Wild Ricochet

Wild Ricochet

Instant

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

birdman412 on Playing With Fire

18 hours ago

Really like the idea behind this of reflecting damage from your creatures to your opponents! Seems like it will be a ton of fun to play and provide a tricky puzzle to play against.

Since it looks like you need some trimming I'll give you some suggestions, these are what I would do.

  • Greater Realm of Preservation is too situation in my mind unless every deck you play against has either black or red
  • Scythe of the Wretched works well because it's any damage instead of combat, but I have a feeling you're just going to use it on Zurgo instead of other guys and in that case there are probably better and cheaper equipment for him.
  • Lifelink providers don't seem to be integral to your plan, gaining life is great but I'm guessing many times you'd rather see a massive damage dealer than a second source of lifelink. I'd cut these down.
  • Damage doublers again are great and speed you up but I don't think you need so many of them. I'd keep Wound Reflection for sure since it only hits your opponents but maybe only one or two others.
  • Redirection spells (Fork, Wild Ricochet, etc.) are a lot of fun and can be crazy powerful or useful such as copying a ramp spell or a kicked rite of replication, but I can't tell you how many times I've left mana up for one of these to have no one cast a good spell to copy. Again I'd cut back on these, and change one to a Dualcaster Mage since that leaves you with a body.
  • Exquisite Blood and Sanguine Bond win the game. If you don't want to be hated for combos I'd take these two out, they're just not interactive.

I'd throw in more card draw (Phyrexian Arena is a staple for a reason) and some more recursion probably to get back your reckoner/spitemare creatures since black is so good at that. Plus if I had a Zurgo deck I'd be hard pressed not to put an Assault Suit in :).

Really like this though, excited to see how it turns out!

jayprev on Razia, Queen of redirection

2 days ago

Sweet deck! I just designed a Mardu build based around redirection effects, I've been going through Tappedout trying to find other builds running that theme. I like that your version is able to feel like control, but with a deep creature base.

As far as redirect spells, Radiate can be hilarious against all kinds of cards, as well as Wild Ricochet. Repercussion is great here too -- it can be risky, but it can also end games, and you'll be better prepared to deal with it than your opponents given that you can redirect the damage it deals you.

You can check out the build I'm working on here: Playing With Fire!

-Logician on Sweeeeeeet child of alara!

3 days ago

You started with Bant and moved to five-color! Excellent choice. I love five color. I have noticed that your deck largely lacks direction, and mainly aims to just play fun cards that seem like they're fun to play. To help you out in the future, I'll give you a rating on each card to let you know how good/bad it might be, which will help you gauge what might be the next cut.

