Kessig Wolf Run
: Gain .
[[symbol:X], : Target creature gets +X/+0 and gains trample until end of turn.
|Have (3)||CompleteWaste , metalmagic , abby315|
|Want (5)||zakman550 , Lithormane , tjkoivunen , RylexandertheFriendlyGOth , ando7890|
Printings View all
|Commander 2020 (C20)||Rare|
|From the Vault: Twenty (V13)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Kessig Wolf Run occurrence in decks from the last year
Latest Decks as Commander
Kessig Wolf Run Discussion
2 weeks ago
Thanks for sharing your list on the Facebook post.
I can see a lot of cards that I also played in my Uril deck,
I run a lot more additional ramp in my deck. In fact I found making use of land auras like Fertile Ground help with my draw capabilities due to my enchantress effects. Cultivate alone isn’t enough. Add Kodama's Reach, Nature's Lore, and Three Visits. Since you want to drop big auras like the Eldrazi aura, you should consider Academy Rector to cheat out one of those big auras.
You should consider adding the enchantress package:
Spot removal is important and Uril has access to Contested Cliffs. Hall of Heliod's Generosity is a great utility land to recur those lost auras. Kessig Wolf Run and Yavimaya Hollow are another great utility land.
Don’t just pick the auras that make Uril big. Pick good utility and evasion tactics like flying, trample, protection.
I don’t like Spectra Ward because once it’s on you can’t add more auras. There are plenty of pro creature auras that are cheaper cmc, and Uril doesn’t really need pro color because of the hexproof.
I hope this helps. Look over my build and maybe that’ll give some more ideas.
3 weeks ago
Te sugiero estos cambios que no son caros:
- Farhaven Elf > Quirion Trailblazer
- Yavimaya Dryad > Yavimaya Granger
- Kessig Wolf Run > Skarrg, the Rage Pits
- Bonders' Enclave > Arch of Orazca
Además, creo que le puedes hacer espacio a las siguientes cosas, también baratas:
- Rhythm of the Wild, porque asegurar que entren tus bichos y además la posibilidad de prisa es util.
- Cindervines, necesitas romper esas Propagandas que van a molestarte.
- Putrefax, porque con Xenagos, God of Revels puede matar a un oponente de un solo golpe.
- Regal Force, para recargar gasolina.
- Beast Whisperer, igual que la anterior.
- Decimator of the Provinces o End-Raze Forerunners, alternativas baratas de Craterhoof Behemoth, para terminar juegos.
- Nikya of the Old Ways, porque ya casi juegas puros bichos.
Por ultimo, Fiery Emancipation está un poco más cara, pero recibir 18 daños por lanzar un hechizo si que le llega duro a los mazos control. Igual esta puede ser también Gratuitous Violence o incluso Torbran, Thane of Red Fell, aunque creo que Emancipation vale lo que cuesta.
1 month ago
My advice is consider cutting a few land ramp spells and adding some repeatable draw sources such as Valakut Exploration, Garruk's Uprising and Tireless Tracker. Exploration uses landfall to play cards from the top of your library including lands. It can also be graveyard fuel for Trove Warden, Sun Titan and Emeria Shepherd. Uprising is an amazing budget card in Commander with creature strategies especially with Omnath, Locus of Rage and Rampaging Baloths since it triggers when a token is created. Tracker, Mystery Booster version, creates clues with landfall and clues can sac to draw.
Crop Rotation can tutor for any land which is nice with Bounce lands, Fetch lands, Kessig Wolf Run and Gavony Township. Emeria Angel and Scute Swarm are build your own army with landfall which is very good with Doubling Season, Felidar Retreat, Township and Beastmaster Ascension.
Cinder Glade and Canopy Vista are some land upgrades for the manabase because they have good interaction with lots of basic lands and they're two different land types. Farseek, Nature's Lore, Grasslands, Mountain Valley can search for one of these dual lands. Krosan Verge and Skyshroud Claim can get both of them. These Battle lands are $2 or less each at TCGPlayer. Exotic Orchard is a budget Rainbow land that's quite good in multiplayer Commander.
Cards to consider cutting:
- Gruul Guildgate
- Selesnya Guildgate
- Boros Guildgate
- 1x Forest
- Awakening of Vitu-Ghazi
- Beanstalk Giant
- Nissa's Renewal
- Far Wanderings
- Circuitous Route
- Rampant Growth
- Retreat to Kazandu
Good luck with your deck.
1 month ago
1 month ago
Hey, good budget version of Omnath. Nice Sylvan Library :)
For around $25 you could make several budget improvements. Some budget staples in Commander for four colors to consider adding:
- Sol Ring: at TCGPlayer it's less than $3.
- Command Tower: it's less than $1.
