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Waker of the Wilds
Creature — Merfolk Shaman
: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
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Waker of the Wilds Discussion
1 week ago
Thanks for the input Meurth. Waker of the Wilds looks really fun I'll be testing that out.
2 weeks ago
Sweet deck! I would definitely try to find space for a playset of Cascading Cataracts and 2 or 3 copies of Nissa, Vital Force. The synergy between Cataracts and Nissa/Waker of the Wilds is one of my all time favorite standard wombo-combos. +1!
2 months ago
Have you thought about using Waker of the Wilds at all?
2 months ago
Can't help but feel like Forerunner of the Heralds is better than Waker of the Wilds. Swift Warden can also play nicely with all the instants the deck has, and can double up for protection. Really like the deck, it's tough to decide between Kumena or Jhoira for a stormy type deck in Brawl!
3 months ago
3 months ago
I included World Shaper in a previous version but the thing is I don't have a way to make sure it dies... Yeah, that sound a little stupid but the only way I have to make sure it hits the grave is to make him block.
I don't usually play combo, Stone-Seeder Hierophant seems a little week to stay one turn one the field, no ?
Anyway, I go test the new changes, thanks :)
4 months ago
Some cards I don't think pull their weight:
Disturbed Burial, since you're probably pretty happy just making another token instead of having to cast this card, buy it back, then cast the creature AGAIN. That much mana just makes my head hurt.
Bonds of Mortality seems irrelevant with the Grave Pact effects you run since they get around indestructible/hexproof.
Awakening seems nice when only considering your own board state but given mana, your opponents will likely be using it for removal. Asceticism helps to keep your dudes safe but it's not a reliable backup plan.
Waker of the Wilds fits the theme for sure and could make some powerful dudes but it's extremely risky to open your lands up to creature removal. I like the idea of putting +1/+1 counters on things in this deck, I would just recommend not turning lands into creatures. Unfortunately I can't think of any replacements off the top of my head. I'll get back to you if I do.
Additionally, now that I'm paying more attention:
Attune with Aether should just be Traverse the Ulvenwald, it's strictly better since you list exactly 0 cards that interact with energy.
Wear Away could be replaced with Naturalize, or even Deglamer if you face a lot of indestructible artifacts/enchantments.
Silence the Believers seems like it could just be Vraska's Contempt, unless you specifically have trouble with Rancor. And for that matter if your metagame does much graveyard interaction, Leyline of the Void fits your enchantress theme. It might be an appropriate replacement for Tormod's Crypt if you need a cut but crypt is a powerful card on its own.
Speaking of your enchantress theme, and how often creatures seem to be hitting the grave, you could probably make use of Animate Dead, Necromancy, or even Dance of the Dead.
Noosegraf Mob seems like it works great with Dread Return, which is a powerful card on its own that sees legacy play for that reason. Also activates your Grave Pact effects. Might be worth replacing Disturbed Burial with.
Also does your deck ever have problems with mana? 33 lands seems pretty light, and green benefits from having access to the most powerful ramp in the game (other than black's Cabal Coffers and Crypt Ghast), such as Sakura-Tribe Elder and Search for Tomorrow. But hey, if it works, it works.
Final note, I would run Blood Artist and Falkenrath Noble over Zulaport Cutthroat, since they activate more often. In a 4 player game that's 4x the triggers with a Grave Pact :P Hope this helps, best of luck!