Wild Instincts

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Wild Instincts

Sorcery

Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

legendofa on Card creation challenge

1 year ago

Hunt the Hunter

Sorcery

Target creature you control gets +2/+2 until end of turn. It fights target creature you don't control. If the creature you control deals excess damage this way, it deals that much damage to any target.

"Cover your tracks well, and move carefully. Startled prey is noisy prey, and noisy prey attracts attention." -- Alena, trapper of Kessig


Upgrade from Savage Smash or Wild Instincts.

I feel like my recent designs haven't been too bad, but a little overambitious. Also, I haven't taken the time to learn MTG.design or anything, so I apologize for responding to art challenges with a wall of text.

Anyway, easy mode: create a creature for the above art. Hard mode: create an enchantment for the above art.

FLATSO99 on

5 years ago

I think you could cut Wild Instincts and Guardian of the Great Conduit as nethier are very powerful, just a thought:)

DeathChant17 on help with deck

7 years ago

Dungrove Elder, Gaea's Liege, Kalonian Twingrove, Predator Ooze, Ulvenwald Tracker, any green creature with deathtouch, other cool big green creatures, mana ramp, and green fight cards.

Most 'fight' cards are I believe.

Epic Confrontation, Foe-Razer Regent, Hunt the Hunter, Hunt the Weak, Mutant's Prey, Prey Upon, Savage Punch, Time to Feed, Triangle of War, Unnatural Aggression, and Wild Instincts make up all the fight cards you can use in mono green I think.

teodorofelipe on

7 years ago

EmrysNight i think that Wild Instincts and Rabid Bite are good ideas, only downfall is the fact they are sorcery, maybe using Pack Guardian since it has flash could be nice

Cipher_8 on Abzan Lifegain/Lifeloss

7 years ago

With Briarbridge Patrol being a focus card for us here I wonder if we shouldn't try to include the "deal damage to creature" spells.

Having him deal damage to creatures only Investigates out more and more Clues.

Rabid Bite

Nissa's Judgment

Both those cards are good for dealing damage without having to fight them where they deal damage back to it.

Tail Slash

Chandra's Ignition

Probably my favorite one because it'll deal 3 damage to every creature and put a token out (but not for each one it does deal damage to because it says one or more so only one token.) Still could be a potential boardwipe.

Inner Struggle

Epic Confrontation

Wild Instincts

Unnatural Aggression

Dromoka's Command

Ultimate of Kiora, Master of the Depths

(Moonlight Hunt doesn't work because he's a Human and not a Wolf/Werewolf.)

Karzalar on Vorel's Hydra Ramp

8 years ago

I don't know if it's because you want to make it budget (if that's the case, well done! 60$ is pretty good budget for a commander) but there's a LOT of cards that could be switched.

Let's start with creatures (and to switch to better alternatives) :

Amphin Pathmage -> Thassa, God of the Sea : Indestructible enchantment for 3 mana, can become an indestructible creature with devotion, and has the same effect as the pathmage. And you can scry!

Battlefront Krushok -> Nylea, God of the Hunt : Yet again an indestructible enchantment that gives trample and buff creatures.

Caller of Gales -> Levitation : I know, that's an enchantment, but that's the effect you want. Coralhelm Guide -> Wingcrafter : Gives good evasion.

Dirgur Nemesis -> Khalni Hydra : Since you want more hydras for your commander.

Gladehart Cavalry -> Mistcutter Hydra : Uncounterable hydra.

Living Totem -> Oran-Rief Hydra : Another hydra.

Noble Quarry -> Gyre Sage : Evolving mana rock!

Siren of the Fanged Coast -> Control Magic : Because people will anyway pay the tribute : it's easier to remove a 4/4 flying that to comeback from having your commander stolen, in most cases.

Now, let's continue with non-creature spells :

I'd remove Culling Mark, Epic Confrontation, Hunt the Weak, Incremental Growth, Predatory Rampage, Wild Instincts, Mutant's Prey, Curse of the Bloody Tome, Sheltered Aerie, Verdant Haven and Slip Through Space.

That makes 11 cards to add some kind of removal effects that are better than ''target creature fights another target crature'' because a Pacifism effect can screw you over.

I'd suggest some of these cards : Beast Within, Krosan Grip, Disperse, Cyclonic Rift, Garruk, Primal Hunter, Kiora's Follower (Untap your commander to double the effect!), Kiora, Master of the Depths, Boomerang, Kiora, the Crashing Wave, Garruk, Caller of Beasts, Capsize, Vapor Snag, Into the Roil, Repeal...

If you want some more suggestions, i'd be glad to help.

darkmatter32x on Creature's Ability in a Pit …

8 years ago

Does creature's static/triggered abilities like Lifelink, deathtouch, first strike/double strike etc. works when you use "fights" spells or abilities such as Wild Instincts Swift Kick Prey Upon Pit Fight Domri Rade?

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