  • Decree of Annihilation: 5/10 - Not a bad card, though I don't feel like your deck is prepared to abuse it to its fullest potential. Not a bad card with lots of planeswalkers and enchantments in play, but as far as I can see, you're not really too loaded on that. You have a few walkers I suppose, but that's a dim strategy at best. Maybe if you played something like Fiend Hunter that could hide a big creature under it that you control, so that when it is exiled to Decree, you get to have a big creature stay in play.
  • Decree of Justice: 7/10 - I actually like this card a lot. You represent the ability to make a bunch of angels, or you could cycle it and still get little tokens. Cool card. Perhaps the only upgrade I could suggest over this one would be Entreat the Angels.
  • Explosive Vegetation: 7/10 - It's ramp, which is good, but in general, you probably shouldn't be playing basic lands hardly at all. In my 5c, I choose not to play any. I know some 5c players that choose to play one just in case of Path to Exile or something. If you manage to get ahold of some fetch lands, I recommend Skyshroud Claim, as two forest cards could be a Temple Garden and a Breeding Pool, and Skyshroud Claim puts them into play untapped. Also, playing the shock lands, while they do cost a little extra, do allow you to play Farseek to great value.
  • In Garruk's Wake: 9/10 - This card is a great blowout. Excellent choice.
  • Living Death: 6/10 - Not a bad choice, but you're only playing 21 creatures. It's very likely for this card to just not be in your favor at all. You could just be a badass and run Rise of the Dark Realms.
  • Restore: 6/10 - Not a common choice. Works well with fetch lands. You may find that Sylvan Caryatid is more reliable.
  • Roar of Challenge: 3/10 - Rather than play a combat trick to deal with opposing threats, you're much better served just dealing with their threats like most 5-color decks do... with the best removal options in the format. Council's Judgment is probably the best answer to something you really just don't want to see on the board anymore. Gaining control of the problematic cards is also very strong. Willbreaker + anything that targets. You could set up a recurring engine with Inferno Titan and Willbreaker, where the inferno titan just keeps dividing three damage among the three best creatures you don't control, then you gain control of them. You could also play something like Flame Jab for target recursion with Willbreaker, but that might be a bit narrow. Planeswalker abilities can sometimes target, like your Elspeth, Knight-Errant's +1 ability that gives a target creature +3/+3 and flying. Other ways to take their permanents are with cards like Take Possession, Debt of Loyalty, Nicol Bolas, Planeswalker et al.
  • Shard Convergence: 5/10 - Good value, but doesn't ramp at all. Mana ramp is so extremely important that I'm literally telling you that this card isn't good enough. It just isn't. You absolutely need to gain mana with slots like these. This could be a Chromatic Lantern or a Coalition Relic.
  • Villainous Wealth: 9/10 - Okay, now this one hell of a win-condition. Great choice!
  • Void Squall: 4/10 - You're playing this and not playing Cyclonic Rift? Other bounce spells you might be interested in, if bouncing is even a mechanic you feel like this deck needs, include Boomerang, Void Snare, Unexpectedly Absent, Jace, the Living Guildpact -3 ability, and of course the expensive Cryptic Command. Worldpurge might be a card you fancy, not that I really recommend it. :P
  • Elspeth, Knight-Errant: 6/10 - Not a bad walker, but also not the best. The best walkers for you are probably Kiora, the Crashing Wave for her explore ability, and Sarkhan Unbroken for his +1 ability. Knight-Errant is okay though. I like the +3/+3 flying ability for aiming at opposing planeswalkers and getting some necessary damage in. You don't seem to have Doubling Season, so clearly you're not abusing the hell out of walkers in general (doubling season allows planeswalkers to enter the battlefield with twice the number of starting loyalty counters).
  • Elspeth, Sun's Champion: 8/10 - The board wipe is absolutely huge because she gets to stay in play too. This is a very strong walker.
  • Ob Nixilis of the Black Oath: 5/10 - This is a weird choice to be honest. There's lots of planeswalkers out there, and to choose this one for what looks like merely the ability to make 5/5 demons I guess, I don't know man. I think Liliana Vess's tutoring ability is far more relevant and much stronger.
  • Xenagos, the Reveler: 7/10 - He has cute synergy with Sun's Champion, I'll admit. He produces potentially a lot of mana, which is a very good thing. Overall, not a bad walker for this deck.
  • Ankle Shanker: 5/10 - It makes your creatures annoying to block, but doesn't impact the board state too heavily.
  • Archetype of Aggression: 6/10 - Giving all your creatures trample is a great way to take initiative and knock someone out of the pod. Overall, not a bad choice.
  • Archetype of Imagination: 8/10 - Give all your creatures unblockable except against reach. Pretty damn good if you actually have the board state to clean up the game.
  • Captain of the Watch: 7/10 - Good power value. 9 power and 9 toughness spread across 4 creatures for 6 mana. Not bad. He pumps your elspeth tokens too, which is pretty cool. He's a good blink target I suppose, if you're up for that. He's comparable to Soul of Theros, but not quite as good as Soul of Theros in my opinion. As well, I think that Sun Titan might be completely superior to either of those, depending on your low CMC permanents.
  • Deathbringer Regent: 7/10 - Board wiping is good. Nice choice. It reminds me of Sunblast Angel, which might be better than this if you also play Blind Obedience, because then you can Living Death, they get whatever the hell they want back, it'll all enter tapped, and Sunblast Angel destroys all your opponent's creatures, and not yours. It's a narrow strategy, but could be good.
  • Dragon Hunter: 2/10 - Simply not an EDH card. Little to almost zero impact, and you're not an aggro deck. It's easily the worst card in the deck that I've seen so far.
