Wildwood Rebirth

Wildwood Rebirth

Instant

Return target creature card from your graveyard to your hand.

Browse Alters View at Gatherer

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Set Rarity
Gatecrash (GTC) Common

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Legality

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

Rules Q&A

Latest Decks as Commander

Wildwood Rebirth Discussion

Bokamoso on New Veteran on the Block

5 months ago

I like the choice to play Veteran Explorer. High risk, high reward wins me over. Every suggestion Spell_Slam made is great. If your playgroup adapted to Veteran Explorer's weaknesses, you'll likely be losing a lot more games but I think the deck can be further improved.

I wonder if you have too many mana dorks. Since your commander ramps so well, having 16 one drops and 1 four drop seems skewed towards a curve that is too low. You may want to cut some of your ramp in order to better utilize the graveyard. More cards in the graveyard would make the suggestions Revive and Wildwood Rebirth more valuable. It also establishes Threshold and Spell Mastery abilities.

Consider dredge. Golgari Brownscale could be help as a blocker, gain life and fill up the graveyard.

Spells that put cards in your graveyard, like Satyr Wayfinder can be better than spells that put cards on the bottom of your library. Commune with the Gods might be a better option than Seek the Wilds unless you really need that spell to grab a land.

Dragon Fangs would be very relevant in this deck.

Voracious Typhon can add mid-game and late-game value.

If your vanilla fatties are getting chump blocked, Shinen of Life's Roar could clear a path.

Spell_Slam on New Veteran on the Block

5 months ago

Hi! Got to this deck through the Compendium. I was attracted by your promise of a competitive list.

VE seems like a very risky creature to have as your commander. It seems very dangerous, especially in a multiplayer game, to ramp the whole table at the same time. This is especially true if the opponent can kill him on their own turn and get the benefit of the ramp before you do. How has your experience been with this?

That aside, I do have a few suggestions for you.

Ulamog's Crusher is not in your list. Is he house-banned in your group? If not, he should really be in here.

Fierce Empath is whatever fatty you want him to be. Extra good with ways to bounce him or return him to your hand.

Revive and Wildwood Rebirth seem pretty free to have in your deck. Elven Cache is great too. 4 mana is not too much to pay conisdering how you ramp and how important VE is to your strategy. Recasting him for 5 mana seems worth it.

You're missing the classic Green Finisher of PDH: Sprout Swarm. With lots of mana and little creatures, this quickly gets out of hand and wins you the game. I can't recommend it enough.

Knight of the Stampede should really be Krosan Drover. The only synergy you lose out on is with Overgrown Armasaur, but otherwise it does the same thing, but better.

Yavimaya Elder is another classic way to get card advantage in Mono-Green.

Other fatties to consider: Walker of the Grove and Maul Splicer. You might also be interesting in Slime Molding and Ivy Elemental.

Ashnod's Altar is a free sac outlet for your commander that will ramp you +4 on that turn at least. It also gives you something to do with little dorks that are hanging around the battlefield not doing much. Bonus points for the combo with Sprout Swarm.

Primal Growth is another great ramp card for you. It doesn't require the sacrifice if you don't want it, the lands come into play untapped, and it's still very explosive with VE. I think you could play this over Map the Wastes.

I slept for a long time on Elvish Skysweeper, but the card is actually amazing. Works well with your Commander, too. I would definitely play it over some of your other Flying hate.

In terms of cuts, You can definitely trim on the worse fatties, like Tyrranax, Cowl Prowler and Overgrown Armasaur, some of your middling ramp cards like Eyeless Watcher and Scion Summoner, and random cards like Snapping Gnarlid and Copperhorn Scout that only provide situational benefits.

Let me know if you need help finding more cards to cut. I think it's a good start and should make for a fast, explosive deck provided you don't get out-valued by decks that can take advantage of the free ramp.

