Escape to the Wilds

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Standard Brawl 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.

09102023 on Naya Adventures

8 months ago

Apollo_Paladin Thank you for your feedback, I haven't considered adding Mondrak, Glory Dominus before. Doubling the tokens that come in might help solve some of the problems I have been seeing.

The deck actually seems a little reliant on getting a Lucky Clover out and feels weaker than I had hoped without one on the field. People will often target them with removal too. the deck is playable without one, but it's not fun using Lovestruck Beast turn one to get a single 1/1 token for a forest, when the opponent played a 1/2 or a 1/1 that produces mana on their first turn.

Right now, getting one clover on the field means Bonecrusher Giant will probably take care of creatures and planeswalkers that Giant Killer is not able to hit. Another advantage of having a clover out is that Questing Druid is going to be giving 4 cards the same as Showdown of the Skalds. The way the deck plays right now, it seems like I don't run out of cards to use; I can pretty reliably get one of those two by turn 4.

Doubling the number of tokens produced is essentially the same as having one clover out for quite a few cards in the deck and the effect should stack with clover...it's definitely worth considering. Doing that might make it easier to win with a bad hand too.

I'm very tempted to drop the land count by 1 and was actually thinking of replacing Primal Amulet  Flip. It seems like a good card, but I think I've cast it once in the last 30 or 40 games I've played. I've never been able to get enough charge counters to flip it either. Showdown seems to work best with low mana cost cards too...I've had a lot of turn 4's where it gets played because I'm low on cards and then I get something like Pia Nalaar, Consul of Revival, Virtue of Loyalty and 2 lands to use for turn 5. I guess I could always try Escape to the Wilds over showdown, I'm not sure what one is generally considered better.

That being said, there's definitely a balance point with the number of lands...I want to consistently hit land drops since adventure cards get played twice and I can try overwhelming/outlasting an opponent that way. But exiling 4 cards or even 6 cards and getting 2 or 3 lands is a thing that can happen right now and it could be nice to have more options when I exile a bunch of cards.

If you have any more suggestions, please let me know.

Icaruskid on Xenabro

1 year 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

1 year 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

1 year 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

2 years 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

2 years 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

2 years 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

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