  • Dross Scorpion: 7/10 - I suppose you make infinite mana with this, Pentavus, and Gilded Lotus, but otherwise not too spectacular in this list. That combo has a very slim chance at working.
  • Hellkite Tyrant: 6/10 - Usually this is a troll combo with Mycosynth Lattice, but just taking your opponents' mana rocks is pretty good too. I wish you didn't have to actually hit them.
  • Hellspark Elemental: 3/10 - You're not abusing sacrifice triggers enough to warrant this card. It has no place here.
  • Icefall Regent: 4/10 - You're paying 5 mana to basically just pick on one creature. 5 mana can do much stronger things than be a dick to one creature that one of your opponents has. Evacuation, for example.
  • Mercurial Pretender: 6/10 - It's okay. It copies ETB effect and stuff. Cool. You don't really have any super strong ones in here like Woodfall Primus, Avenger of Zendikar etc, so I don't feel like you're taking this to its fullest potential. You might be better served with Clever Impersonator.
  • Mirror Entity: 9/10 - A solid choice for this deck. Good win-con.
  • Pentavus: 7/10 - It's hard to argue with this. You've got your infinite mana and stuff with it, which is all cool. I highly recommend Skullclamp for some epic synergy here. Pentavus + Archangel of Thune + Soul Warden is quite ridiculous.
  • Prophet of Kruphix: 10/10 - One of the best creatures in the format, absolutely the most powerful creature in this deck, perhaps even the most powerful card overall.
  • Saruli Gatekeepers: 1/10 - This card is terrible. Caring about lifegain is fine, but this is simply the wrong avenue. Beacon of Immortality doubles your freaking life total for god sakes and only costs 2 more mana. Beacon of Immortality targeting an opponent while you have a Tainted Remedy in play is literally GG. They gain life equal to their life total, which gets met with Tainted Remedy's replacement effect and makes them lose life equal to their life total.
  • Savage Ventmaw: 7/10 - I like this card actually. Mana is a big deal, and this guy give you the package that lasts even through combat and into your second main phase. Use this mana to cast a huge Blue Sun's Zenith or whatever. Mana is good. Card is good. Probably not as good as Mirari's Wake, but good.
  • Siege Dragon: 5/10 - I'd just throw this card into the toilet and replace it with Dragonlord Atarka. Let's be honest here. 7-mana dragons just need to be stronger than this.
  • Stonecloaker: 7/10 - It's not a bad answer to various things honestly. It took me a while of looking at it, but it grew on me. Nice card.
  • Sunscorch Regent: 6/10 - It's alright. I like the constant life-gain triggers. If you were playing Drogskol Reaver and Archangel of Thune, this would get out of control pretty fast. I'd rate it higher if your deck synergized with it more.
  • Thunderbreak Regent: 6/10 - 3 damage to the player will rarely make your opponent think twice. They'll kill your dragon anyway and take 3, which isn't too threatening in a 40-life game. This card is honestly not particularly amazing in EDH. Maybe if you were playing a truly dedicated dragon deck.
  • Winged Coatl: 7/10 - Now this card is sexy, and pretty good with something like Sun Titan to recur it. It reminds me of Mystic Snake for obvious reasons. Cool card, cool choice.
  • AEtherize: 5/10 - Evacuation is just better, albeit it does cost a little bit more. You'll find that attacking creatures, while it is a nice fuck you to one player, isn't really all that spectacular and doesn't instantly make you feel safe. But Evacuation does indeed make you feel safe. The lack of conditions makes it much more desireable.
  • Annul: 2/10 - No thanks. There are far better counterspells. Yeah, okay, it's one mana. But Counterspell is just a far better card. For five color though, I'd recommend Voidslime, Counterflux, and if you're feeling extra ferocious, maybe Stubborn Denial.
  • Blue Sun's Zenith: 8/10 - Gotta have it. Not quite as good as Sphinx's Revelation in my opinion, but a great card nonetheless.
  • Chord of Calling: 9/10 - Oh hell yeah. Nice choice.
  • Fate Forgotten: 6/10 - Not a bad choice. For one more mana, you get Utter End.
  • Fog: 4/10 - I just prefer Comeuppance honestly. Yeah, it's more expensive, but it's such a blowout that it's worth it. I don't think you actually need fog anyway.
  • Gravepurge: 2/10 - This only gets creature cards. Yeah it's instant, but look at Eternal Witness and Regrowth. Perhaps even All Suns' Dawn. I mean, those are clearly going to be stronger. Hell, if you like those, you might even be badass enough to run Praetor's Counsel. At the very least, I have to strongly recommend Regrowth for more options, and Obzedat's Aid to skip the process of recasting the creature, and just put it right on the battlefield with the additional choice of reanimating planeswalkers. If you like Obzedat's Aid, you might be interested in Profound Journey, but I think the 2 mana you save on Obzedat's Aid is too good to pass up.
  • Hero's Downfall: 4/10 - Just a 3 mana targeted removal spells. You can find more value than that for 3 mana. While sometimes you really do have to just answer a creature or a planeswalker, sweepers are just going to be more important. In place of this, I recommend Crux of Fate. You run enough dragons that destroying all non-dragon creatures is probably in your favor and might seem one-sided. Then use your dragons that stayed in play to attack the planeswalkers. If you don't like that plan and really want to have a targeted removal spell even in a 4-player game, I'd have to go back to Council's Judgment. I can't stress how good that card is. It's literally insane.
  • Kill Shot: 2/10 - Compared to Swords to Plowshares and Path to Exile, this card just doesn't compete anywhere near to same power level.
  • Kolaghan's Command: 8/10 - And you got a foil one? Nice man. I'm a little jelly. It's always a two-for-one. Good choice, and a damn solid card.
  • Krosan Grip: 9/10 - Fantastic choice.
  • Naturalize: 4/10 - You're going way to hard on the artifact/enchantment hate man. Just run Mystical Tutor to get this kind of hate when you need it, and other things when you don't need it. Mystical Tutor will enable miracle cards like Entreat the Angels, Terminus, Temporal Mastery, and Bonfire of the Damned to find a good home in this deck too.
