Essence of the Wild

Essence of the Wild

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Creatures you control enter the battlefield as a copy of Essence of the Wild.

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Essence of the Wild Discussion

Sky_Blue_Skies on "Essence of the Wild"/Abzan Midrange

1 week ago

Well said! I've seen some really great lists that take advantage of the natural synergy between Essence of the Wild and mana dorks. This is a recipe for synergistic, snowbally gameplay, especially when coupled with green card draw effects like Harmonize . While I acknowledge that an elf-ish direction is probably the way to make a deck like this work at a speed remotely suitable for modern's competitive scene, it doesn't appeal to me as much as trying to make Essence work (admittedly quite jankily) in an Abzan Midrange or ValueTown-style build. The goal here is to design a deck that does pretty well in the early and mid-game due to overall card quality and synergistic play such that it doesn't actually require the combo to win, but can do so with other means if necessary. Hence, this project is more an exploration of Magic design history and potential than an attempt at (re)introducing a new/old deck into the Modern meta, though I certainly appreciate your ideas and critique.

dingusdingo on Pattern Recognition #170 - Kobolds

9 months ago

Altar of the Brood + Cloudstone Curio + Crimson Kobolds + Crimson Kobolds for a combo kill with just 4 cards and mana.

Does incredible work with Mana Echoes, pair with any X spell.

Does incredible work with Paradoxical Outcome, especially with storm cards or Aetherflux Reservoir

Free cantrips with Glimpse of Nature, fantastic with multiples. This was the basis of a legacy deck, here's a link It is a deprecated deck, but it is probably 1 or 2 printings from a spicy return, and should be looked at in any serious discussion of kobolds

Also see Beast Whisperer, Primordial Sage, and Soul of the Harvest.

Huge ramp with Gaea's Cradle

Wombo combo with Essence of the Wild for beatdowns

Can even go for casual beatdowns with Tribal Unity or Coat of Arms or Beastmaster Ascension.

Just because you can't think outside the box doesn't mean they are terrible cards. It took me five minutes to find these combos and this deck, probably less time than it took to write your article.

Kher Keep is not a bad card. Instant speed token creation has lots of uses, especially blocking in EDH. Being on a land means it is extremely hard to interact with. Off the top if my head, it can be useful for creatures in a Polymorph style deck, or any deck that doesn't want to slot creature cards in the deck.

Sky_Blue_Skies on "Essence of the Wild"/Abzan Midrange

10 months ago

Many thanks for your comment! I've honestly struggled quite a bit with deciding what the deck should use as its plan A. As I'm trying to make this more of a dedicated, janky vehicle for exploiting Essence of the Wild , I've given up some of the more conventional means of making it efficient or consistent. So far my approach has sought to strike a balance between including "generically good" cards that work reasonably well on their own as efficient token engines alongside cards that work specifically with Essence to enable absurd late-game boards. Results have been mixed, but by all indications early-game ramp should be an essential part of the deck, and for that reason I have doubled-up on mana dorks and stacked the three-drop slots with cards that work fine on turns 2-3 as a straight-up token strategy, but are also insane top-decks once Essence or Tendershoot Dryad is in play. My hope is that the deck can still be fun to play on casual tables even if I don't draw Essence and have to make due with crowding the board with spirits and saprolings, or by getting value out of Brimaz, King of Oreskos , Leonin Warleader , or Master of the Wild Hunt . While I fully appreciate the ubiquitous value of high-power removal spells like Path to Exile , I tend to hold off on playing these cards until someone in my playgroup annoys me enough to do so. On the other hand, I'd love to know if anyone has any thoughts on how to improve card selection in the early turns without messing too much with the balance of ramp-enablers and payoffs.

1empyrean on Make a Sand Token and Maybe I'll Actually Cast You

10 months ago

Essence of the Wild could make for some ridiculous tokens, amd you could mutate onto it to make them even better.

Chevill, Bane of Monsters, Kathril, Aspect Warper, and Mysterious Egg are cards that you should probably cut. Kathril is quite good with support, but I think the keyword soup theme is too shallow to work here amd dilutes the deck. The egg is just not great. It does little as a mutate target, especially since your commander should be your mutate target. Zagoth Mamba has the same problem, but its better than the egg.

If you want to keep Chevill in the deck, at least put Mathas, Fiend Seeker in the deck. Bounty Hunter would be cool as well, but is probably out of budget for you.

zapyourtumor on "Essence of the Wild"/Abzan Midrange

10 months ago

One problem with Essence of the Wild is that it reads "creatures you control enter the battlefield as a copy" which means that you want it on the field before you do all the token shenanigans. Because of this, I think the deck would perform better if you either tried to reanimate Essence of the Wild or ramp up into it as fast as possible.

Reanimation would be difficult to build around, though, but you could do stuff like Footsteps of the Goryo + Elvish Mystic for a permanent copy of essence on turn 4 and then all your tokens after that are copies of it.

Other than that, have you considered adding some interaction? Path to Exile for example

SirQuixano on Card creation challenge

1 year ago

Indi, Merchant of Monopolies

Legendary Creature - Human

Whenever a creature enters the battlefield under your control, create a treasure token

At the beginning of your end step, if you own the most artifacts out of any player, draw a card.


How about an Essence of the Wild style effect for white and/or red, to help boost the weenie strength of those colors, perhaps in the flavor of mentoring things to become better.

thijmnesoy on

2 years ago

okay, here are some "win-cons" I found. you could just go for a big creature like Trench Gorger , Stormtide Leviathan , Aggressive Mammoth , Aurochs Herd , Carnage Tyrant , Child of Gaea , Cloudthresher , Essence of the Wild could be fun, Force of Nature is really big, Frost Titan , Grunn, the Lonely King , Guile , Hydra Broodmaster (this is one of my all time favorites since it was one of my first cards), Nessian Wilds Ravager , Sagu Mauler (a card I wanted to play for a long time but didn't have the right deck for it, but this seems a perfect fit), Terra Stomper (of course, a classic), Gigantosaurus , Primeval Force , Thornling or maybe Vorapede

yes, I went through almost every 5 and 6 cost minion in green and blue. I'm sure there are other cards that could win you the game out there. but this is what I found

you could also use something that is very evasive ofcourse. like Sun Quan, Lord of Wu or Archetype of Imagination . or something different like a combo with Deadeye Navigator , or counter things and make Draining Whelk really big.

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