Wild Ricochet

Wild Ricochet

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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

sonnet666 on Is this a horrible idea?

4 days ago

You missed Mages' Contest and all the spell copying and redirection effects Fork Reverberate Wild Ricochet Shunt Reroute Dualcaster Mage Reiterate Imp's Mischief Muck Drubb Ricochet Trap

They're all pretty effective at dealing with countermagic and removal.

lemmingllama on Diaochan politics

1 week ago

Wild Ricochet can be great, especially if they try to take extra turns or counter your stuff.

Crawlspace can protect us, but also lets them attack other people with their tokens.

Mogg Assassin is pretty flavourful, and hilarious to use.

Stuffy Doll can block for days and also will never die to Diaochan. Might not be super political depending on the situation.

Insurrection and Ruination are both great wincons, although you will attract a lot of hate after landing these.

Zed16 on Not Gonna Play Favorites; Everybody Dies

2 weeks ago

I agree with almost all of your suggestions, I put Koth of the Hammer in almost entirely because I wanted a planeswalker in the deck and am probably going to take him out as he rarely lives a turn. Wild Ricochet is in the deck because someone in my playgroup plays a melek deck and casts Time Stretch all the time, but I think Dualcaster Mage being a creature is better overall so I'll be sure to make that replacement. Generator Servant is in the deck because a large chunk of my deck sits in the 5-7 mana range and I want to get to my business cards earlier Deathrender is in for the same reason: trade useless weenies for big scary Chancellor of the Forges. Orochi Hatchery is undeniably a slow card but its mostly an engine for when I have tons of mana and few cards, that said I really like Snake Basket so I might want to add it in somewhere. Every card in your other thoughts section feels like a good addition to the deck and I'll add them to the main/maybe board shortly.

coblackmagus on Not Gonna Play Favorites; Everybody Dies

2 weeks ago

I love this deck; I've playtested with it multiple times and it's pretty much always scary. That said, there are a few cards in here I feel are underwhelming, so I've listed them IMO from not so good to good, but probably not optimal: Vow of Lightning is the main one; I've just never seen it really pull its weight since you don't have that critical beaters; Leyline of Punishment is an enchantment I think you'd see more mileage out of. Edit: I just now realized writing this that the point of vow of lightning isn't to be used on your own creatures, but your opponents'; feel free to disregard this. That said, I'd still probably take Leyline of Punishment over it; lifegain is bad news for your deck.

Then there are some cards that are good sometimes, but are unreliable: Deathrender is a good card, but not sure if it's really appropriate here; you can probably just hard cast most of your creatures, and it's not like you have a ton of card draw other than Skullclamp; I've found it's not that unlikely you'll end up with a hand with no creatures and Deathrender out (yeah, I know it has synergy with sac outlets and all, so it's still good). Probably just replace with some other token generation spell or whatever you think your deck needs.

Orochi Hatchery: this can definitely end the game, but requires a lot of mana and multiple turns to do so; I think something like Snake Basket is more appropriate; sure, it's not reusable, but doesn't require as much mana to do the same job and has better tempo.

Wild Ricochet: This can be devastating if you use it against the right opponent's instant/sorc, but how often are you gonna want to leave 4 mana open? You should be trying to kill opponents as fast as possible. If you want to copy your own stuff, maybe something like the shiny new Dualcaster Mage is more appropriate?

Koth of the Hammer: Maybe I'm just biased against planeswalkers, but I think there are better options. If you think you can protect him, great, but I moreso see planeswalkers, getting one ability use, and then drawing hate and dying shortly afterwards.

Generator Servant: I just haven't seen him doing much work. If you get him out turn 2 he lets you get Purphoros, God of the Forge out a turn earlier. If you cast him with Purphoros, God of the Forge out he still seems kind of underwhelming. Maybe I'm wrong on this one though; he may actually be pretty good.

Other thoughts: Hellion Eruption can end the game if you have a bunch of weenies out. Of course, he's expensive and runs the risk of saccing your commander if you have devotion. Actually, he's probably not worth it, but just wanted to make sure you knew the card existed. Feldon of the Third Path looks cool; maybe too slow or whatever but does have some synergy with your deck. Sulfuric Vortex is worth considering just as another option to try to stop lifegain.

Anyhow, these are just my thoughts after playing it several times. I hope you find at least some of them to be useful, but take them with a grain of salt.

Anaphael on I'm not a super complicated person.

3 weeks ago

Hi! I'll start with one hint for this beautiful format: mana accelerationif u take a look to the most of the lists, u'll notice that they use a lot of mana artifact, and the cmc of the cards u play is high, so accelerate can be very important for you; here some cards that fits the role. I don't know your budget, the cards marked with * are not for budget versions

Sol Ring -> this card is the first card you will put in every commander as the first card of the list, trust me =P

Mana Crypt * -> huge acceleration, with 40 life the drawback is minimal

Worn Powerstone -> good acceleration to ramp to your 6 drops on turn 4

Grim Monolith* -> great acceleration

Ruby Medallion -> it basically adds 1 mana for each spell you cast

Mind Stone and [commander's sphere] -> mana and a card when u don't need it anymore

Gauntlet of Might *, Gauntlet of Power, Caged Sun, Extraplanar Lens -> mana doublers, if u can cast one of these, things will be good

and after mana doublers... damage doublers!

Furnace of Rath, Gratuitous Violence, Savage Beating (<- a sort of), Rage Reflection

Also, in Commander u need card draw; red do not offers much for this, but artifacts can help youDreamstone Hedron, Loreseeker's Stone

then you have land-search artifacts

Solemn Simulacrum is the best

and then, red has a looot of annoying cards for your opponents

Blood Moon * and Ruination for you multicolored (and colorless) opponents

Vandalblast cause you'll see a lot of artifacts in commander

Wild Ricochet is fun. really.

Reiterate is a lot of fun

Fire Servant is good for your strategy i think

now, what to cut? Commander is a Go-big format, and u have to deal 40 damage, not 20, so u can cut cards that can't do it: examples are Vexing Devil and Vulshok Sorcerer, also Ball Lightning is bad =) all card that do little damage, in a deck full of dragons, aren't worth a slot

another consideration, u won't need a lot of these huge dragons to win the game, so u can cut some to make place for cards that actually can give u time to cast them.

Uh, and Dragonstorm. cmon, that is amazing here!

Hope this helped =)

Color(s) Red
Cost 2RR
Converted cost 4
Avg. draft pick 2.02
Avg. cube pick 13.68


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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