Wild Swing


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Uncommon

Combos Browse all

Wild Swing


Choose three target nonenchantment permanents. Destroy one of them at random.

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Wild Swing Discussion

Liquidbeaver on [PRIMER] Ib Halfheart, Goblin Sac-tician

1 year ago

Trtl: I really like Wild Swing a lot, and it's one I was sad to see go. Unfortunately, I have the most problem with Enchantments at the moment, so Chaos Warp has taken its place.

Gratuitous Violence has been in my sideboard longer than any other card (sideboard is my pending includes atm), and it's probably the one I want to get in the most. I really, really want it in there, but I'm not sure what to cut to make space. Regardless of the cost, I love that I can drop it when it's most convenient, not just as a finisher. I could see myself running Dictate because of the tricky things you could do with the flash. Furnace would be a little harder to run for me, unless I could guarantee I had a sac outlet out (getting easier at ~8).

Trtl on [PRIMER] Ib Halfheart, Goblin Sac-tician

1 year ago

Another suggestion is Wild Swing, you can target two of your mountains and the thing you want to die, then sac the mountains. It is a bit costly but it makes for a pretty good removal spell, considering it's mono red and all.

Pheardemons on

1 year ago

I don't particularly like Wild Swing. I'm very against the random factor. The only one I would probably care for with that is Gamble. Slobad, Goblin Tinkerer seems unneeded in your deck. The artifacts you have you want to keep. I would replace him with Daretti, Scrap Savant. You have A lot of cards that can copy activated abilities when you don't play that many activated abilities. Illusionist's Bracers, Rings of Brighthearth, and Thousand-Year Elixir. I would switch one of those with Panharmonicon and then switch the other two with any of the cards listed, or more copy triggered abilities. Lastly, Goblin Rally is expensive for what it does. Don't get me wrong you want to make goblins, but half of your deck does that.


1 year ago

Ok finished the deck description Primer for the deck. Any feedback on the deck description would be greatly appreciated.

Also still need help with deck description formatting.

Also still need help with if there is a better card then Wild Swing, that destroys land, creatures, etc, for 3 cmc, 4 cmc, that not wrecking Ball, and doesn't have the bad, negative effects of Beast Within, Crack the earth.

MikealDH1 on Advertise your MODERN deck!

1 year ago


This is My Red,Green,Splash Black, Land Destruction Deck. Either it already is,or is close to being a tier 1.5 deck.

Goal of deck is to Level play field, compete with Modern $1350 EXPENSIVE tournament decks, send their EXPENSIVE lands,etc to Graveyard, Turn 1,2,3.

What I need Help with:

There is a 3 of Wild Swing. Is there a 2,3,4, preferably 3 cmc, instant, sorcery card, that destroys a land, creature, permanent, that does not give a foe a 3/3 Like Beast Within, an or does not require that I sacrifice a permanent,like with Crack the Earth, or is not random like Wild Swing, an or that does not have a bad negative effect on me, that only destroys either a land, creature, permanent of an opponent? I have 4 of Wrecking Ballin the deck. So besides wrecking ball.

Also always looking for sideboard, maybe, metaboard suggestions.

Thanks for any help about the 3 Wild Swings slots thing

If you like the deck, or even if do not like the deck, but think it's a ok, nice build, then please like, + 1, the deck, and comment on the deck, if want to.


PS HOW do you post a deck link in a post here in this thread?

I tried the double bracket, Deck-Large thing and it didn't work, and got a error message.


1 year ago

Mikeal. I understand your reasoning for Wrecking Ball. you've made clear that you won't remove it unless a there's a 3-5 mana card that has the ability remove land and stop creatures. I see now that my previous suggestions didn't fit these conditions. So I would like to offer some other possible ideas.

Storage Matrix: it doesn't remove lands or creatures. So why add it to this list? Well because when you cast it your opponent has to make a choice between creatures and their land now. So if they choose creatures, then you've essentially kept them off of their tapped lands. If they choose lands in an attempt to try and use some of their other spells, then any creatures they attack with will no longer be a threat. You will always choose lands as you don't need to attack unless you are in the end game and have a charm breaker out. At which point you should basically have it in the bag. Pros: forces your opponent to make tough choices between mana and creatures. It doesn't really affect you. Cons: your opponent gets to make the choice still. Doesn't help against decks that don't play creatures.

Icy Manipulator: this doesn't remove any threat permanently but it can deal with anything for the price of 1 mana per turn. It also can hange targets if you find that there's something more pressing that you want to stop. Say you play it and tap down their land during their upkeep. You keep tapping this land and using your other spells to destroy their other lands. Eventually you draw more LD than they have land. So now you can destroy the land you were tapping and use icy to tap down other troublesome things like creatures. Pros: always has value. Your choice what to hit. Has the ability to change targets depending on what is the most threatening in a given situation. Cons: requires 1 mana per turn.

