Wild Ricochet

Wild Ricochet

View at Gatherer Alters


You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.

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Wild Ricochet Discussion

kynar2k on Keep Calm and HORSEMANSHIP

1 week ago

Thanks everyone for your insight on this deck. I also want to thank terry and navid for helping making suggestions with this deck with me. I made a few changes based on your recommendation.
After doing my first playtest someone pointed out that Maelstrom Archangel was not a legendary creature. That sucked!!! I put the deck away and played with a pre-con.
After reading your reviews and asking around for help this is what I put together.

LANDS:I got rid of all tapped lands and guildgate which were too slow. Instead I added Frontier Bivouac, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Temple of Triumph, and Sacred Foundry.

SOCERYI decided to add the following: Day of Judgement?!?!?!!, Treasure Cruise, Armageddon, Ponder, Wrath of God, Waves of Aggression, and Cataclysm

ARTIFACTSI decided to revamp all my artifacts with the following, now that I found out that my creatures are classified as humans. Sword of Body and Mind, Swiftfoot Boots, Sword of Feast and Famine, Spear of Heliod, Butcher's Cleaver, Chromatic Lantern, and Sol Ring

ENCHANTMENTSI added more enchantments to the mix. Dictate of Heliod, Glory of Warfare, Assemble the Legion, and Outpost Siege

CREATURESAddition to the HORSEMANSHIP mechanic I added Mother of Runes, Baneslayer Angel. Mirran Crusader, Aurelia, the Warleader, Solemn Simulacrum, Fauna Shaman, Phyrexian Revoker, Stonehewer Giant,

PLANESWALKERI added Chandra, Pyromaster, and Liliana Vess.

INSTANTSDeflecting Palm, jaces ingenunity]], Murder, Opportunity, Path to Exile, Swords to Plowshares, Dismember, Brainstorm, Lightning Bolt, Faith's Reward, Lightning Helix, Boros Charm, Wild Ricochet, Krosan Grip, Wear / Tear, and Spell Crumple

enpc on Time to Rearrange the Stack!

1 week ago

sergiodelrio: The ability to choose new targets for each spell, kinda broken. Wild Ricochet costs 4 to copy/retarget 1 spell.

"oh, the stack is full of burn spells, lucky me"

BobFromAccounting on Mardu EDH (HELP PLEASE)

2 weeks ago

Mardu's main advantage is his ability to be indestructible when attacking. While you could add enchantments to let him remain indestructible, in these colors, I think you have some better options.

Following with what Aurelia, the Warleader gives you, I'd focus on cards like Aggravated Assault, Fury of the Horde, Relentless Assault, Seize the Day, Waves of Aggression, Savage Beating and World at War to allow you to just keep swinging with him. Cards like Fork, Wild Ricochet, etc. can let you copy these effects for added value.

Aggression, Akroma's Memorial, Archetype of Aggression and the like help you force your damage through on all the extra combat.

Blizzicane on HandOverflowException

1 month ago

finboy2506 - Nekusar effect doesn't deal commander damage. From the official EDH rule website: If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game. Nekusar effect isn't combat damage, if that was the case I would probably twice as much games/get hated out twice as fast.

Blue Sun's Zenith is not in here because it only targets one player and if I want draw for myself I might as well run Minds Aglow to do damage to all my opponents and get draw as well not to mention its cheaper and if someone is crazy enough to put mana into the pot to draw more. But I don't like either because they are mana intensive while wheels are much more cost effective mana wise.

As for Wild Ricochet, if I want to copy my own spells I could play Fork for cheaper if I want to stop removal/counterspells then I can just use counterspells that are cheaper.

Thanks for the suggestions anyway. :3

finboy2506 on HandOverflowException

1 month ago

I would add Blue Sun's Zenith and Wild Ricochet

Because Blue Sun's Zenith will may you or the opponent/s draw heaps and your commander will deal damage to the and also when your commander deals damage, it counts as commander damage

percyellis on Child of Alara EDH

1 month ago

I think you already have HEAPS of mana acceleration, plus 38 lands. I'd take out finnicky acceleration, slow acceleration, and high cost acceleration: Recross the Paths, Wayfarer's Bauble, Reap and Sow, Explore, and Darksteel Ingot.

