

  • Armadillo Cloak gives Karona trample, +2/+2, and will gain you life every single time she attacks, even if other players use her. This works as a pseudo-vow. While she is free to attack you, you heal equal to the damage dealt, so there is no real change in your life total (though, you still have to worry about losing to your own commander damage).

  • Shield of the Oversoul gives her +2/+2, indestructible, and flying. This helps force through damage, and protects your 6-mana investment.

  • Tutors allow you to find the right card you need, and make it easier to find and play important cards, such as Vow of Wildness. Open the Armory is a good budget option that effectively provides an extra copy of your Vows.

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