Wolfbriar Elemental

Legality

Format Legality
Tiny Leaders Legal
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
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Rare
Modern Masters 2015 Edition (MM2) Rare
Commander 2014 (C14) Rare
Conspiracy (CNS) Rare
Worldwake (WWK) Rare

Combos Browse all

Tokens

Wolfbriar Elemental

Creature — Elemental

Multikicker (You may pay an additional {{G}} any number of times as you cast this spell.)

When Wolfbriar Elemental enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield for each time it was kicked.

Browse Alters

Price & Acquistion Set Price Alerts

CM1

MM2

C14

Ebay

Wolfbriar Elemental Discussion

Goretast on Commanding from the Throne of Abundance

6 hours ago

Thanks for the suggestions Wazgold1981. I really like Triumph of the Hordes and Wolfbriar Elemental. Do you have any suggestions on what to remove for those additions?

Cereal_Killer on From Nothing to Everything

4 days ago

Ok, since it's closer to modern, I'll suggest only cards that could fit that format

But, first of all, why don't you reduce your deck up to 60 cards?

Now, since your goal is to get big creatures on the battlefield, why don't you add things like Ghalta, Primal Hunger, Steel Leaf Champion, Rhonas the Indomitable, Thragtusk, Acidic Slime, Craterhoof Behemoth, Gigantosaurus, Primeval Titan, Worldspine Wurm, Thrun, the Last Troll?

I've also seen that you have some creatures that require 2/3 specifical mana, so why not some Nykthos, Shrine to Nyx instead of the Urza's Lands?

Another suggestion could be Utopia Sprawl instead of Market Festival

If you want to draw cards when a creature enters, instead of Zendikar Resurgent and Garruk's Packleader, add Beast Whisperer. It's cheaper

Cards I personally don't like from this deck:

Last thing: since you already have big creatures in your deck, what's the purpose of instant and sorceries that just make them bigger? I'd personally add usefull instants like Vines of Vastwood or Blossoming Defense

FireRogue on Shalai, Voice of Many

2 weeks ago

First of all, having a Savannah and only one fetch seems criminal. As for actual suggestions, I'll start with cards in the Maybeboard that I don't think belong there.

As for your mainboard, it looks sweet!

White Sun's Zenith definitely looks like it want's to get in here, and the new Emmara, Soul of the Accord seems like a solid role player here.

I'd also want to get in a couple lands that make creatures, Vitu-Ghazi, the City-Tree or Legion's Landing  Flip for instance.

If your deck gets up to enough mana, you could also consider replacing Beast Within with Terastodon, but then you lose the instant speediness. Wolfbriar Elemental also feels like a card that would enjoy getting into the deck if it can easily make lots of (green) mana, but maybe that's too many token generators?

There's also a couple solid white value creatures that appear to be missing from the list, namely Sun Titan and Karmic Guide, although I can't actually decide if Sun Titan is good here. You've got a lot of expensive cards in here...

As a final thought, its not critical, but if you've got one, I'd swap Banishing Light for Oblivion Ring, since the old templating gives fringe capacity for shenanigans

DarkJester187 on Oogie Boogie

3 weeks ago

Given our convo regarding the focus of this deck being 'All the Tokens', this may be a long write-up. I'll try to break it up. This comment will look at creatures.

The great: Armada Wurm, Hornet Queen, Jazal Goldmane, Mycoloth, Seedborn Muse, Shanna, Sisay's Legacy, Tendershoot Dryad, Wilt-Leaf Liege, Wolfbriar Elemental. Each of these support your strategy directly and have early & late game presence.

The Good: Ant Queen, Bramble Sovereign, Shalai, Voice of Plenty. These offer mid to late game relevance as well as give mana sinks while supporting your strat.

The 'Meh': Oracle of Mul Daya, Tolsimir Wolfblood, Voice of Resurgence. Though these have game relevance in various ways, they may be slots to upgrade.

The Bad: Archon of Valor's Reach doesn't fit with the strat and feels like a 'win-more' or 'lockout' card, Emmara Tandris insulating tokens (the one thing you can make endless amounts of anyway) from damage doesn't seem like it's worth 7 mana/a whole turn to do, Kazandu Tuskcaller is a 1/1 you need to sink 6 mana into before you can get a single 3/3 per turn, Yeva, Nature's Herald only has relevance early game and she doesn't really fit with tokens.

