Wildgrowth Walker


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Wildgrowth Walker

Creature — Elemental

Whenever a creature you control explores, put a +1/+1 counter on this creature and you gain 3 life.

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Wildgrowth Walker Discussion

EDedan on Lands for the win

5 days ago

What do you think about Thunderherd Migration Wayward Swordtooth, Ranging Raptors, Spring, Ixalli's DivinerWildgrowth Walker, Jadelight Ranger, Merfolk Branchwalker, The Mending of Dominaria, Sylvan Awakening, Grow from the Ashes, Broken Bond

Wildgrowth Walker can help with against fast deck such as Red decks

Jadelight Ranger, Merfolk Branchwalker creatures with explore so you can filter you're draws

Ixalli's Diviner is a 0/3 which becomes a pretty neat blocker and an awesome blocker if it's a 1/4

Wayward Swordtooth and Ranging Raptors helps with lands, play 1 more land each turn with Wayward Swordtooth and with Ranging Raptors can block creatures and get a free land out of the deck.

Sylvan Awakening turn all lands into 2/2 creatures with indestructible, Reach and haste

Broken Bond a sorcery speed Naturalize but you may put an extra land from your hand onto the battlefield

Grow from the Ashes a Rampart Growth with a kicker cost which makes it a Hour of Promise but with no zombies thou :(

redbird97 on Those Counters Are Just Too Much

3 weeks ago

What about adding Jadelight Ranger? They can amass counters pretty quickly. As to your other question Walking Ballista. Wildgrowth Walker might be something to think about. Nice deck.

Galdrek on Sultai Wilderness

3 weeks ago

I tried balancing it out a bit. Splashed blue originally for the counter spells because of how fragile it was to sweepers but ended up with Muldrotha. Now it has a janky servo-explore-ramp combo and can feed Muldrotha a bit with the explore triggers.

Animation Module + Wildgrowth Walker + Path of Discovery is really nice with Song of Freyalise or Rishkar, Peema Renegade

taq on ghalta/swoortooth

1 month ago

A couple thoughts -

  1. If Ghalta is your primary wincon, it might be worth adding a fourth.

  2. I have been playing around with the Wayward Swordtooth. One thing I have not yet tried, but am planning is adding Enter the Unknown. Something like this:

4x Wayward Swordtooth

4x Enter the Unknown

4x Commune with Dinosaurs

And then add some Savage Stomp to taste. It really shines with Wayward Swordtooth.

I like the idea of using explore to ramp instead of Drovers since most opponents know that killing your mana base is the best way to slow you down. Commune/Enter the unknown solve that problem.

Really curious to see how your deck plays out! The explore synergy with Wildgrowth Walker is amazing too.

torimino on Nissa the Explorer

1 month ago

marek438 I've seen a version with Tendershoot Dryad. I don't think it's worth 5 mana. It is only good if 1) the Dryad doesn't die, 2) the game continues for several more turns, and 3) you actually reach 5 mana in a timely way. I actually don't think it's a very good combo with Path of Discovery.

Rhonas the Indomitable might be good as a one-of. He isn't super easy to turn on with this deck because my creatures are generally lower than 4 power. He does give much-needed trample damage. There are plenty of times where I have a massive Wildgrowth Walker but they can chump it forever. I'll think about it more. It might be a bit win-harder.

Hexaflexagon on Wildgrowth Merfolk

1 month ago

Hadana's Climb  Flip is a good card for a deck like this one. I'd either take out Enter the Unknown or Path of Discovery, even though they combo with Wildgrowth Walker.

Cust0dian on Aetherflux Storm

2 months ago

I was contemplating adding 2-4 Enter the Unknown cause a bit of ramp would be usuefull. The only down side in this deck is it has a low creature count and you need a creature to target before you can play it. The soonest you can play it is turn 3-4 and by that time you lose some of the advantage of the ramp. I was thinking of fitting in a play set of Merfolk Branchwalker to have some more blockers and to combo with Wildgrowth Walker.

Dead2Value on Aetherflux Storm

2 months ago

i would add the card that makes it so you can make a creature explore Enter the Unknown because you ramp, get more value from Wildgrowth Walker and it's fairly low cost so it fits with the deck

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