Escape to the Wilds

Combos Browse all Suggest

Legality

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

Escape to the Wilds

Sorcery

Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.

You may play an additional land this turn.

Icaruskid on Xenabro

8 months ago

All gas, no brakes! You even run Shaman of Forgotten Ways and Escape to the Wilds. Great choices! Looks like a fun deck to play to satisfy that big power creature craving.

Only card for your maybe board might be Dense Foliage.

Papini on I wanna be a man, mancub

8 months ago

Hi Gleeock

Such a great song :p I was going to say that Structural Assault was a little unreliable as a board wipe, but you make a great point, my apes will get pumped to offset the damage and it becomes a one-side board wipe. I will test it out. Thanks a lot.

I'm scared that Primal Vigor could easily get out of hand ... That's why I'm running Doubling Season and Parallel Lives instead.

I played Return of the Wildspeaker in the deck but then I switched it out for Inspired Tinkering or Escape to the Wilds I don't remember.

Fluggleshmuggits on Cube Eternal

9 months ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

OakleafRanger on Klothys, God of Papercuts and Carpet Burns

1 year ago

Just watched ya.

Been needing bit more card draw in my klothys. Hadn't really considered Escape to the Wilds or Mirri's Guile.

Cool deck! Also, whered you get that playmat? =o

rambunctiousOrator on Stomp Stomp Stomp, The Idiot Convention

1 year ago

Hey, thanks for the reply! In the range of 6-7 we want to start doing unfair things; not quite the territory of combo, but you are right, we should be threatening a win by turns 6-8. It seems like you are running an aggressive on-the-board win, which means we need to target your creatures, and see where we can squeeze in more power. As a note, I'd rate your current deck construction at a 4-5 due to the fact that there could be a lot more optimization, and you seem to be missing ways to threaten a win.

Your best win condition seems to be playing Craterhoof Behemoth into a board of other creatures. Something we want to address if you want to improve the power of the deck is how do we get our win condition out of our deck. We can do this by drawing cards, tutoring from the deck, etc. A deck that is a 7 will usually have one or two ways to directly tutor their win condition, as well as powerful card draw engines that let the deck draw 2 to 3 extra cards a turn.

Cards to Add:

Something to sit on, and maybe test out: are there cards that are worth playing even though they are non-creature spells? My answer is yes! Here are a few I'd say are worth playing in your deck:

Sorry if that was a lot! I can recommend cards to take out of the deck if you want, but here is a list of my recommendations. Let me know if you want to further the conversation or have any questions

IslesWing on Uril in control

1 year ago

Edit: links.

Season of Growth re: Is it usually drawing you 3+ cards? Does it feel dead in games where you draw it after enchanting Uril/people manage to remove Uril once/twice?

Sythis, Harvest's Hand

Mass draw: Hunter's Insight and Hunter's Prowess Reliquary Tower

Kamigawa Best Selective cantrip:Commune with Spirits

~1 per turn Tempered in Solitude card from Kamigawa.

While I'm here I forgot to mention I also run Escape to the Wilds which is awesome for refilling hand, and not having to discard (+1 land drop), and am looking for a slot for Showdown of the Skalds

Massacar on Riku! Reku! Rikoo!

2 years ago

Personal opinions on what to cut, feel free to completely ignore or disagree with anything/everything. I tend to construct lower curve decks, so I know that's a bit different.

Cut: Reshape the Earth , It's super expensive and while it can definitely be used to help thin out lands from your deck in the late game it will also act as a dead draw for quite a while. With all this other ramp you're packing it feels superfluous.

Search for Tomorrow , there are better 3 cost basic land fetches if that's what you're using it for.

Peregrine Drake , if you aren't running this with a combo piece like Deadeye Navigator I personally wouldn't include it. I understand cloning it on ETB could net you a +3 mana advantage on that turn, but it seems a little cumbersome to be worth it to me.

You have other ramp pieces I would probably cut, but it would depend on what other pieces throughout the deck you decide to keep etc.

Cast Through Time , I don't think it's worth the CMC for the number of Instants and Sorceries you run considering this isn't spellslinger/storm.

Hazoret's Undying Fury not worth it for it's CMC and downside. This would be best cut, or just replaced with an Escape to the Wilds .

Mizzix's Mastery / Magus of the Mind I would cut them for the same reasons, that this deck isn't super spellslinger/storm and that the spots could be better used.

Pull from the Deep , it's fine, but meh.

Volcanic Vision , to me it's CMC is too high for what it brings to the table.

Those are my cuts for now, but I'm going to second Omniscience_is_life in suggesting you add Tatyova, Benthic Druid and The Great Henge , as well as suggest Elixir of Immortality as a general utility recursion card.

Load more