The Ugly: Copperhorn Scout is a very fragile '1-turn' kind of creature and there are better/more efficient ways to accomplish this like Brave the Sands for example, Elvish Mystic & Fyndhorn Elves & Llanowar Elves having ramp on creatures like these is simply not the way you want to ramp.

The only ones left I believe ate your 2 Soul Wardens. They could/will/do gain a bunch of life, so if that is important then keep them.

lagotripha on Gruul Eldrazi Werewolfs

1 month ago

Ok. Budget deckbuilding theory time.

'Non human werewolves' is a nice start- Paying a bunch of mana to flip a wolf is a neat little bit of card advantage to build around. To get that to happen, you need to build a midrange deck, and look to keep those wolves alive, because it isn't fast enough to race straight up.

Some interesting on-theme cards to consider Feed the Pack (make small threats a swarm of wolves instead) Full Moon's Rise- regenerate dying wolves (super useful), Spirit of the Hunt, Wolfir Avenger- decent body, flash- Wolfbriar Elemental, good lategame wolf token generation, Wolfir Silverheart- amazing P/T booster

Regardless of what you pick, you're going to have to pick some cards that take you to the midgame where you can draw ahead. Personally, I'd make it a G/B werewolf deck and jam 12 Duress variants and a couple draw engines, but thats how I fix most my deckbuilding problems. It doesn't matter how much you screwed up your creature choice if its the only thing on the field and your opponent doesn't have an answer.

Mono green is an option, running fringe cards like Beast Within, lifegain like Jaddi Offshoot and ramp like Search for Tomorrow, although it is possible to fall behind a long way on board, and without copies of whatever Damnation variant you like it can be tricky.

Blue green Fable of Wolf and Owl is an option, with Mana Leak and Prophet of Kruphix alongside wolves with flash and Mystic Snake, looking to draw out the game and win on card advantage, with a backing of creature ramp/instant speed card advantage. Think Twice and friends basically.

Some changes are clear regardless of path forwards;

Uncaged Fury can be cut. Its worse than other double strike options and doesn't play to that midrange strat. If you want the cheap power then just jam some Rancor.

More ramp tools or cards which make an immediate gamestate impact need to be played for 4 mana.

Your manabase needs tidying up- there are plenty of examples of good manabases in decks across the site- including examples of ramp strategies, budget duel colour strategies and appropriate utility lands. Keep an eye on your gameplan, and have a critical window- know what turns your deck wants to be strong and where you can afford to be weak.

Last but not least, sideboard. If your meta is KCI and affinity, jamming artifact destruction will save you games. There are plenty of examples on site.

Snooktf2 on

2 months ago

Bramble Sovereign + your extra mana from Vorinclex.

You have a bunch of big power creatures, I'd add a Garruk's Packleader for card draw.

I'd throw a couple of Eldrazi in too like It That Betrays or Kozilek, Butcher of Truth.

Vorinclex + Patron of the Orochi can be really silly if you have any X-costing spells such as Endless One or Wurmcalling or Gelatinous Genesis or Wolfbriar Elemental or Flock of Rabid Sheep (I think that last one is actually legal).

I've always wanted to use Polyraptor but it seems too expensive to me.

If you find yourself in a pickle you could always cast Tooth and Nail entwined for Archetype of Endurance + Elderscale Wurm / Platinum Angel and just turtle lol.

Kamerot on Om nom Trample

2 months ago

Alright, here goes:

  • Cavern of Souls/Yavimaya Hollow - I'm getting them eventually, the foils are expensive, especially the hollow, and I've had other deck projects I've been working on.
  • Hall of the Bandit Lord - it's an interesting card, and I may have to test it out.
  • Miren, the Moaning Well - I already plan on getting one.
  • Petrified Field - not sure on this, I just added in Ramunap Excavator and have a few other recursion tools to get back important lands.
  • Tempt with Discovery - I really like this card. And I know it can get me any land. Problem is. My friends know this deck and not a single one of them will take the bait for me to get extra lands, so i think I'd rather go with your suggestion of Crop Rotation instead.
  • Elemental Bond - not a fan, only because at least with packleader, it's an off rive threat on top of draw engine. But you're right, he us the weakest of my draw engines and I think Greater Good will work out, really well.
  • Dryad Arbor - this card has been in my mind since I first created the deck and I both like it and hate it. I like the fact it's a 0 cost creature and a land. But at the same time. It takes my land play for the turn, and I can't tap it for mana since it has summoning sickness. So I don't know if I'll ever add it or not, but maybe I'll try it soon.
  • Shamanic Revelation - I really like this card, and it'll find a home once I figure out what to take out.
  • Beastmaster Ascension - great card, but not needed in this deck. I already have several backups for Kamahl in case he gets locked down, and they all add trample on top of buffing my creatures.
  • Wolfbriar Elemental/Ant Queen - token production in this deck has always been passive, i.e. landfall, planeswalker, etc; it helps the deck, but it's not a focus and I don't want creatures that require lots of mana to generate tokens.
  • Realms Uncharted - really just not a fan of this card, I can see it's potential. But I really just don't like it.
  • Rude Awakening/Early Harvest/Magus of the Candelabra - I like being able to untap my lands. But since I'm adding in Staff of Domination, I don't think I'll need it. As I'll have several ways to infinite mana now, but you never know. I'm gonna keep these in mind just in case.
  • Birthing Pod - this a great card, but my deck isn't set up to maximize how it works.
  • Vernal Bloom - this affects all forests, and I hate group hug cards. Concordant Crossroads is an exception because I only play it when I cast a big genesis wave so I can win that turn.

Profet93 on Om nom Trample

2 months ago

Kamerot

All I can see when I look at your name is Kakarot (Goku from DBZ). Anways, since you're running mono green, your mana base could use some utility in there. I understand you need green mana for your commander's ability but some utility is key.

Cavern of Souls - 30% of your deck is creatures and you run boseju but not this?

Hall of the Bandit Lord - Haste outlet that doesnt help your opponents or take a slot in the deck. Worth considering.

Miren, the Moaning Well - Used to prevent them from stealing your commander or exiling important creatures. Life gain is always nice too :)

Petrified Field - Getting back cradle or utility land

Yavimaya Hollow - Regen your commander? Yes please! Also a RL card so good investment.

Tempt with Discovery - Gets cradle untapped (very underated card). Add it.

Crop Rotation - Helps lower your curve, find's cradle, could replace concordant crossroad at the 1 CMC slot (if you choose to add in hall of the bandit lord). Slyvan scrying is your only way to find cradle which seems to be a focal point of your deck.

Elemental Bond - Could replace Garruk packleader. While it isn't a creature to fuel cradle, it is less prone to creature removal. Then again, you say your meta has a lot of artifact enchantment removal, so it depends. Also, it only interacts with 13 creatures. At that point, you might just want to add Greater Good. Nets card advantage, acts as a sac outlet. ADD IT

Dryad Arbor - Fuels cradle and interacts with Green Sun Zenith for X = 0.

Shamanic Revelation - If you aren't taking out pack leader for elemental bond, at least take it out for this. Synergy with your token generation from your commander and avenger.

Beastmaster Ascension - EH, maybe add it. Can make your dudes huge.

You can also take this deck to a more token based strategy which is based on finding cradle and fueling it through tokens. Should you choose to do so, I would add the following...

Wolfbriar Elemental - Wolves!!!

Ant Queen - Steady token generator

Realms Uncharted - Helps you find utility lands. If you choose to add fetchlands in the deck's future, then this choose then as well. Might also want to add a crucible to provide redundancy, but thats for later.

Rude Awakening - Add it, trust me. Super ritual with built in win con

Early Harvest - Weaker version of above

Magus of the Candelabra - To untap utility lands and cheap cradle fuel

Birthing Pod - While i've never completely understood the power of this card, but you'r creature curve looks really good and you might want to consider this as an additional creature tutor to ensure consistency.

Why no vernal bloom?

I honestly didn't even mean to comment this much but your deck seems really interesting. I look forward to reviewing your thought process on these potential additions. Cheers!

Load more