|Commander / EDH||Legal|
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|Magic 2014 (M14)||Rare|
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Into the Wilds
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
Into the Wilds Discussion
1 week ago
Hmm. Interesting :).
_Arra_, I did not consider the point you raise about already having a target on your head playing Omnath, as I run a Mina and Denn list ;), who tend to fly under the radar. Still, Nissa, Vital Force is an inconsistent card with a big potential upside. Maybe choosing whether to play Nissa is more dependent on your play preferences and what risks you are willing to take. It ís a strong effect after all. I guess I would personally still prioritize consistent card draw over greedy ones if I was selecting for an omnath build. Even if the potential rewards are as good as a permanent Tatyova.
However, I still don’t think Into the Wilds is worth it, even in Omnath with a lot of fetches. I’m actually confused you bring up fetches, because they aren’t going to help you much in making ITW perform better. ITW’s ability triggers at the beginning of your upkeep, so you only get to look at 1 card. It’s not like Oracle of Mul Daya were you can play lands from top as long as there is one there, and crack a fetch to look again. ITW lets you look only once per upkeep, so you really need cards like Top or Sylvan Library to up your odds of hitting that land...
1 week ago
Hi Beebles, thanks for responding.
I’ve run Omnath, Locus of Rage since he was spoiled/released and as such Nissa, Vital Force has been tested at length. My reasoning is whether or not the upside is actually worth the points you’ve raised and tbh I’m not sure. Omnath is also almost always arch enemy anyway in a semi competitive setting, cEDH not so mucg as in that situation we’re too slow anyway. I thought it was an interesting talking point as sometimes, as Omnath, Locus of Rage players, we cut cards only to return to them, case in point Mina and Denn, Wildborn who was excluded from the list for a good couple of years only to find a spot once more.
Oracle of Mul Daya is a better 4 drop, I’m not suggesting otherwise. I thought Into the Wilds was an interesting card, specifically in this deck, since we play a lot of fetches so can help us ‘fix’ the top of our deck and get incidental landfall value as it does not count towards lands played. Having discussed this card in my play group I think this card (in this deck) could be great but has large variables. Triggering on the next upkeep is it’s weakness as in some games, as you’ve said, it’ll be a poor man’s Oracle of Mul Daya or a 4cmc do nothing and an unreliable ramp card. However, late game I wonder, and this was the reason I thought it merited discussion. A card that has the potential to deliver high value and be very strong or is it just lack lustre?
2 weeks ago
I’m not a fan of Nissa, Vital Force . The real reason to run it is for the carddraw right? If you don’t run proliferate or something like Pir, Imaginative Rascal , you need to wait a full turn and hope nothing happens to her to get it, while the rest of the table has an incentive to turn their resources towards you now. This is the reason I would advise against it, because you are putting 5 mana in a card that puts a target on your head before you receive any value from it, with a high chance of not getting that value at all and just end up being enemy of the table. And if you desperately need more cards, you might be in the worst position to deal with that increased threat level. I would much rather play a card draw spell that gets me the cards reliably, without impacting my threat level as much.
I’m also not a fan of Into the Wilds . Based on card quality, this is a stricly worse Oracle of Mul Daya . Also, if you don’t have ways to churn out 3 lands from the top reliably (which is going to at least take you 3 turns), any 4-cmc sorcery that fetches 2 lands is going to be better use of the slot.
2 weeks ago
GeminiSpartanX I really don't think it's worth a slot. It's ultimately a vanilla beater with an expensive land search alternative cost.
I know this has been discussed a bit and there is a lot of uncertainty around whether this card is worth a slot, however, I've been running Wrenn and Six recently, I decided to add it to the deck as it is a 2 drop. The thought behind this was that it helps with opening hands. Having a 2 land hand with no 2 drop is often quite a painful mulligan decision for this deck as for the most part we care about 3 and 4 mana ramp. Wrenn and Six fixes that issue as well as being removal for various elves/birds that our opponents might play turn 1. Retrace is also not to be ignored in this deck, discarding a land to reuse one of our good ramp cards late game or a Wheel of Fortune sounds like a great idea.
I agree with VexenX that planeswalkers in EDH often get focused down too quickly and often provide little value most of the time. Having played planeswalkers I think that this is more relevant to higher CMC walkers, Wrenn and Six being a 2 drop often avoids these issues.
Wanted to know if anyone has playtested Into the Wilds , on face value this could be a 4CMC do nothing, but I think that allowing us to look at the top card of our deck will allow us to make more informed plays with our fetch lands, do we want to shuffle our deck now? as well as potentially allowing us additional land drops when we want to ramp or make landfall triggers. I want to test this as I think it might be worth a 3/4CMC ramp sorcery slot. Anyone run it already and can give some input?
1 month ago
Burgeoning Exploration Solemn Simulacrum Skyshroud Claim Nature's Lore Farseek Abundance Sylvan Library Gush Kodama's Reach Sakura-Tribe Elder Sporemound Mana Breach Overburden Wood Elves Yavimaya Elder Llanowar Scout Nissa, Vastwood Seer Flip Burnished Hart Farhaven Elf Explore Splendid Reclamation Nissa's Renewal Boundless Realms Nissa's Pilgrimage Animist's Awakening Far Wanderings Life from the Loam Grow from the Ashes Collective Voyage Horn of Greed Ghirapur Orrery Rites of Flourishing Into the Wilds Temple of the False God Myriad Landscape Amulet of Vigor Ghost Town Urban Evolution The Mending of Dominaria Thawing Glaciers Cultivate Sylvan Ranger Manabond Skyshroud Ranger Coral Atoll Ensnare Fathom Seer Flooded Shoreline Meloku the Clouded Mirror Parallax Tide Planar Overlay Storm Cauldron Tidal Bore Thwart Trade Routes Tragic Lesson Uyo, Silent Prophet
2 months ago
I find it easier to find budget options once you have a commander, strategy and what you want the deck to do
4 months ago
So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.
First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.
Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.
Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.
With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.
In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.
You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.
Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.
Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.
4 months ago
Into the Wilds occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%