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.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH 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
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Evolving Wilds Discussion

AwesomeJMS5 on Ghave deck

22 hours ago

Hey, I see you're building a pretty cool Ghave deck. I've never had one, but I've seen them in action, and he seems pretty fun. I understand wanting to go budget though, so I'll try to recommend a few cheap options for you.

First of all, I'd recommend pumping the land number up a few, maybe closer to 35 lands. As for your lands, though I know you want cheap options (So no shocklands or such things), so I have a few ideas: Sandsteppe Citadel is only 50 cents, and taps for all 3 colors of your deck. Temple of the False God is bad early game, but once you have a few other lands, it will tap for 2 colorless, and is a cheap card, too. Command Tower is another cheap pickup at 25 cents, and taps for any color you need. Evolving Wilds and Terramorphic Expanse both are cheap and can find lands you need.

Next, a few other cheap cards that could help you out. Moldervine Reclamation works well with your commander, and is less than $1. Shamanic Revelation can draw you a ton of cards if you have a ton of creatures, and is also less than $1. Putrefy , Krosan Grip , and/or Mortify are decent removal spells. Abzan Charm and Golgari Charm are pretty useful in a variety of situations, and Overrun can be a good way to kill an opponent with combat. Finally, two favorite cards of mine you could consider that aren't expensive are Song of Freyalise and Commander's Sphere , where they both add mana for you, the first of the two can make your army deadly after a few turns, while the second can be sacrificed to draw a card in a pinch.

I hope these suggestions help, and remember: This is your deck. Build it the way you want it to be!

SprkySprkyBoomMan on Adventures in Legacy Burn

4 days ago

So I thought I'd to return the favor. Suggestions incoming.. Ok before I start. I am a very casual player,so take what I say with a grain of salt.

While I can say goblin guide is very useful in my goblin deck. I don't know if it's worth the price lol. I paid like $55 for my set of four.

As far as weaknesses goes, maybe artifacts. I like the inclusion of Smash to Smithereens but I would to see x4 the sideboard. I would also think about a more permanent solution to destroying pesky artifacts.

Also in my experience when I play with my goblin deck. I find my burn cards can empty my entire hand. Then I would be forced to be playing one card per turn. With that being said I'm not sure that you would run into this problem with your deck but just something to think about. I was thinking maybe some draw cards to keep your hand from being dead and to keep your fire blazing high lol.

Last potential weakness I see is your creature size. I would definitely include a 4x creature switch in on your sideboard. I highly recommend Vexing Devils.I run it. It's useful to burn them early and if you get it late you'll get a sturdy body to defend with because people usually take the damage early and late they will let you keep the monster instead of taking the damage. In my experience.

Last suggestion, I think for your land situation you could run x4 Evolving Wilds and x4 Terramorphic Expanse It would help thin out your deck from all of your land so you can just burn all day all night lol. I think you could get away with running them both because your average mana cost is 2.

I've never played with a burn deck like yours before so like I said earlier take everything that I say lightly.

carpecanum on Rock n Roll

1 week ago

Mirrorworks ?

Cards like Evolving Wilds , Izzet Boilerworks , Guildless Commons and Naya Panorama would double up on land drops or at least let a land be put back into hand to be used again. Firewild Borderpost , Meloku the Clouded Mirror

Second Harvest

Kazuhahaha on GR8 BALLS

1 week ago

cmgoffena13: keep the Unclaimed Territory , add Cavern of Souls , fetch lands, and shock lands. you'll definitely be casting Groundbreaker . cut Evolving Wilds and Nomad Outpost . cut the Spark Trooper since it's you're only white card, and you can't afford 4-drops here when you're not attacking until turn 3. assuming you even "have" 4 mana turn 4, better to spend it casting a 3 mana ball, then either unearth/assault strobe. you can cut the pyroclasm's and thrills to max out on unearth, assault strobe, and add bolts to pair with push to help keep you alive until turn 3.

flyingscottydoesntknow on The Council

1 week ago

29 lands is definitely far too few lands. 34-37 is an appropriate number, maybe throw in a Terramorphic Expanse or a Evolving Wilds to color fix.

I'm not certain of what your win condition is either.