GhostChieftain on Board wipes & land destruction

1 year ago

Eternal Witness , Finale of Devastation , Creeping Renaissance , Deadwood Treefolk , Genesis , Greenwarden of Murasa , Hatchery Spider , Moldgraf Monstrosity , Nature's Spiral , Noxious Revival , Paleoloth , Praetor's Counsel , Regrowth , Reincarnation , Revive , Seasons Past , Skullwinder , Verdant Confluence , and Wildwood Rebirth are all reasonable options and I am sure I am missing a few since I was going through this quickly at 2 am.

With mono g I would say get 3 or 4 of these and focus on keeping a full grip of cards even if it means cutting a few of your worst wurms to make it so you get to your good wurms faster. A Duskwatch Recruiter  Flip is more helpful to you than something like Duskdale Wurm . Good draw and tutors make a deck much stronger than one just jam packed with big dudes.

There are also a few indestructible creatures that can be used if there are far too many board wipes to recover. Spearbreaker Behemoth , Impervious Greatwurm and Nylea, God of the Hunt are pretty fitting cards for wurms imo.

6 player games can be fun, but you are right, some decks don't really function well with that many. I always prefer 4 player games.

SideBae on Gruul Werewolves May.12 2019

1 year ago

I recommend the following cuts:

Breakneck Rider  Flip: It doesn't seem to have quite enough impact on the board, even when it is flipped.

Conduit of Storms  Flip/ Scorned Villager  Flip/ Ulvenwald Captive  Flip/ Gruul Signet : I think you have a lot of better ramp options, especially in green.

Ash Barrens : If you can, I'd replace this with an off-color fetch, like Bloodstained Mire or Windswept Heath . These can fetch your Stomping Ground and are more effective than Ash Barrens .

Forest / Mountain : With more ramp, you can run fewer lands. Cutting 2 to 3 seems reasonable if you cut in a bunch of dorks. Generally, if you've a green general that does not create landfall triggers, you can run fewer than the average number of lands.

Waxing Moon : I don't think this card is better than just simply Overrun . Giving your creatures trample is ok, but making them fatter is what makes trample really good.

Wildwood Rebirth : I think Eternal Witness is just better. Being an instant is alright, but the 2/1 body on the E Wit is relevant and being able to retrieve anything is a LOT better than a creature.

War's Toll : I think Price of Glory is a better option. I don't think I mentioned it before, but it's a good idea.

When it comes to your werewolves, you should consider when it is that you want them flipped. They are likely to be transformed by no spells only by your volition, because most players will play at least one spell on their turn. Also, your opponents will likely try to double-spell, to return your werewolves to the less powerful side. So, if you're counting on a werewolf being on the more powerful side during your turn in order for it to be good, I think that card should be cut. I think (and remember, I have no experience here, so I'm only speaking from what I rationally think) it is more likely for your guys to be flipped on your opponents' turns rather than yours. So bear that in mind during deck building.

Good luck.

+GhostDragon+ on Karametra

1 year ago

Hey there HydraDragon123,

Thanks for the comments, especially regarding Sylvan Primordial as I had no idea it was illegal. I will swap it out as I would like this to be a legal deck.

I do hear you about the lands, the idea was to increase utility options through land tutors such as Knight of the Reliquary, Ulvenwald Hydra and Realm Seekers, to account for the lack of sorcery's or instants that might do the same job. I agree about Gateway Plaza as last game I played it was in my hand and felt like a dead draw so will swap it out for Command Tower. Survivors' Encampment is meant for the remote chance of someone dropping Contamination or something similar, so I can at least have one mana of my choice to try and do something. Even still, I will look at what other non Plains, Forests I could drop to increase the basic land count as I have found them a bit short in a couple of games.

High Market coupled with Emeria, The Sky Ruin is part of my turtoring engine. Example is I drop Fierce Empath, Ranger of Eos or Woodland Bellower, get the tutor off then sacrifice it using High Market, and have it re-enter at my next upkeep through Emeria, The Sky Ruin to tutor again, then rinse and repeat. High Market is also a good way to save a key creature from exile, as I can sacrifice it as a response to keep it in my graveyard for recursion rather than have it go by by completely.

