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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|Innistrad (ISD)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
- Copies of Essence of the Wild
- Wild copies
- How does token generation effects work with Essence of the Wild?
- Does this interaction work with Essence of the Wild and Creatures with Zero toughness?
- Aluren with an emerald medallion, does this mean I can put goreclaw. Terror of qal sisma in play for free?
Essence of the Wild Discussion
3 weeks 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.
3 weeks 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.
3 weeks 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
5 months 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.
1 year 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.
1 year ago
1 year ago
Xantcha’s ability is a replacement effect that changes the control of Xancha. It indeed is not the same as Reanimate since there is no continuous effect associated with Reanimate. However; it is exactly entering the battlefield under an opponent's control since it replaces her entering under your control with entering under an opponent's control. if your opponent controls Aura Shards they will get a trigger and if you control Blood Seeker you will get a trigger. Any further replacement effects that may apply to creatures entering under their control (like if they control Essence of the Wild or Infinite Reflection) will also apply.
2 years ago
Having a devotion of 5 means that it will look like a creature to replacement effects, so the Essence of the Wild I'm using in my example will see it as a creature and cause it to enter as a copy of Essence of the Wild rather than entering as it's own godly self.