Return of the Wildspeaker

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Return of the Wildspeaker

Instant

Choose one —

  • Draw cards equal to the greatest power among non-Human creatures you control.
  • Non-Human creatures you control get +3/+3 until end of turn.

Profet93 on Ursa Major *PRIMER*

2 weeks ago

NV_1980 +1 my good sir, I love reading your descriptions. It's evident that you spend a lot of time and love for each of your decks. I have some thoughts....

Return to Nature > naturalize - Strict upgrade

Elemental Bond > Garruk Packleader - Costs less and is an enchantment so it's much less likely to be removed and it's easier to cast

Nissa's Pilgrimage > Cultivate/Kodama - Strict upgrade

Primeval Bounty - First mode is the best, second is decent, third is not impactful. It has a high CMC and doesn't do much the turn it comes in. What has your experience been with it? Perhaps swapping it with something below could help....

Momentous Fall - Useful in response to removal. Sacrificing is additional cost to cast so watch out for the blue player. Alternatively, it's cousin, Life's Legacy might be worth considering. Return of the Wildspeaker also can act as draw or an overrun.

Green Sun's Zenith - While you do already run finale, some additional tutoring redundancy can't hurt.

Garruk, Primal Hunter - It's a soul's majesty that can make tokens to defend itself. Also adds devotion.

Dense Foliage - Not an entirely serious suggestion but worth mentioning, you usually target your creatures with abilities, not spells. Depends on the meta for sure. Could be useful to make someone burn a removal spell.

Greater Goodfoil - Best recommendation for your deck. Draws cards + virtual card advantage, acts as a sac outlet to prevent exile and theft (which apparently is a thing given your homeward path) and can be used in response to removal.

Shaman of Forgotten Ways - Nice little guy, not entirely serious but worth noting. It's ramp and an alt wincon.

Castle Garenbrig - Simple ramp

Boseiju, Who Endures - Removal in land form

Mirrorpool - Not a serious suggestion given your lack of nonbasics (which I think you can add some more). Imagine copying rishkar's, shamanic, beast within, etc.... not to mention any of your big dudes.

Turntimber, Serpentine Wood  Flip - Land when you need it, creature when you don't!

BlueTorche on !!! Chatterfang and the hungry Crew !!!

1 month ago

In my personal decklist (Chatterfang Casual EDH), I have 3 win cons :

  • Lifedrain (with Bastion of Remembrance, Zulaport Cutthroat and Blood Artist), which is the most reliable one, as it usually kills all my opponents at once. With Chattefang, it's easy to reach 20+ drains, which is huge in late game.

  • Big tokens (with cards like Creakwood Liege, Return of the Wildspeaker, Craterhoof Behemoth (more expensive this one)), which can easily kill your opponent if you have 10+ squirrel on the battlefield. Garruk, Cursed Huntsman isn't a bad addition in the deck, but I think it's a bit "slow", as it will need at least 1 full turn of table before having the emblem. Your opponents will usually focus it and kill it during this time.

  • Commander Damage, it doesn't happen often (to be honest, I never killed someone with commander damage in more than 20 games). But it is useful if you play against a lifegain deck or a stax deck. Commander damage can easily be done when you buff all your squirrels (including Chatterfang), and you can also sacrifice X squirrels to give +X/-X to Chatterfang. It's also why I suggested Yavimaya, Cradle of Growth, which make your commander unblockable (and is a good land anyway). The BLB card The Odd Acorn Gang you put in the deck also helps this win condition.

Additionally, Pitiless Plunderer and Warren Soultrader are cards that wins you the game always all the time you'll play it with Chatterfang, as they'll give you almost-infinite mana and ETB/LTB trigger.

Another win condition would be to add Ivy Lane Denizen, which combo with Scurry Oak and give you an infinite/infinite creature and infinite 1/1 squirrels. You may need to add some creature tutor to get both of the cards at the same time (I would suggest Chord of Calling, Dig Up, Diabolic Tutor and Fauna Shaman as buget card. You may also add more expensive card like Vampiric Tutor or Demonic Tutor).

As you say, with the new BLB card, it may exist other win conditions, which can involve food token.

I think you shouldn't focus on one particular win condition. Having more than one way to win can make your deck more reliable (that is my opinion, it may not be true). However, focusing on 1 or 2 win conditions will help you cut some card and having a better deck (it's a question of perfectly balance, as all think should be).

I will also suggest you Acorn Harvest which give you squirrel (not a very strong card, but for 6 mana it creates you 4 squirrels (8 with Chatterfang), not bad).