Is it just make infinite mana with any combination of Deadeye Navigator + Dockside Extortionist + Pili-Pala + Mana producer ect. ect. And then just draw your deck and win with Thassa's Oracle +Labratory Maniac?

Regardless the deck looks like it has a bunch of fun stuff but the list should be slimmed down to have a bit more of the endgame in mind.

Perhaps some tutors/counterspells if you want to be more competitve? Or large X spells if you want to remain casual? idk.

The deck looks fun tho, hope you have fun with it.

multimedia on Subjective Reality Upgrade

2 weeks ago

Hey, you're welcome.

40 lands is a lot of lands and you also have ramp sources to help to make mana. You would be fine cutting 2-4 lands and filling those spots with low CMC budget cards that draw such as Omen of the Sea , Wall of Omens and Brainstorm . The idea is more draw that also has interaction with Aminatou could replace some lands because overall these cards are better for gameplay and the draw can potentially help to draw lands. You have a good number of basic lands for budget and the ratio is also on point. With 16 basic lands then budget dual lands that have interaction with basic lands help for them to ETB untapped.


Ideally, you want most if not all the lands in the manabase to ETB untapped to help gameplay. Since then you can tap the land for mana the turn you play it, but that's impossible when on such a low budget unless playing 30+ basic lands which is not recommended with three colors. The lands that you play that will always ETB tapped should have other uses or be able to make one of any three colors you need. An example is Arcane Sanctum is good, Dimir Guildgate isn't good. If you have to play many lands that always ETB tapped then might as well play the ones that also have bonus interaction with your Commander.

The Scry lands ( Temple of Silence ) and Halimar Depths ETB tapped, but they have interaction with the Aminatou + Guardian + Oath combo. Aminatou can blink a Scry land as the first permanent which lets you scry through the rest of your library to find Strix or another permanent draw source to cast to then draw a win condition to cast. The Gain lands ( Tranquil Cove ) also can be blinked and blinking one of them with the combo gives you infinite life. Consider three of each of Scry lands and Gain lands?

Utility lands such as Mystic Sanctuary give you something when it ETB, can be blinked by Aminatou and be part of the combo. Sanctuary when blinked if you control three other Islands can be a repeatable way to recur an instant or sorcery. It can setup a card with miracle since you recur the card to the top of your library to draw on your next turn or even on an opponent's turn if card with miracle is the first card you draw on opponent's turn.


Example of an upgraded budget manabase:

golgarigirl on Kalain's Treasures

2 weeks ago

Oh! Kalain is one of my favorite legends to come out of the new set, and I'm happy to see people brewing already!

I feel like your deck is a little unfocused. Especially since these colors don't lend themselves to a lot of the +1/+1 counter support you're working with, and as is, you're running more creatures than most mono-green commander decks I see. Here's the main things I would look at when adding/removing cards from the deck:

1.) This deck seems to want to 'go wide' with +1/+1 counters...it wants to put a few counters on all it's creatures instead of stacking a bunch on one for maximum effect. Cards like Contagion Clasp and Animation Module might work well here to bolster the army efficiently.

2.) Your creatures are relatively small, especially if you don't yet have many +1/+1 counters or the treasures to make them. More removal might be important to get your recur-able treasure generators, like Captain Lannery, through. Terminate , Tragic Slip and Power Word Kill may seem unimpressive, but they do the job. And being that cheap, they run little risk of making you use your precious treasure mana.

3.) The cards that key off of sacrificing the treasure tokens or other permanents are probably the greatest strength of your deck. You can play this up by including fetch lands like Evolving Wilds or even things like Carrion Feeder so you can get extra value off your creatures + Ozolith.

4.) A lot of the treasure generation in here isn't great, so optimizing what you have will be important. Replacing some of the less impactful pieces with card draw/ramp will help you get to the good stuff faster. Greed and Outpost Siege are excellent budget suggestions from amongst the ones mentioned above, and Sign in Blood and Thrill of Possibility are more, less mana-intensive options.

I would trim out a few of the 'Other' category cards you're packing for the suggestions. Maga and Krenko are cute with +1/+1 counters, but if we're only getting 1 as an ETB, it's not that impressive (yes, we might be getting more, but I prefer to look at the 'fail' case), and since most of our creatures are small, Ashling is more likely to wipe our board than our opponent's, which is awful for us.

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