- Arcane Signet: it's less than $3.
- Exotic Orchard
- Canopy Vista: it's less than $2.
- Cinder Glade: it's less than $1.
- Prairie Stream: it's less than $1.
Some budget cards for landfall to consider adding:
- Zendikar's Roil: repeatable 2/2 Elementals.
- Felidar Retreat: repeatable counters on all creatures you control including Omnath or repeatable 2/2 Cats.
- Risen Reef: can put a land onto the battlefield tapped or any other card into your hand and has good repeatable interaction with Elementals especially Zendikar's Roil and Omnath, Locus of Rage.
- Harrow: search for and put two basic lands onto the battlefield untapped.
- Springbloom Druid: search for and put two basic lands onto the battlefield tapped.
- Llanowar Scout: can play any land from your hand.
- Knight of the Reliquary: repeatable land tutor to search for any land and put it onto the battlefield.
- Growth Spiral
- Simic Growth Chamber
- Gruul Turf
- Selesnya Sanctuary
- Izzet Boilerworks
Land ramp that puts two lands onto the battlefield at the same time to trigger Omnath twice is helpful. Chamber, Turf, Sanctuary and Boilerworks are called Bounce lands and they can give you more chances to have lands in your hand to play to trigger landfall. They can also bounce themselves back to your hand which gives you at least one land drop each turn for landfall.
Omnath can benefit from some mana sinks to be able to consistently use the four mana he makes:
- Kessig Wolf Run: it's less than $1, repeatable trample and pump Omnath's power.
- Gavony Township: it's less than $1, repeatable counters for all creatures you control.
- Rogue's Passage: make Omnath unblockable to do Commander damage.
- Simic Ascendancy: repeatable counters and can be a win condition with counters only needing 20. Has very good interaction with Felidar Retreat and Gavony Township since these put a counter on each creature you control meaning each creature counts as putting one counter on Ascendancy.
- Wargate: Mystery Booster version is less than $2. Tutor for any permanent card and put it onto the battlefield.
If you're interested in these suggestions I offer more advice about cards to cut. Good luck with your deck.
2 months ago
I would suggest a couple new cards for the archetype: - Dryad Arbor - Ashaya, Soul of the Wild - Field of the Dead - Turntimber Symbiosis Flip - Shatterskull Smashing Flip - Dryad of the Ilysian Grove - Elvish Reclaimer - Kessig Wolf Run - Ancient Greenwarden - Bala Ged Recovery Flip - The Great Henge
2 months ago
Hey, good creation and nice Secret Lair Blightsteel :)
You should consider buying the new Zendikar Rising Commander Land's Wrath precon. In the $20 precon are several cards that can improve your deck:
- Omnath, Locus of Rage: finisher, repeatable Elemental tokens with landfall.
- Zendikar's Roil: repeatable Elemental tokens with landfall.
- Arcane Signet: two drop Rainbow mana rock.
- Mina and Denn, Wildborn: play an additional land on your turn and return a land to give Omnath trample.
- Admonition Angel: repeatable exile opponent permanents with landfall.
- Obuun, Mul Daya Ancestor: repeatable +1/+1 counters with landfall.
- Waker of the Wilds: mana sink to turn lands into Elementals.
- Emeria Shepherd: recur or reanimate permanents with landfall.
- Evolution Sage: repeatable proliferate with landfall which is good with +1/+1 counters.
- Harrow: land ramp, puts two lands onto the battlefield to trigger Omnath and landfall.
- Kodama's Reach: land ramp.
- Return of the Wildspeaker: draw.
- Inspiring Call: protection and draw.
- Myriad Landscape
- Naya Panorama
This is a casual budget Elemental interaction, Risen triggers whenever any Elemental you control ETB which includes tokens. If you reveal a land with Risen then you put it onto the battlefield and create another Elemental which triggers Risen again. This can be a lot of card advantage with Elementals.
Another budget Elemental interaction that uses +1/+1 counters. Ancient is a good card for counters in multiplayer Commander because it triggers whenever any player casts a spell. The mana that Omnath makes can be used to activate Marath and you can keep doing this as long as you can keep putting counters on Marath. Omnath, Locus of the Roil, Obuun, Mul Daya Ancestor, Felidar Retreat, Evolution Sage can all be repeatable sources of counters onto Marath with landfall.
Some budget lands to consider adding to improve the manabase:
- Exotic Orchard
- Jungle Shrine
- Mystic Monastery
- Kessig Wolf Run: it's less than $1, mana sink to give Omnath pump and trample.