Incendiary Command: offers a multitude of options. Destroys a land. Wipes board of all creatures with 2 or less toughness which I would imagine would be the most prominent type of creature that can be played with the amount of mana you usually leave your opponent with. It can cycle your hand if you're getting flooded or if you're looking to dig for your end game lock. Can hit face for 4. Not something I expect you to choose often, but it's nice to have options. Pros: land destruction plus anything else you want. Will always be useful. Wipes out wide strategies (like affinity and zoo). Cons: might not be able to kill a goyf that landed early or a gur may that was delved with all their destroyed land.

Lavaball Trap: 8 drop? That's not part of the conditions. Well the trap cost is 5 and I think with the prominence of fetches you should be able to get it off reasonably easily. It destroys 2 lands and will kill just about any creature your opponent can land. No need to choose between the two. Pros: insane value. Two lands and a creature. All destroyed for 5 mana. Cons: might not always be able to do what you want it to.

Crack the Earth: I personally don't like this card as it will put you down a land but I thought I'd at least mention the pros and cons of it since it's mentioned in an above post. This is not a turn 1 play as much as it looks like one. This is a turn 3 or 4 play. If you play it turn 1 you are taking both you and your opponent back to T0. Now you have to try and build back up to three mana for stone rain before your opponent gets 2 mana for goyf. Which is not as easy given you have 1 less land than before. However it's insanely good T1 if you cast it using simian before you play a land. But that's not consistent enough that I'd plan for that. No the best use is T4ish time when you've destroyed their land and they have nothing but a big creatures left that you couldn't destroy. Now you cast it knowing that they'll have to sac the creature and you'll still have enough mana to play a LD next turn if needed. Pros: cheap can hit creaturesCons: you opponent gets to choose what it hits. You lose a land. Can't be effectively played before T3 anyways barring great opening hands.

Wild Swing: random effects are not that great usually. But this card will destroy either a land or a creature. So I thought I'd add it to the list. pros: hits both types and sits comfortably at 4 mana. Con: random.

Primal Command: is sort of the a jack of trades card. Doesn't quite do anything perfectly but will always be mildly useful. returning a land to the top of the library would be a common option. I know it doesn't remove it permanently but by putting it back on top you've put them behind a land and they lose a draw. Since they could have drawn a land to begin with, this is essentially the same scenario as destroying a land. I would not advise the shuffle effect even though it would get rid of the land on top, because it will fill there library with land and possibly still result with a land on top. This card can tutor up your death touch slime and gain you 7 life so that you survive and can play the creature that will kill their creature. It can also put the land on top and tutor slime if you're not in any danger of losing to whatever creature they've played. Even without a creature on field you can simply return their land and tutor slime/exarch/char breaker to start your end game phase. Or possibly just gain 7 life to stave off burn or combo decks like storm. Not the best removal or LD but versatile enough to do both with some success. Pros: versatile. Cons: about medium effectiveness at everything it does.

Those are about all the suggestions I have for 5 or less mana. Although there were a few 6 drops that were very promising. But those would come down to late to be truly effective.

I should probably also mention a few things that I might not have made clear because I was fairly tired when I posted last night. The edits to the mana base were only intended to be made if you took out Wrecking Ball and Spell Burst since you wouldn't need anything besides green, red, and colorless. On that note I may be mistaken in assuming this but judging from the wording of your last post (unless you ninja me) you sound like you're implying City of Brass and Mana Confluence would help get colorless mana for Mirrorpools effects. That's not the case and I'm not certain if you meant to imply that, but I know several people who have made that mistake before so I wanted to clarify that in case someone else was reading through and wasn't aware. Also with the inclusion of citadels getting the colorless mana is less of an issue anyways.

Also I should have suggested this when I advised taking out Spell Burst but you have other sideboard options that should kill affinity. And other decks that play threats at 0 and 1 mana.

Pyroclasm: cheap and effective. Kills almost every threat that can be played for 0-1 mana with the notable exceptions of Gurmag Angler/tasigur delved. It doesn't get rid of man lands though as its not instant speed. but you're an LD deck. I hope lands aren't too much of an issue.

Volcanic Fallout is good if you're looking to clear a board through counter spells.

Well if burn or other non creature decks are taking over with 1-2 drops then maybe sideboard Trinisphere. There are no more problems assuming you can keep them off three mana (if you can't, then something else went horribly wrong).

Hopefully some of these cards prove useful. If not, oh well. I just wanted to make sure you were aware of your options.

JA14732 on I've gotta bad feeling about this...

2 years ago

On a related note, I wonder if you're running too much land. Maybe 36 or 37 may work over 40? That way, you can add in some more utility, like Chaos Warp, Vandalblast, Wild Swing, Aftershock, Planar Portal, etc.