You'd still have Cultivate, Kodama's Reach, Wood Elves, Explosive Vegetation, Skyshroud Claim, Solemn Simulacrum, Nature's Lore, Mirari's Wake, Mana Reflection, and Primal Growth--and they're just the pieces of acceleration that guarantee additional mana. On top of that you've still got Coiling Oracle, Urban Evolution, Oracle of Mul Daya, Life from the Loam that all have promise. With 10 pieces of acceleration and 4 pieces of potential acceleration, I think you should consider cutting Urban Evolution and potentially Mana Reflection. You've only got 6 cards in the deck that cost more than 6cmc anyway, so I don't think that Mana Reflection, being so expensive itself, is worth the slot.

If you take my advice that's Mana Reflection, Urban Evolution, Recross the Paths, Wayfarer's Bauble, Reap and Sow, Explore, and Darksteel Ingot gone. You need to cut another 10 cards.

I think you should cut either (or both) Spelltwine or Mnemonic Wall. Your deck is mostly instant and sorceries, with heaps of card draw. You shouldn't need to put too many slots towards getting stuff back into your hand. Spells that get stuff from the graveyard should be permanent-focussed, for the sake of the Child. I think you need to sub in Ponder and Preordain for these cards. They're just super, super good cards, especially for early game. I also think you should consider cutting Recurring Insight because you've already got lots of cheap card draw, which is better in my opinion. At 6cmc I want to be casting threats or reactive measures.

In regards to countermagic and removal you have:Arcane Denial, Bind, Counterspell, Dismiss, Evasive Action (instantly I think you should cut this, because you run very few basic lands--it doesn't count with the dual lands either as they're still nonbasic), Exclude, Far / Away, Hero's Demise, Mana Leak, Mortify, Negate, Overwhelming Intellect, Path to Exile, Putrefy, Relic Crush, Render Silent, Sultai Charm, Swords to Plowshares, Trickbind, potentially Wild Ricochet, Fleshbag Marauder, Voidmage Husher, and Maelstrom Pulse. That's roughly 11 counterspells and 10 pieces of removal. At the very least I'd cut Evasive Action, Bind, and Dismiss (too expensive). Leaving you with 8 countermagic spells, and all 10 of your removal. I'd supplant Mortify with Utter End also. But I think this is still too much countermagic and removal. I think the only removal you should run should exile, and the only countermagic you should run should be very cheap. Otherwise, what sort of a boardstate is the Child there to wipe? What's the point if you're countering and destroying everything anyway? The point of the Child is that you have a hand to run threats that benefit from her ability. Removal and counterspells are just clutter when you can blow the board whenever you want.

Cards like Zurgo Helmsmasher and Avacyn, Angel of Hope are just perfect for this deck. Even Aegis Angel would be worthwhile. I also think you can cut down on expensive spells that either draw cards or recur from the graveyard. Cards that can withstand mass-destruction, or can make other permanents withstand mass destruction, should make up more of the decklist in place of these cards. It's all good and well to be wiping the board a lot, but you want to make sure you're benefiting from those boardwipes. At the moment the deck looks to stop people from doing stuff a lot, and then when it's done that it blows the board--but what sort of a boardstate will it be wiping at that point? I think you should put in cards like Gift of Immortality, Twilight Shepherd, Erebos, God of the Dead, Angelic Renewal, Sun Titan, Wurmcoil Engine, Rise of the Dark Realms, Mikaeus, the Unhallowed, Harvester of Souls, Blood Artist. That's just a few things off the top of my head, but I'd value all of them highly in your deck. All of the Gods in general in fact I'd value. I have Kruphix, God of Horizons and I would begrudgingly trade Erebos, God of the Dead. But they're all auto-includes, whichever ones you can get. But yeah, lots more Undying, Persist and Indestructible I think in place of the counterspells and removal.

masterosok on Kaalia EDH

1 month ago

I agree regarding Sunforger. I would then work on adding protection/removal instances that you can dig for with Sunforger. Ghostway is a good one if someone tries to board wipe your creatures plus it can get you additional ETBs. Other ones I have used with success Wild Ricochet, Return to Dust, Comeuppance, Bathe in Light, Utter End. I am sure that are plenty to choose from though.

Color(s) Red
Cost 2RR
Converted cost 4
Avg. draft pick 2.02
Avg. cube pick 13.66


Format Legality
Heirloom Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander 2013 Rare
Magic 2014 Rare
MTG: Commander Rare
Lorwyn Rare

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