- Yavimaya Coast
- Battlefield Forge
- Shivan Reef
- Cinder Glade
- Canopy Vista
- Prairie Stream
The Pain lands: Coast, Forge, Reef you pay 1 life to make colored mana, but that's fine in 40 life Commander and since Omnath is a life gaining engine with landfall. Can get these lands for less than $1 each. The Battle lands: Glade, Vista, Stream would help the manabase since they have good interaction with lots of basic lands and you can get them for less than $2 each.
Good luck with your deck.
2 months ago
So, there are several things you have misunderstood when looking at this deck, as it's one I have played and tweaked for the better part of a decade now and am very happy with it's current state. Firstly, the danger of Xenagos really kicks in when you can actually pressure an opponent, so it's best to stick with either trample or flying creatures exclusively, with the few exceptions of those that will really buff and support you such as Birds of Paradise and Oracle of Mul Daya. I chose to go with flyers, the best of which are largely dragons, because people generally do not have many fliers and are not prepared to deal with the power and pressure of many massive fliers suddenly appearing and swinging at them. As for the rest of the suggestions you have, and the part you misunderstood with him, is that you're focused on making more of a midgame and a recovery so you don't falter due to lack of cards. However, Xenagos doesn't really care of need that. Xenagos needs to get to 5 mana and get a single dragon out. One dragon. Then you are immediately swinging for at least 10 if not more, and every dragon has abilities and triggers that further pressures your opponent(s).
Greater Good is a fantastic card, but there are very few times that you want to be sacrificing your creatures since you will always be a massive target since Xenagos is always a threat. The same goes for Life's Legacy and Momentous Fall.
The problem with cards such as Return of the Wildspeaker, Harmonize, and Bonders' Enclave is that they take up most of your turn to draw cards. I have found that as a true gruul deck you don't want to let off the pressure on your opponents. You very rarely need more than a few dragons over the course of the game as Xenagos puts so much pressure on through doubling them and haste that losing an entire turn to draw more cards is a waste. I make an exception for Rishkar's Expertise because it does still allow us to drop a card and keep the momentum going.
Elder Gargaroth is indeed a good card, but it runs into the problem that it's effects aren't good enough for the deck. He is focused on the additional utility abilities, being lifegain, token generation, and drawing a card, which in any other deck are fantastic abilities. But here he doesn't put pressure onto your opponents the way cards such as Terror of the Peaks does. Everything about Xenagos is speed and pressure. You also run into the issue of him dying. With most opponents fielding very few flying and reach creatures when compared with the number of them in this deck, you rarely need to worry about your dragons dying. Every turn your board keeps building and the dragons have such destructive abilities (see Balefire Dragon for an example of such) that they have trouble keeping a strong board presence and fighting back. But all they need is one small deathtoucher, or any pump spell on one of their ground creatures and they stop your momentum. However, they will rarely have enough fliers to do that. That's a big part of the reason why we run so many dragons. Direct damage to your oppoenent, destructive effects to their boardstate (ex. Tyrant's Familiar), and constant psychological pressure and panic setting in. This is the way of the gruul.
Lifeblood Hydra is too slow. You need at least 8 mana to make him even a little viable, which is too much and too slow. My 8 drops are either extremely powerful, Utvara Hellkite for example, or i'm dropping a 6 drop and holding up a Heroic Intervention or something of that sort.
The Great Henge is also a great card, but again it's too slow.
Berserk is okay, but I prefer my creatures staying alive and pressuring on further turns.
Kessig Wolf Run Honestly just not good enough. The trample is largely unnecessary, and it eats up a minimum of 3 mana to have any effect, mana that can better be spent elsewhere.
Rancor Not good enough
Deflecting Swat Amazing card, but very rarely are cards single targeted any more, at least in my meta. Board wipes are more common.
Ilharg, the Raze-Boar Rather than this, I can just have another dragon which would do much more for my deck.
Sensei's Divining Top Another amazing card, but it just doesn't do enough in this deck.
Now, regarding the high CMC of the deck, of course it's going to be high. We're rushing out to 6 mana and then aggroing out from there. This deck doesn't look to play tempo with a whole bunch of smaller cards being played and set up. That takes too long and allows midrange and late game decks to set up too much. This deck is trying to ramp out and attack.
Finally, I have no idea which creatures you are viewing as subpar. The creatures in this deck are exclusively either flying to attack and pressure my opponents, or ramp/dorks to accelerate the deck, or protection in the form of Archetype of Endurance. If you would be willing to expound on that statement i'm curious to hear your opinion on which creatures could be better utilized.
I will say this, all of those suggestions are great and i'm always really happy to hear and see other people's thoughts on improving things. Other than Berserk and Ilharg, the Raze-Boar I have actually run every single one of those cards in this deck at one point or another. However, though many years and a lot of experience with him, this build is what I have found to be the most powerful and reliable one.