Evolving Wilds

Evolving Wilds

Land

, Sacrifice this: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Browse Alters
Set Price Alerts Price Chart

Trade

Have (5) orzhov_is_relatively_okay819 , danaran117 , Tarzanovic , MrShhh , Mythbuster_42
Want (9) Azvac , dchaffee02 , Mlord , TrevStar7 , kizlizma , Morpho-peleides , kikingo , seanhiggs , SpiffyStache

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Evolving Wilds Discussion

multimedia on Minions & Magic token deck

6 days ago

Hey, well done for your first three color deck with partners. Nice start and work in progress. Some good ideas and cards here, other than the obvious staples like Sol, Arcane, Tower, Swords, Farseek, Cultivate, etc.

Nice Fetch lands, Plunderer, Ghave, Beledros, Altar, Dawn, Wake, Intervention, Inkshield, Artist, Blot, Ranger, Remembrance, Damn, Infestation. I see win condition combos of Ghave + Altar + Artist and Life/Limb + Sporemound, but you could expand on token combos if that's the direction you want to go.

Six excellent lands here make up a large portion of the budget, the rest is fairly low budget thus my suggestions will be for lower budget. If I'm wrong about this and you would prefer more pricey options let me know.

My first comment is advice to improve on the basic structure (lands, ramp and draw). If you're interested in me continuing with more advice in other areas I can in another comment. Three areas to consider improving are amount of lands/color fixing from lands, more draw and more ramp.

Others:


32 lands is low amount with only 8 ramp sources. Consider adding some lands, at least 3 more and add at least 3 more ramp sources? 21 basic lands is a lot for a three color deck, that makes color fixing subpar from lands. By cutting a few basic lands for more dual lands it will help color fixing. You're playing green which gives you access to many different ramp options such as Tireless Provisioner who creates tokens. Take advantage of ramp when playing green.

Mentor of the Meek and Provisioner are helpful three drops for tokens because of their repeatable effects. Mentor and Shamanic Revelation take advantage of tokens for draw. You're creating 1/1 tokens which Prava makes them 2/5 when they enter the battlefield, but that's still 2 power for Mentor to be a repeatable draw source.

I see Verdant Catacombs and Windswept Heath which are great as well as Farseek, but I only see Temple Garden as the dual land these Fetch lands/Farseek can get. Consider adding a few more lands that the Fetch lands can get such as Murmuring Bosk? Farseek can get a black source from Woodland Chasm or Snowfield Sinkhole.


For some cuts, the cards I've chosen for you to consider are less impactful then others in your deck. Creatures who all they have is lifelink are not worth playing because you can get life from other sources that do much more. Transcendent Master is not worth the mana investment into it for what you eventually get.

Bad Moon is subpar because you don't have enough black creatures and the majority of token creatures are not black, they're white or green especially since Prava only creates white creatures. Dramatic Finale mana cost is too difficult to consistently make with three colors and only nontoken dies. Other anthems such as Glorious Anthem are fine since it affects all creatures you control, but in my opinion are not worth a card spot since all it does is +1/+1 pump.

Black in my opinion is better as a splash color here with dual lands and a few basic Swamps since green and white give you much more for tokens and life gain strategies. It takes a lot of black mana for Vorpal Sword to have a good effect which without a lot of treasures or more color fixing help will be too difficult to make.

Would you like me to continue with more advice? Good luck with your deck.

Monomanamaniac on Dinosaur Tribal

1 week ago

That's fair. Some more suggestions might be Carnage Tyrant is pretty decent stats for the cost. You might consider Arcane Signet and maybe a couple other 2 cost or less mana rocks. rhythm of the wild might not be up your alley, but what about Unnatural Growth? That could probably get you there. A decent budget card might be Thrasta, Tempest's Roar, the Terrasque, or Rampaging Brontodon you could get some serious beaters with them lol. Congregation at Dawn feels extremely solid. Not at all budget but Regal Behemoth is op. I don't normally recommend lands but Evolving Wilds and Terramorphic Expanse are better than they look. Also not budget but this would be a great deck for The Great Henge.

