Wilderness Elemental

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Wilderness Elemental

Creature — Elemental

Trample

Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control.

darklord1135 on Flinging Big Lhurgoyfs (Adun)

2 years ago

Man I love this deck, so many cool cards and it doesn't fall into boring deckbuilding patterns we all see today. I have a Xenagos power-matters deck that I really enjoy. Have you considered him? Wilderness Elemental is a personal favorite of mine for high power for cheap

ZerglingRushWins on Xenagos, God of Revels and obscene power

3 years ago

I am not a fan of either Kenrith's or Song TBH. Chaos Warp and Beast Within being instants are far superior as I am trying to prevent people from comboing off. Kenrith's is basically there because it is a cantript, but I might replace it with Survival of the Fittest to improve my tutoring package.

I rely on my tutor effects to search only for the beater I need at a time. I can easily find about 3 game ending beaters within the first 5-6 turns of a game (Ibex is what I look for the most). I often include Woodland Bellower, and Wilderness Elemental, If I know I'll face a table that is slower and heavier on removal.

CaptCreek on Xenagos: Party in a Can

3 years ago

So, quick question about the mana dorks. I get that you wanna bring the curve down, but they do add to devotion if you manage to have a few of them on board before Xenagos. Is it that you're hoping to end the game before then, or that you maybe hold back a couple of them if you think you're gonna be reaching devotion? Speed is also a concern, so I totally understand running them.

Also, I just saw Wilderness Elemental and it seems pretty nuts for 3 mana. might try it out since it works so well the higher the power level of the group since they'll run more nonbasics (Most of the time.)

griffstick on

6 years ago

OK first I want to point out the exclusions, cards I don't think fit

Borborygmos Enraged, he isn't a very good card unless you build around him. If you build around him a lil bit you will need cards like Snake Umbra, Keen Sense, and cards to combo with that like Skyship Weatherlight or Abundance to combo off so you draw lands over and over again. Otherwise he is over costed and not very good.

Majestic Myriarch is not a very strong card because of its huge downside. The card needs a team of creatures with him or her to be good. If your gonna keep this card you'll need to build a bit of a token deck to make it worth keeping. With cards like. Dragonlair Spider, Wolfcaller's Howl, Wolfbriar Elemental, Verdant Force, Tempt with Vengeance, Symbiotic Wurm, Sylvan Offering, Hornet Queen, Feed the Pack, Dragon Broodmother, Artifact Mutation, Arachnogenesis, and Ant Queen. These are also all good card suggestions.

Apocalypse Hydra is not a very good card. Gruul Ragebeast is a better spell. Or maybe Savage Ventmaw

Zendikar Incarnate is okay but Wilderness Elemental is faster off the ground making it slightly better. Everyone plays non basic lands first.

Undergrowth Champion is only good in the early game. Maybe Selvala, Heart of the Wilds to speed you up to the late game.

Ulvenwald Hydra, this card is great if your getting a really good land card from it like. Gaea's Cradle or Nykthos, Shrine to Nyx or whatever else seems good.

I'd drop both retreats exspecialy Retreat to Valakut these cards are not that strong. I'd put Lotus Cobra in its place

Gruul Signet, Gruul Keyrune, and Darksteel Ingot I'd take out for land ramp. The kinds that add them to your hand and or play. Cards like Kodama's Reach (you have in the deck all ready). Seek the Horizon, Journey of Discovery you also might like Harvest Season, Evolution Charm is great too.

djewell on Naya EDH Deck

6 years ago

Hey!

Commander is certainly my favorite format!! I would be happy to give ya a few pointers for what it's worth!

One thing that I noticed off the bat is that you have lots of tapped lands! I think you will find that very annoying to you and even that you don't need quite so many dual lands in the deck. I would take out Inspiring Vantage and in stead put in Clifftop Retreat. As well, I think Hanweir Battlements does nothing for you but slow you down since your commander already gives haste. However, if you run Hanweir Garrison (which I think you should) then it might be worth leaving in!

