Wild Defiance

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Avacyn Restored (AVR) Rare

Combos Browse all

Wild Defiance

Enchantment

Whenever a creature you control becomes the target of an instant or sorcery spell, it gets +3/+3 until end of turn.

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Wild Defiance Discussion

pettigrew23 on The Plague

1 week ago

You have a good creature list, but I would think about replacing some of the spells. Keep in mind you may or may not need some draw effects. I'd like to suggest moving Wild Defiance to your sideboard and putting in one or two Contagion Clasp tops (I think any more would be unnecessary). Vines of Vastwood was a great call! Didn't know it existed. Lastly I would take out the Mutagenic Growth for a full play set of Inquisition of Kozilek. IoK is a great disrupt card for anything black.

StoryArcher on Dueling Infect Strategies (Mono-Green)

1 month ago

Lame_Duck,

I'll admit that it has felt... awkward... at times during my initial playtesting of it. Sometimes it works like a dream, but when it does I can't help but wonder if I would have won just as quickly without it. I'd never use it in a regular aggro deck of course, but with the pressure of Infect it just seems better suited - in theory, at least.

FWIW, I've put together the equipment-less version of the deck that I was considering as well: The Green Sting III. Bouncing back and forth between including the two Life's Legacy, a couple of Wild Defiance or going back to a pair of Livewire Lash.

StoryArcher on Dueling Infect Strategies (Mono-Green)

1 month ago

Good morning all.

I enjoy making mono-green versions of lots of different kinds of decks and lately Infect has caught my attention. The core of the deck is pretty standard, but I'm torn regarding the inclusion of a handful of cards and the necessary changes to synergize well with them. Since I've played very little infect - with or against - I'm hoping that some on here can offer a better perspective.

Core of the Deck:

There are other key buffs, obviously, but which ones and how many are dictated by the cards I'm trying decide on. The first of these is Infiltration Lens. Its incredibly cheap and offers tremendous card-drawn, especially considering that the draws happen when a creature is blocked but before damage is assigned - considering how many instants this deck runs that's a real boon. It also has nice synergy with Ichorclaw Myr .

The way I'm planning on filling out the rest of the deck if I decide to include Infiltration Lens is below:

I'm also sorely tempted to include one or two Wild Defiance in this version of the deck, which can be seen here: The Green Sting.

On the other hand, there are two cards which seem potentially devastating with an Infect strategy, but don't interact so well with some of the usual deck staples. The first is Canopy Cover, which offers hexproof AND evasion for a fairly inexpensive price. The other is Livewire Lash, a fantastic piece of equipment that gives you an additional way to get your poison counters through, effectively turning all of your buffs into 'Poison Shocks' as well. The only drawback it has is that its just a tad slow for speed one normally expects out of an Infect deck, but these two cards definitely make the deck more powerful and more sustainable should you get into the mid-game. In this case I would add something like this:

This version of the deck can be seen here: The Green Sting II

I'm really torn between these approaches, between the outright speed of the first option and the inevitability of the second or some hybrid version where I ditch the equipment completely and tweaks the buffs around Canopy Cover. Whichever way I go, the card balance will be key. Any thoughts would be most appreciated.

JAPuckett85 on Infect=Die

1 month ago

Okay- so I just dropped Black altogether, which really simplifies things lol. 4x Inkmoth Nexus now, & 2x Pendelhaven. 2x Nature's Claim, with a Pithing Needle to come in from the sideboard for game2. Added another Become Immense since I have more lands (Inkmoths), & I took the Birds of Paradise down to 3x, since I do want the acceleration, but no longer need as much mana-fixing. I still like having a Wild Defiance mainboard- it makes a handful of Mutagenic Growths completely insane.

JAPuckett85 on Infect=Die

1 month ago

I forgot about Blossoming Defense! Thanks! I cut the Wild Defiance & 1 each of Phyrexian Crusader/Become Immense in favor of 4x Blossoming Defense. Do you main/side removal for Spellskites? I was thinking of either Twisted Image or Fatal Push. Also, I am probably going to add 2x Inkmoth Nexus, just not sure which lands to cut to make it work.

BodhiQL on Infect=Die

1 month ago

In my Infect list I am trying out Shaper's Sanctuary, I think it may be better in the main than Wild Defiance. Also Blossoming Defense is a must.

christ4like2l0ve on

1 month ago

I really don't know much about infect in particular but I have played a fair deal of aggro.

I think dropping two forests is a fair place to start.

I know you are using Larger Than Life for the trample, and +4/+4 is great too. How has the sorcery speed affected play? Can you pull off combat tricks with it?

I really like Wild Defiance. I would probably play 3.

As for the other three drop Viridian Corrupter, I feel like he could go in the sideboard. Are there just no other good creatures? I can understand if you just need to have a certain number of creatures and don't have better options. I wouldn't main it just for it's ability though, if there was something cheaper I could play there.

Life's Legacy could really come in handy. It might make a good one of. Perhaps at least for some time while you test it out. If it's really good then maybe consider two.

joshua611 on G/B Infect

2 months ago

Just my thoughts, but I'd run Blossoming Defense in the sideboard instead of the 2 Groundswell. It opens up your help for burn, since you aren't running Wild Defiance.

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