I have considered Wildwood Rebirth but am trying to keep the high creature count as I like that idea. I do have a few more cards on the way to swap out so will update soon with changes. Thanks again HydraDragon123 :)

HydraDragon123 on Karametra

1 year ago

Mana ramp decks are fun, though I tend to be more of an Izzet/dragon player. Overall, it seems pretty good, with a good mix of small creatures ramping into bigger creatures.

My main concern is the lands. Only twenty of your cards are plains and/or forests. I would recommend increasing that number, mostly of Karametra's ability. Homeward Path I don't believe would come into play enough to be worth it, though that depends on your local meta.

Gateway Plaza seems bad for this deck. You don't need access to every colour, or most colours, and the drawbacks for the card don't seem worth it when you're only playing 2 colours. Command Tower seems a better choice. Less so Survivors' Encampment, but you don't need to tap your creatures for mana, and if you don't need that extra mana, don't do it.

High Market again seems not worth the cost, this is a creature based deck, and you shouldn't be saccing creatures for only a gain of 1 life, and it only nets you colourless mana.

Emeria, The Sky Ruin seems like it would better as a plains. Getting creatures back is good yes, but this doesn't allow to cast them, it just puts them back into play. Not what this card needs, and there are many cheap spells in green that put cards back into your hand from the graveyard. Wildwood Rebirth comes to mind.

Sylvan Primordial is also just stright up bannd in commander. If your playgroup is cool with that, that's cool, but you should be aware.

But overall, I love the deck. It seems like it would be pretty fun to play.

HydraDragon123 on Karametra

1 year ago

Mana ramp decks are fun, though I tend to be more of an Izzet/dragon player. Overall, it seems pretty good, with a good mix of small creatures ramping into bigger creatures.

My main concern is the lands. Only twenty of your cards are plains and/or forests. I would recommend increasing that number, mostly of Karametra's ability. Homeward Path I don't believe would come into play enough to be worth it, though that depends on your local meta.

Gateway Plaza seems bad for this deck. You don't need access to every colour, or most colours, and the drawbacks for the card don't seem worth it when you're only playing 2 colours. Command Tower seems a better choice. Less so Survivors' Encampment, but you don't need to tap your creatures for mana, and if you don't need that extra mana, don't do it.

High Market again seems not worth the cost, this is a creature based deck, and you shouldn't be saccing creatures for only a gain of 1 life, and it only nets you colourless mana.

Emeria, The Sky Ruin seems like it would better as a plains. Getting creatures back is good yes, but this doesn't allow to cast them, it just puts them back into play. Not what this card needs, and there are many cheap spells in green that put cards back into your hand from the graveyard. Wildwood Rebirth comes to mind.

Sylvan Primordial is also just stright up bannd in commander. If your playgroup is cool with that, that's cool, but you should be aware.

But overall, I love the deck. It seems like it would be pretty fun to play.

HydraDragon123 on Karametra

1 year ago

Mana ramp decks are fun, though I tend to be more of an Izzet/dragon player. Overall, it seems pretty good, with a good mix of small creatures ramping into bigger creatures.

My main concern is the lands. Only twenty of your cards are plains and/or forests. I would recommend increasing that number, mostly of Karametra's ability. Homeward Path I don't believe would come into play enough to be worth it, though that depends on your local meta.

Gateway Plaza seems bad for this deck. You don't need access to every colour, or most colours, and the drawbacks for the card don't seem worth it when you're only playing 2 colours. Command Tower seems a better choice. Less so Survivors' Encampment, but you don't need to tap your creatures for mana, and if you don't need that extra mana, don't do it.

High Market again seems not worth the cost, this is a creature based deck, and you shouldn't be saccing creatures for only a gain of 1 life, and it only nets you colourless mana.

Emeria, The Sky Ruin seems like it would better as a plains. Getting creatures back is good yes, but this doesn't allow to cast them, it just puts them back into play. Not what this card needs, and there are many cheap spells in green that put cards back into your hand from the graveyard. Wildwood Rebirth comes to mind.

Sylvan Primordial is also just stright up bannd in commander. If your playgroup is cool with that, that's cool, but you should be aware.

But overall, I love the deck. It seems like it would be pretty fun to play.

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