Wild Slash

Wild Slash


Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn.

Wild Slash deals 2 damage to target creature of player.

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Printings View all

Set Rarity
Fate Reforged (FRF) Uncommon

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Format Legality
Block Constructed Legal
Vintage Legal
Canadian Highlander Legal
1v1 Commander Legal
Frontier Legal
Pioneer Legal
Leviathan Legal
Casual Legal
Modern Legal
Tiny Leaders Legal
Oathbreaker Legal
Highlander Legal
Magic Duels Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Commander / EDH Legal
Unformat Legal

Wild Slash Discussion

BioProfDude on Mono-R Goblins

1 month ago

I would drop Burning-Tree Emissary for Legion Warboss. I also get what you're doing with Torbran, Thane of Red Fell, but I'd go to no more than 2x, probably just 1x, and add Wild Slash. Same for Obelisk of Urd. A copy or two of Ramunap Ruins might also be good.

Cool deck! Good luck!

TheBloopKing on izzet prowess pioneer

1 month ago

Remove Expedite as 8 of your 15 creatures have haste.

Change Infuriate to Titan's Strength as you can sacrifice 1 toughness for a scry.

Consider Temur Battle Rage. It's a game finisher.

Monastery Swiftspear is a prowess decks best friend

The Royal Scions and Kasmina, Enigmatic Mentor are slow for what you are trying to do. They are 3 and 4 mana respectively and you are trying to play 1-2 mana spells to max out prowess triggers.

Wild Slash, and Crash Through are pioneer prowess staples

Izzet Prowess (M21 Pioneer) is my build. It's very aggressive and swings massive turns 3 and 4

Red_X on Dumpster Dad

1 month ago

I think you may be better served by either using stuffy doll/boros reckoner/mogg maniac or the enrage creatures. Reckoner is often played with Blasphemous Act and Volcano Hellion because they do a lot of damage at once and act as combo pieces. With that deck you generally want to run prison cards like Blood Moon and Chalice of the Void to slow your opponent down, but that gets pretty pricey. Your current damage suit seems to more favor the enrage creatures, since it pings creatures and then lets them live. If you do decide to go that way, I'd go all in. Marauding Raptor and Forerunner of the Empire are good enablers, and Frilled Deathspitter gives you reach.

I'd also consider adding some good red and white cards. Things like Lightning Bolt and Path to Exile, or cheaper options like Lightning Strike, Galvanic Bombardment, Wild Slash, or Oust. Things like Blood Moon, Sunbaked Canyon, and Sacred Foundry are definite upgrades, but they are all a bit pricey and may not be worth it to you. There's also plenty of opportunity for a good sideboard, but I'm guessing you don't play sideboarded games and don't want to drop $60 on a playset of Grand Abolisher.

TriusMalarky on Bant Landfall

3 months ago

Thoughts on Tatyova @whatqwerty:

1) We can remove Time Wipe for her. She'd just replace it.

2) She would draw a ton of cards. Not sure we really need this, but then again it is a ramp heavy build which means it can start vomiting cards pretty early.

3) We already have Risen Reefs. If we draw a second, or even a third, they go off the walls. And if we get a Reef and Zendikar's Roil then we will be good on fuel forever.

4) However, 2 extra cards that enable the Roil+Reef card draw engine as 1-card engines might work. She does dodge Push and Decay, Drown in the Loch for the most part, Shock and Wild Slash, and even Spell Queller; so she has "Hexproof" against half the top tier removal.

I_Want_To_PlayAllTheDecks on Cheaty Cheaty Ultimatums

3 months ago

I think Wild Slash is going out for Fire Prophecy because prophecy rummages(Discarding then drawing) and hits more targets for only one more mana.

BlackoutX on Rakdos midrange reanimate

4 months ago

I'd suggest Shock or Wild Slash (depending on budget it tends to be a lot better) over lightning strike, this can help quite a bit.

Boza on Budget Rakdos Burn

4 months ago

Rakdos Burn

Pioneer HistoryGuy


This should be easier.

Now, regarding that, you have 8 X spells and 6 cost spell in a burn deck, which is way too many - this is making you play more lands than necessary for no reason.

General rule of thumb - if it costs more than 3 mana remove it from the deck. You do not need that. So remove those 12 cards, as well alms of the vein (you have no way to take advantage of madness), and Carnival / Carnage (subpar damage output), and 4 lands. That is 24 cards to take out.

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