Wild Wanderer

Wild Wanderer

Creature — Elf Druid

When Wild Wanderer enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

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Set Rarity
Kaladesh (KLD) Common

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

Wild Wanderer Discussion

Worrad75 on Yarok'n and Rollin'

5 months ago

That I did! I removed Wild Wanderer to make space for it, I'll update it now

pistolpeteiii on

6 months ago

Nasser_inside1 I did think of that, but wasn't quite sure what to drop to add Frilled Mystic . The deck is still very much a work in progress so thank you for your input.

I have shifted towards more token generation, and added Deep Forest Hermit due to its budget price and good value for mana cost, as well as Hornet Queen for valuable blocker generation. Replacing one of these two, or possibly Wild Wanderer , would make room for Frilled Mystic . I am still looking for a card to switch with Dead of Winter as well.

Rzepkanut on Chain Hulk - Vannifar Flash Hulk

1 year ago

With Retreat to Coralhelm in play you could use mana tutoring dorks and make a chain like like Veteran Explorer > Viridian Emissary / Primal Druid > Farhaven Elf / Wood Elves > Wild Wanderer / Solemn Simulacrum > Gobbling Ooze > Ulvenwald Hydra > Protean Hulk. You should have mana left over and a sac outlet to use on the hulk at the end of it. Even if you get fizzled somehow you ramp out a bunch of mana in the process. Imagine it happening with Amulet of Vigor or Lotus Cobra in play too...mmmmm yummy over kill.

Could be an interesting angle to explore for the deck. However it since it requires the enchantment to be in play to function, we need ways to find it. I think the best tutor for it might be Drift of Phantasms... which also conveniently finds Intruder Alarm and Faces of the Past (which probably enables some decent elf/wizard/ooze chains too). Getting the Drift of Phantasms in hand should be easy enough with all the creature tutors available in green. Could be cool, maybe even good ;)

+GhostDragon+ on Karametra

1 year ago

Change Log:

(-) Wild Wanderer (+) Elvish Rejuvenator; Swapped out to reduce cost for very similar ability.

(-) Sol Ring (+) Lifecrafter's Bestiary; Sol Ring is good but only drawn in first three turns and the Lifecrafter's Bestiary will serve me better I think.

(-) Temple of Plenty, Temple of the False God, Gateway Plaza, Blighted Woodland, Survivors' Encampment, Selesnya Guildgate, Krosan Verge, Tranquil Expanse (+) 4x Plains & 4x Forest; For more basic lands to get from Karametra, God of Harvests

stikmn33 on Green Ramp

1 year ago

There's a lot of changes which need to be made. First drop all the Primordial Wurms, switch them for Pelakka Wurm or more Aggressive Mammoth, not having trample on a six drop is so important. Also you need more land you should play at least 23 forest in a deck like this. Ditch Bitterbow Sharpshooters, Ridgescale Tusker, Wall of Vines and Wild Wanderer. There are much better drops at that slot. Take a look at some of the other mono green list in here and see what they are playing, they usually have budget alternatives to some more expensive cards, Vine Mare is a good example of this.

Hans49163 on Multani's little helpers

1 year ago

so first off lets talk about your mana-base. Evolving Wilds is great in a multi-colored deck, as it allows a cheap alternative for duel-lands, but in a mono colored deck they are useless other then having your land entering tapped, slowing you down a turn. Although it slightly helps out Multani, Yavimaya's Avatar graveyard ability, the bonus isn't worth slowing down your deck. If you want lands that add overall value i would recommend 2x Arch of Orazca as they are great during late game if you burn out. ok so your all-star turn one play is Llanowar Elves but if you don't have that in your opening hand your going to be doing nothing turn one, i would highly recomend at least 2-3 more 1 drop creatures. The key to one drops is them not losing value during the late game but still being awesome early game. I would recommend either Oviya Pashiri, Sage Lifecrafter(shes really awesome because she can generate loads of creatures when your hand is empty), Old-Growth Dryads (a 3/3 for is absolutely insane, and pairs great with Ghalta but giving your opponent an extra land can give them a big advantage over you), or Narnam Renegade (he keeps the elf tribal going, and at the same time offers a death-touch body that people don't want to mess with, who can potentially be a 2/3). it comes down to your choice. but i would add 2x-3x of any combination of these guys. your 2-drops are also kind of weird i dont like either of your creatures that you currently are running. Elfhame Druid is good ramp, but you have no kicker spells to maximize its potential. so its ultimately just a worse version of Llanowar Elves i would drop him completly. also i don't think Llanowar Scout is making the best use of this spot. although he can get you ahead in terms of mana, you wont be able to use that ability for long, and he becomes useless in a long game. One card i would definitely run 4 of is Merfolk Branchwalker she is awesome in the sense that she can help you draw, can let you basically scry, and can potentially have a +1/+1 counter when she enters. all around great 2-drop that wont be terrible if you draw her turn 5 or 6. your 3-drops are pretty solid, i would only drop Grow from the Ashes because of your multiple other options its basically a Wild Wanderer without the 3/2 body attached, its just too slow for this deck style. other cards that i think would look very good in this build are Territorial Allosaurus, Rhonas the Indomitable, and Jadelight Ranger. its ultimately up to you if you put any of them in, but they all offer some serious value and i would look into all of them

multimedia on Elf Land (budget)

1 year ago

Hey, I suggest building your deck around Multani he's an interesting creature here and because of Llanowar Scout he also pairs well with Elves.

Llanowar Elves is better as 4 of because you want to be able to consistently cast it turn one. Only one Llanowar means you'll most likely draw it later on in the game which is not as good as in the early few turns of a game. You want Llanowar for acceleration of mana to cast cards a turn or two faster than if you didn't have it.

Llanowar Scout seems quite good with Multani and it's an Elf. It's ability puts another land into play and this land doesn't count toward the one land you're allow to play each turn. Wild Wanderer is an Elf who has an enter the battlefield(ETB) ability which puts a land into play. These two Elves help to get more lands into play than normal which is good with Multani. Grow from the Ashes is a land ramp spell with kicker. It's good with both Hallar, the Firefletcher and Multani.

Multani ability also cares about how many lands are in your graveyard. Evolving Wilds does two things it fetches a land which you put into play and it also goes to the graveyard putting a land in the graveyard. Hashep Oasis can be sacrificed to give a creature you control +3/+3 for a turn. After this it goes to the graveyard. It's good with all creatures, but here especially Multani or Hallar since they have trample.

Cards to consider adding:

Cards to consider cutting:

  • 2x Mishra's Self-Replicator
  • 2x Squee
  • 2x Skizzik
  • 2x The Flame of Keld
  • Gorger
  • Krosan Druid
  • 2x Forest
  • 4x Mountain

Good luck with your deck.

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