Myriad Landscape, Needle Spires, Rugged Highlands, Scattered Groves, Sheltered Thicket, Blossoming Sands, Sunscorched Desert, Teetering Peaks and Wind-Scarred Crag could be taken out, I would throw in some more basic lands unless you feel like dropping a lot of money on a deck and get some expensive but good dual lands which don't enter tapped... but I don't think you will need those honestly.

I feel like currently the deck is all over the place! It needs a little focusing to where you want to go with this. Commander is much more fun when you focus on getting out fun combos or cards that pair well together!

I think what i'll do is tell you about some cards you don't need in here and then some cards that you should absolutely put in here, and then some directions you might want to go towards with the deck!

Ruric Thar, the Unbowed is a good card, but you are running too many non creature cards! He will hurt ya! (i built a commander deck with this guy as the commander. If you want to use him still, you can check out that deck for inspiration). Stop Hitting Yourself!

Zendikar Incarnate , Omnath, Locus of Rage and Mina and Denn, Wildborn are better for landfall decks, and won't be as much use outside of it. By the time you have 4 mana, you typically won't have more than one land card in hand at a time anyways, and if you just want the trample ability, there are much better cards out there for ya!

You can find better cards than Sylvan Reclamation for removal, depending on what you decide to do with the deck!

Wilderness Elemental is not particularly great.

Radha, Heir to Keld is not bad, but the two red mana empties from your mana pool after your combat phase ends. if you want to go for mana ramp and something similar, might i suggest Savage Ventmaw or Skyshroud Elf? Those two are similar but in different ways. The nice thing about skyshroud is that he can tap for green, red or white (since he taps for green and the second ability would allow you to use that green mana to turn it either red or white) and you can use it to filter your mana to the color you want (besides green). the mana produced by Savage Ventmaw doesn't deplete between phases.

Oversoul of Dusk while hybrid mana, is harder to cast in your 3 color deck and the card itself isn't necessarily that great. Green and white are very common colors in commander.Now Rubblebelt Raiders on the other hand.. might be worth it, and less mana intensive!

Thelonite Hermit is not super great since you're not creating tons of saproling tokens. I don't even really run it in my Tana, the Bloodsower commander deck.

Odric, Lunarch Marshal gives all your creatures double strike and vigilance when you have your commander out.

Bastion Protector aslo pairs well with Odric.. all creatures you control get indestructible.

Odric, Master Tactician is also good for you no matter what direction you decide to go with the deck!Content goes here

I see this really going anywhere. Your commander is quite flexible!

  1. You could find some way to play with your commander's untap ability (with things like Intrepid Hero or Heartless Hidetsugu and other cool creature tap abilities). you could use Illusionist's Bracers to copy the untap effect when you pay the mana cost. Heck, you could untap her with that free untap. Creatures with tap abilities can tap the same turn they come out as long as you control your commander!
  2. You could build a token deck featuring things with "devour" creatures, Anointed Procession and Parallel Lives.
  3. you could focus on large creatures that you can cast to smash into opponents the same turn they come out.

That's about all I have for now.. decide what you want to do to focus the deck and I will be looking to give you ideas wherever you decide to go with this!

Kjartan on

7 years ago

I understand if you want to play Elementals as a gimmick, but you don't have any elemental support in the deck. Just creatures that happen to be elementals.

Then again, while there is some awesome Elemental support, it's not excactly mono-green, so I understand the lack thereof.

If you want to keep it a mono green deck with the Elemental Gimmick, some fun cards that just happen to have that type is, (that aren't too expensive) imo includes Budoka Gardener, Spawnwrithe, Wolfbriar Elemental, Briarhorn, Cloudthresher and Eyes of the Wisent for the sideboard.

If you want to make it an actual Elemental tribal deck however, I suggest you add red. Gives you acces to FX. Flamekin Harbinger, Incandescent Soulstoke, Smokebraider, Wilderness Elemental and Ingot Chewer for the sideboard.

If you want to make a green deck, but put the Elemental Gimmick aside, I would be confident you could create a more viable deck than what you have, but it would be at the expense of it's current charm.

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