Search your library for a Forest card and put that card onto the battlefield., then shuffle your library.
|Want (2)||AFRich337 , Dentro_|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Nature's Lore Discussion
4 days ago
Spoils of Victory seems like a straight upgrade to Untamed Wilds. You can fetch a basic land with it (since basic lands have the basic land types, go figure), however this allows you to also get any dual/shock/etc. that you want and can put them straight into play. And again, you can play them untapped (unless the land has additional conditions).
And unlike Nature's Lore / Three Visits, you can grab a non-forest dual. There is also Farseek, however it puts the land into play tapped and can't explicitly fetch a forest, albeit at 2 mana (and with a pretty promo).
But I feel like I would go down the route of Nature's Lore, Three Visits, Farseek and Spoils of Victory before running Untamed Wilds. And generally you don't care much about the land entering tapped for one less mana. After all, the sooner you can get your ramp down, the sooner you can profit from it.
4 days ago
This card is decent. Not an auto include, but playable.
The reason why saying it's effectively is misleading--I get what you're saying, but it is--is that you can't play it on T2 (minus other ramp ofc)... and that is a HUGE downside. Because, well, Nature's Lore and Three Visits also get untapped lands, but they can be SHOCKS. Or LEA DUALS. AND THEY LITERALLY COST .
Untamed Wilds is potentially one of the better 3 cmc land-based ramp spells, but it pales in the light of the best 2>= ramp spells.
1 week ago
Hey, interesting high budget version of Tovolar with less Werewolves.
Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.
If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.
- Mayor of Avabruck Flip
- Huntmaster of the Fells Flip
- Tovolar's Huntmaster
- Duskwatch Recruiter Flip
- Kessig Naturalist
- Scorned Villager Flip
- Reckless Stormseeker Flip: day/night Werewolf
- Outland Liberator Flip: day/night Werewolf
With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.
Wolves and Werewolves to consider cutting:
- Pestilent Wolf, Bounding Wolf, Lambholt Harrier, Snarling Wolf
- Tireless Hauler Flip, Burly Breaker Flip, Spellrune Painter Flip
Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.
Some changes to consider:
- Stomping Ground --> Vivid Grove
- Cinder Glade --> Thriving Grove
- Sheltered Thicket --> Temple of Abandon
- Nature's Lore --> Lay of the Land
- Three Visits --> Rampant Growth
Some other lands that would improve the manabase by cutting some basic lands especially Mountains:
- Spire Garden
- Grove of the Burnwillows
- Karplusan Forest
- Rogue's Passage
- Cragcrown Pathway Flip
- Fire-Lit Thicket
- Rootbound Crag
- Game Trail
Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.
Good luck with your deck.
1 week ago
2 weeks ago
Some ideas to fill out this deck:
- Add around 8 more lands (total of 36). Your non basics look good so I would just add more mountains/forests
- You have Cultivate already but you could also add:
- Kodama's Reach
- Skyshroud Claim
- Rampant Growth
- Nature's Lore
- Three Visits
- I prefer 2 mana artifacts for ramp, so you could add Talisman of Impulse
2 weeks ago
3 weeks ago
Vizier of the Menagerie Fauna Shaman Elvish Piper Preferred Selection Instrument of the Bards Dense Foliage Alpha Status Farseek Skullclamp High Market Noxious Revival Reclaim Vitalize Evolutionary Leap Shivan Harvest Helm of Possession Infernal Plunge Ashnod's Altar Primal Growth Collateral Damage Reckless Abandon Goblin Bombardment Evolution Charm Nature's Lore Skyshroud Claim
1 month ago
Some Angel Suggestions:
Herald of War (should help speed it up)
Linvala, Keeper of Silence hatebear
Baneslayer Angel (always has been one of my favs)
Some more card draw and ramp
Nykthos, Shrine to Nyx (you have a lot of triple white)
A good Ramp package that should have you set up well to cast however you want (I use it in my UG list and I can pretty easily Finale of Devastation into a Blightsteel colossus)
Some Control options