  • Negate: 8/10 - Noncreature spells are usually the most relevant. This is actually a great choice.
  • Ojutai's Command: 7/10 - Not a bad card. Good value, though can be limiting in that it only counters creature spells, and only gets small creatures back to the battlefield. Often times, you might find yourself just drawing card and gaining 4 life for 4 mana, which is pretty weak. But when you get to counter/draw, it's worth it.
  • Polymorphist's Jest: 6/10 - It's an okay trick. Your deck lacks sweepers though. This is almost a sweeper, but not quite. Have you considered Curse of the Swine? It's pretty good at exiling. If you really like exiling creatures, Merciless Eviction and Final Judgment are pretty damn good.
  • Render Silent: 5/10 - It's an okay counterspell. There's some better choices though, honestly. You usually want to counter the relevant spells, and the relevant ones are the ones they're tapping out for. Yeah, maybe you can counter something little and Silence your opponent, but then you wasted a counterspell when you might really need a counterspell next turn. It's certainly better than Cancel though. Spell Crumple and Hinder are pretty good in this slot. I could even see replacing this straight up with Venser, Shaper Savant because he's basically a counterspell. Just bounce a spell on the stack and it goes back to their hand without resolving.
  • Supplant Form: 7/10 - Oh boy this is one hell of a card. If you played Eternal Witness, just imagine the value of bouncing your Eternal Witness at instant speed. You get to Regrowth a card to your hand with your token Eternal Witness, then you get to play Eternal Witness again later to get back your Supplant Form. It's a really unique card that I can respect, even though I don't feel as though you have enough enter the battlefield effects among your own creatures to make this card as amazing as it can be.
  • Wild Ricochet: 8/10 - Now that's just downright sexy. I really like it in a metagame where you expect your opponents to be playing Time Stretch. 4 extra turns for 4 mana sounds pretty good.
  • Chalice of Life  Flip: 3/10 - This isn't the deck for this card. You need more lifegain to reach 50 life and flip this. You could be playing something like Trinket Mage, and if you make that choice, I think this card should just become a more relevant 1-drop artifact like Expedition Map or Skullclamp, or of course Sensei's Divining Top if you can get your hands on one.
  • Darksteel Ingot: 7/10 - It's not the fastest ramp, but it's ramp. Not a bad choice, hard to argue.
  • Dragon Throne of Tarkir: 3/10 - Way too expensive to get going, very cloggy. This could be a Lightning Greaves.
  • Elixir of Immortality: 3/10 - I really don't think you need this. If you're afraid of getting milled out, just play some big creature that shuffles himself back into the library.
  • Gilded Lotus: 9/10 - Now we're talking. This card is the nuts. Great choice!
  • Godsend: 5/10 - It's okay. I'm not a fan of equipments in general honestly. If they're your thing, then that's all good. I feel like they make your gameplan too predictable, and they tie up your mana too much.
  • Hero's Blade: 2/10 - You only have 1 legendary creature... your commander. This card could be so many other things. Hell, Ratchet Bomb is even better at the same mana cost.
  • Obelisk of Alara: 7/10 - I think Staff of Nin is better because it gives you card advantage for no continuous investment, but this isn't a bad choice. It's interesting actually, I'd like to see it in action. If you had effects that could untap it, I think it'd be better, like with Ral Zarek or Tezzeret the Seeker .
  • Pyxis of Pandemonium: 5/10 - This card is just risky honestly. You never know what you opponent might have exiled. Is this really worth running? You could just use this slot for another sweeper like Supreme Verdict, Day of Judgment, Fracturing Gust or whatever. I think your deck lacks sweepers and needs more.
  • Sol Ring: 10/10 - obviously an incredibly powerful card that is essential in all decks.
  • Tormod's Crypt: 3/10 - I'm really surprised to see this one. Wow. I don't see much in the way of recurring this. I feel like you probably have a graveyard-matters metagame if you mainboard a Tormod's Crypt. I'd highly recommend Scavenging Ooze instead if you really need the graveyard hate. This is a good time to buy one too, being that they're not too expensive. It fits the deck a lot better with the Chord of Calling and the Gravepurge (even though I don't like the gravepurge very much). Play more cards like Scavenging Ooze and you might be able to play Woodland Bellower as an engine. Play cards like Reclamation Sage, Wood Elves, Courser of Kruphix even... maybe Riftsweeper to get back your exiled card, though that's stretching it a little bit.
  • Armadillo Cloak: 4/10 - You're just asking to get 2-for-1'd. At least Bear Umbra or something else with Totem Armor gives your creature some resilience in an extremely removal-heavy format.
  • Curse of Exhaustion: 4/10 - Do you really need this against someone? I feel like it doesn't do enough to warrant spending four mana on it anyway. This could be many other things.
  • Darksteel Mutation: 7/10 - Hard to argue with this one. Not a bad choice.
  • Infinite Reflection: 6/10 - Cute. Your token creatures sadly don't become copies, which kind of sucks. It can be difficult to set this up as a victory condition, but it's a really fun card to play.
  • Mirror Mockery: 5/10 - Good cheap copying. Nice choice. I'd love to see you play some titans with this card, like Grave Titan.
  • Pacifism: 2/10 - Very weak. Doesn't actually answer things that need to be answered like an opponent's Prophet of Kruphix.
  • Temur Ascendancy: 6/10 - Really good card, but you could be playing more synergy with it. You only run eight creatures that would even trigger the draw effect. Doing Mirror Mockery on a big creature and getting a four-power token every turn isn't bad though, but could still be better.

