Wolfwillow Haven

Wolfwillow Haven

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller gains an additional .

, Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate this ability only during your turn.

Browse Alters

Printings View all

Set Rarity
Theros Beyond Death (THB) Uncommon

Combos Browse all

Tokens

Legality

Format Legality
Block Constructed Legal
Historic Legal
1v1 Commander Legal
Frontier Legal
Pioneer Legal
Modern Legal
Oathbreaker Legal
Duel Commander Legal
Arena Legal
Standard Legal
Casual Legal
Pre-release Legal
Unformat Legal
Vintage Legal
Leviathan Legal
Commander / EDH Legal
Brawl Legal
Canadian Highlander Legal
Penny Dreadful Legal
Highlander Legal
Magic Duels Legal
Legacy Legal
Tiny Leaders Legal

Wolfwillow Haven Discussion

ghostfire86 on Uril, the Mistalker

1 week ago

There’s only two one drop aura ramp to the three mana dorks you’re running. The rest of the worthwhile aura ramp are two drops which could replace the two drops your running. If you wish to argue Bloom Tender is present and worth playing, I’ll point out you are not running Faeburrow Elder or Nature's Chosen which would double their output. You also can’t go infinite with tender or elder without blue. Chances of going infinite with your creature ramp using Aggravated Assault is also slim. Furthermore, Aggravated Assault is awesome (I used to run it in my build), but you need to also run Sword of Feast and Famineas back up to your Bear Umbra. Both the sword and the umbra benefit the aura ramp cards. Synergy is a wonderful thing. We could also discuss how mana dorks don’t have haste but the auras can be used same turn if placed on untapped land.

I’m betting with all the creatures you’re hoping to gain benefit off of Sublime Archangel. Not bad, but Uril needs auras, trample, Protection from creatures, flying, indestructible, and (if possible) double strike, not exalted. You’re also running Winds of Rath,Day of Judgment, and Wrath of God. This is counter productive to having so many mana dorks over aura ramp.

This was my first commander I ever built and have been tweaking him for more than 5 years. Build him voltron tall and dont worry so much about going wide.

Aura Ramp:

Utopia Sprawl

Wild Growth

Fertile Ground

Trace of Abundance

Wolfwillow Haven

Overgrowth (if you like the enchantress draw odds.

MrBoombastic on yoU aGaIN?!?!?

1 month ago
  • With Uro, Titan of Nature's Wrath, Arboreal Grazer and Growth Spiral, you want a TON of lands as they do basically nothing, if you can't play an extra land with them. Looking at most decks like this in both Standard and Pioneer, they usually play around 28 lands. I know it feels like a LOT, but you'd rather have too many than too few with that many effects, that put them into play from your hand.

  • Satyr Wayfinder seems like a great fit. He mills for your Uro and keeps your hand filled with lands. This way you might not have to add more either.

  • While Collected Company is a fun idea, I don't think it fits the deck. It's a tempo card that wants to, ideally, put two 3-drops into play. It can help you ramp, if you hit the right cards and have extra lands in hand, but most of the creatures aren't great hits for it and I think there will be a little too many feel-bad moments. I could very well be wrong though. Other (possibly) more consistent ramp options could be: Cavalier of Thorns (huge body, mills for Uro and ramps + selection from yard), Nissa's Pilgrimage (both puts one land into play AND your hand), Hour of Promise (makes blockers on top of 2 lands), Wolfwillow Haven (earlier ramp), Elvish Rejuvenator (a body and a land) and possibly many more.

  • Love the hell out of Tireless Tracker, nice one!

CJH123 on Uril, the Dollar Store Yeti

2 months ago

I'd focus on enchantment ramp (à la Wild Growth, Wolfwillow Haven, Overgrowth and Sheltered Aerie) over the artifact ramp and things like Rampant Growth. This could be supplemented with things like Arbor Elf, Voyaging Satyr and Blossom Dryad.

To my mind, if things like Ancestral Mask, Soul's Majesty and Rishkar's Expertise are working out, it's because you're already winning. I'd rather run things like Gryff's Boon, Messenger's Speed and Madcap Skills - I'd also work on reducing the overall CMC of your enchantments.

I'd switch Winds of Rath out for Gravitic Punch.

I'd also think about adding something else you can win with (if Uril becomes uncastable or is otherwise removed). Fleecemane Lion could carry a handful of aura's. Alternatively, Siona, Captain of the Pyleas + Shielded by Faith with Emblem of the Warmind or Fires of Yavimaya.

storro on Selesnya Sagas Standard w/ Primer

3 months ago

why arent you using some enchantments that stick to the board longer to go with Calix Wolfwillow Haven or Gift of Paradise which works great with Heliod as well seems it would be a bit of a better fit to me than binding of the titans

TriusMalarky on Ramp in Pioneer Question

3 months ago

A little late, but I started cutting my ramp down from 16 to 14 or 15 in my deck that tries to resolve a 5 drop on turn 3. Of course, the drops are Verdurous Gearhulk and Glorybringer primarily, which are just good card, but having the full 16 ramp pieces is a little much.

If you're down for resiliency over a small amount of flavor, Wolfwillow Haven is a pretty good card in place of a 2 mana creature that's easier to kill.

multimedia on Eutropia, an Enchanting Tour

3 months ago

Hey, more land auras are good ramp for your deck because they trigger Eutropia and other enchantresses. Utopia Sprawl, Fertile Ground, Overgrowth, Wolfwillow Haven, these could replace land ramp spells.

Hadana's Climb  Flip especially Winged Temple of Orazca which doubles power is good with Eutropia to make her a real threat to kill with Commander damage. Cephalid Constable has a busted combat damage trigger. Pump Constable with Eutropia and give it flying making it easier to do combat damage. As it gets bigger it can bounce more of your opponents permanents.

Incubation Druid (with a counter on it) + Freed from the Real + Shimmering Wings is infinite triggers of Eutropia. Incubation enchanted by Feed can make infinite blue mana and use that infinite mana to infinite cast, ETB and bounce Wings. Whip Silk can also do this except with green mana instead of blue.

Flooded Grove and Hinterland Harbor are Simic dual lands to consider adding.

Cards to consider cutting:

Good luck with your deck.

13_Aces on Sultai Incarnation

4 months ago

I've found that Wolfwillow Haven works better than Urban Utopia, as it allows you to ramp into Enigmatic Incarnation on turn 3.

multimedia on An Enchanting Mask Party

4 months ago

Hey, nice budget version of Estrid.

I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.

I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.

Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.

With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.


The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.

Budget lands to consider adding:

The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:

Good luck with your deck.

Load more