I know you just worked on lowering your curve but it looks like this deck thrives on having big bombs. I decided I would drop in a few more suggestions because I was just starting to get a better feel for what cards you were already using

LandoLRodriguez on Earth, Windgrace, Fire

2 weeks ago

cavacinig Thanks, my Windgrace deck has evolved some over time and I plan on keeping it updated. Landfall is one of my favorite mechanics in Magic, so I've tried to create what I think of as a "landfall toolbox" with as many varying effects as possible, such as Caustic Crawler's unique -1/-1 ability. While Moraug, Fury of Akoum's ability is also unique to landfall, I've chosen not to include him. My general strategy is to sort of sit back until I have a totally overwhelming force and essentially only need to attack once. Moraug provides sort of a "win more" condition to me that doesn't seem necessary. That being said though, that's just my opinion and if you wanna swing multiple times per turn with Moraug, Go for it!

Titania, Protector of Argoth, on the other hand, I would highly recommend. I have to disagree with AscendedLandfalls and assert that Titania will prove valuable even without relying heavily on straight up land sac outlets like Zuran Orb or Squandered Resources. With Titania out there, one Evolving Wilds/Terramorphic Expanse + any Crucible of Worlds effect + multiple lands drops allowed in a turn = a whole bunch of chunky elementals per turn. I like getting value for lands coming and going, and behind The Gitrog Monster, Titania provides the best value for lands leaving.

As far as your other inclusions, you're gonna love Lotus Cobra. The mana generation he creates is insane. Grazing Gladehart is certainly expendable since you get the landfall life gain effect from both Retreat to Kazandu and Retreat to Hagra. As far as Ground Assault, it certainly can do a large amount of one time damage, but in my deck at least I rely on Akoum Hellkite for direct damage. Combine him with deathtouch from Retreat to Hagra and he becomes a removal machine! All this is to say that I'd put Ground Assault on the chopping block as well.

That's all for now I suppose, I hope this helps some and keep on brewing! LANDS MATTER!

Stardragon on Ungoliant's Brood

3 weeks ago

Blobby_Bobby

Maelstrom Pulse is not only creature but artifact, planeswalker and enchantment removal all in one package the only thing holding it back is that it is sorcery speed instead of instant so yeah I think pulse is worth it even in singleton for the flexibility of what it can hit.

As for the ramp/lands yeah it needs more may 3-4 more lands and of course thing of things like Crop Rotation, Explore Farseek, Evolving Wilds, Terramorphic Expanse, Myriad Landscape Pir's Whim, Hour of Promise ect.

As for the commander mana ability the additional ramp/lands should help with that

for her token ability im thinking of adding Panharmonicon, and Primal Vigor

GangstaFranksta on Red Green Black EDH

1 month ago

I also think 38 is too much mana. Why not take some mana out and in it's place run something like Kodama's Reach, Farseek, or Rampant Growth. I also don't see any reason not to run an Evolving Wilds and you might even think about running like a Wayfarer's Bauble. These are all better than basic land imo because they either get you MORE land than just a basic but they also trim your deck down so you get more consistent good plays with top deck casting from Asmadi as well as giving you exactly the basic land your hand needs at the moment.

Badv on Elf Commender

1 month ago

Hey! You have a lot of great stuff in the deck. I have a couple of questions and thoughts on it though.

  1. I took a quick look and didn't notice many landfall triggers. Being mono green I wasn't sure about the inclusion of Evolving Wilds?

  2. You have a few enchant land cards and I thought the addition of a Arbor Elf may be worth a look.

  3. Also along the lines of mono green, the land enchant New Horizons is a great card for mana fixing in a multi colour deck, but you might want to take a look at Overgrowth. It's the same mana cost, but will provide more green mana for you.

  4. I also play Library of Leng in my Nekusar, the Mindrazer deck, but I find it's really well suited for a deck that has a lot of discard effects or wheels (discard and draw) that target myself as well as the table. I think Lifecrafter's Bestiary as a budget card would fit nicely and Vanquisher's Banner for a better more expensive option.