Overall, you're well on your way to a good list. There's really not much more I can say. Hope I was able to bring some things to light that you may not have thought about. Good luck in the future.

Vgama on Mono-Red Giant Deck

2 weeks ago

jandrobard I'm testing Magma Jet at the moment since I love scry.

lagotripha May put Talisman of Impulse on the deck if I feel uncomfortable with the ramp again. As for the other cards, Anger of the Gods could kill both my Skyraker Giant and Stinkdrinker Daredevil, and I need them a lot, don't like Blind-Spot Giant that much and putting Hellspark Elemental would kinda break the theme.

Chino90 As much as I like Wild Ricochet It would use more mana than I'd like, and Giantbaiting would need me to mess with my creatures, which I am pretty satisfied at the moment.

Thank you all for the suggestions!

Chino90 on Mono-Red Giant Deck

2 weeks ago

Wild Ricochet for defense.

Giantbaiting

I think there are some good giant spells in white, and Standard has added a couple of cool green giants too

Evoksva_______ on [Community Discussion]: Catastrophic misplays!

3 weeks ago

An esper mage across from the table had setup a rather neat combo right before the end of someone elses turn (it was one of those 5 minute explanation-combos) and ended up Blue Sun's Zenithing himself for 20.

No one ever expects the mono red player to have any tricks up his sleeve, so when I went ahead and Wild Ricochet myself and land a reliquary tower the following turn, it was one of the most satisfying things ever. The best part was that he used about 4 cards to do the trick, emptying his hand.

Color(s) Red
Cost 2RR
Converted cost 4

Legality

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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