  5. I was also curious on what your focus/win strategy is? Are you wanting to do an elf and wolf hybrid deck? Or a more focused elf deck, along the lines of elf ball? Or ramping with elves to get out big creatures? I think if you focused the deck more it would synergize better and ultimately be stronger.

  6. Also, Mana Bloom has very limited usefulness for a mono green deck and particularly one that can't add counters to it without paying into it. Maybe just add another land enchant like Wild Growth. Or even another Vernal Bloom kind of effect. Plus your commander already pumps out mana producing creatures.

shadow63 on Infinite Simic Crab Mill

1 month ago

That's going to take an extremely long time. I'd cut 1 of each crab and one azuza for more defensive stuff. fogbank comes to mind. Or maybe something like River's Rebuke also you need more fetch lands. Fabled Passage is a lot cheaper thrn the zendikar/onslaught ones. But even Evolving Wilds will do the trick

BOXES_O_MOXES on Ancient lumberknot PDH

1 month ago

Heya!!!!

I was eyeing this guy too. I have been brainstorming. Contemplating a build around him as well. Some cards that came to mind were these. Also, these are my opinions. There's nothing wrong with your deck if you enjoy it like it is. My comments are just my 2 cents. The reason I havn't really started to put this together yet is because I'm not too much of a fan of EDH decks that 100% rely on the commander being in play to net more than 50% benefit. I think this guy might be that guy that looks better that he plays out, but we'll see. The only card that can really protect this guy 90% of the time is Whispersilk Cloak. And that Cloak is 1% of your deck. Your opponent is going to put soo much pressure on your commander if they can. Which sometimes can be a good thing if you can make the creatures in the deck count as much as the commander or more in the long run.

These first two I think should be auto includes because of Monarch. They also toughness is equal or better than power, so they fit.

Entourage of Trest

Thorn of the Black Rose

These others are just good ideas to ponder IMO:

Silumgar Scavenger, He just gets better when/if your crits die.

Forge of Heroes, Opal Palace Need to be in every pauper EDH deck.

Terramorphic Expanse, Evolving Wilds, the pauper fetch pack should probably be in every deck too. It helps to keep your draws a little more consistent.

Mortuary Mire, recursion that is technically free.

Bojuka Bog, Another black auto include. People play A LOT out of their graveyards.

Bonder's Ornament, this has become my favorite pauper card draw rock. Even if others end up playing it, it will add speed to both decks. Makes for more spells being played per turn for both players, or will just net you advantage if they don't play it. Creates more interaction. Pauper decks can tend to be slow from beginning to end without a card draw engine.

Removal spells. I'd try to fit a few in. You are relying too much on Pestilence. I think i would actually consider running a Crypt Rats along with the Pestilence. You can get the rats back with TORTEX. It can get mean. Keep recycling the rats when you need to.

Ash Barrens, deck thinning.

Lightning-Core Excavator, This guy is soo good with TORTEX. It's a repeatable bolt effect and in this deck technically he's a 3/3 for .

Aquastrand Spider, could be pretty fun in this deck. He can come back with TORTEX and make more graft counters to move around. Gives himself and other creatures reach if need be. He holds equipment well. So you can move both 1/1 counters without him dying. Whilst making other crits bigger. You don't have much for flying in here.

Ulamog's Crusher, to be honest I'd run him. The value is there. He doesn't need to be a 1/8 and cost 5 to play to be good for this deck. He's just pressure mid to late game and comes back with TORTEX. You run some ramp. So he shouldn't be overlooked.

Dimir House Guard, 10% of your deck are 4 costed spells. So he's a repeatable tutor for those other 10% of spells. It goes and gets Pestilence. for a 2/3 with fear and tutor isn't terrible at all.

For now this is all I have time for. We'll chit chat here and there when you reply. Maybe we can work out a good build together and I'll start building this in paper and add it to my stack of PEDH decks. =]

Have a good one!!

Load more