As cut suggestions, I would suggest Acorn Catapult (which I find very expensive, just to create 1 Squirrel by turn), Cloakwood Hermit (as it need "creature card" put in your graveyard. However, token aren't cards (rule 111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card) so it doesn't work (I thought about this card when a friend suggests it to me, I was disappointed to learn this rule :( )) and Squirrel Mob (on paper, the card seems good in the deck, but fill the board with tokens is better than having a big creature that will be blocked by anything). I also find Squirrel Sanctuary a bit slow (but it combos with Earthcraft, which I don't have because of its price, but make Squirrel Sanctuary strong). Wrap in Vigor is literally a Golgari Charm in less good (its only advantage is that is cost instead of ). Toski, Bearer of Secrets is also a card I find a bit slow. I bought it for my deck, but it never convinced me, and I would prefer Driven / Despair to it, which can also help you win, or other draw cards (Village Rites, Plumb the Forbidden...). Finally, Putrefy is not the most relevant card in the deck, as you already have a lot of Artifact/Enchantment removal, and Chatterfang is a creature removal. You may prefer Nature's Claim or Maelstrom Pulse as removal, or add more token synergy card (you can also add Crack Open, which is similar to Pest Infestation in the deck (I need to buy Pest Infestation, it seems incredible in a Chatterfang deck))

mrweaselman on Stompy Boys (EDH)

2 months ago

Since you're in green, you have some pretty good options for ramp for two mana. Oketra's Monument, Rhonas's Monument, Invasion of Ixalan  Flip and Thought Vessel seem to be the weakest. Three Visits, Nature's Lore, and Skyshroud Claim are all very solid options that are much harder to remove. Selvala, Heart of the Wilds can also make a ton of mana and draw you cards.

Cards that seem weaker:
Wayward Swordtooth: You only run 33 lands, I am not sure how often this is going to trigger. With a lower land count you have a lesser chance of having multiple lands in hand.
Akroma's Will: This may be overkill. A better option may be Return of the Wildspeaker because it can also draw you a lot of cards.
Bite Down and Ram Through: Requires you to have a creature of the board. Something either cheaper or more flexible like Swords to Plowshares or Touch the Spirit Realm can be beneficial.
Boros Charm: Unless you play in a token heavy meta, there may better options like Flawless Maneuver or Tyvar's Stand. Both can protect your commander the turn you get it out for cheap.
Virtue of Strength: This card does say basic land and you do only run 18 in the whole deck. Take a look at Mirari's Wake, or you could run Bala Ged Sanctuary  Flip and another ramp spell for basically the same slots.
Kinjalli's Caller, Knight of the Stampede, Marauding Raptor, Otepec Huntmaster, and Atzocan Seer: These cards are definitely thematic, but I'm not sure if they're all better than Delighted Halfling, Birds of Paradise, Avacyn's Pilgrim, Bloom Tender, and Sylvan Caryatid. Especially if you're only casting one big dinosaur a turn. Same for Commune with Dinosaurs < Once Upon a Time

doc_frank_18 on Pepples and boulders

3 months ago

Makeshift Munitions OUT ----- Return of the Wildspeaker IN? You're gonna need some card draw. Walking Bulwark OUT ----- City of Death IN? Tiller Engine OUT ----- Svella, Ice Shaper IN? Rimrock Knight OUT ---- Jaheira, Friend of the Forest IN? Rock Slide OUT ----- Rishkar's Expertise IN?

Profet93 on Beats by Xenagos ( Xenagos, God of Revels )

4 months ago

MattMan1982 I'm gonna throw a bunch of ideas at you, some are better than others, just wanna see if anything interests you. I'm not gonna provide any creature suggestions yet. Yours are always solid and I want your thoughts on these cards first.

None of these are needed but definitely are helpful assuming you can fit them into the mana base

Bonders' Enclave - Draw

Cragcrown Pathway  Flip/Spire Garden - Color Fixing

Blighted Woodland/Myriad Landscape - "Ramp"

Raging Ravine/Dread Statuary - Manlands. Nice to use with Greater Good or if you run out of creatures. The Dread Statuary is a personal favorite of mine for that reason

Rancor - Reuseable buff, trample enabler. I like using rancor on selvala and buff with commander for lots of mana should need be

Sylvan Library - Great to set up your draw and ensure you get your land drops. Given you only run 34 lands, that can potentially be an issue, especially given the relatively high avg cmc of the deck.

Skullclamp - Should you ever find yourself needing more draw, this can be an option. It's nice because if they want to use spot removal, they need to do so prior to combat, as you equip it. So if they do, you can pump a different creature and target that opponent.

Momentous Fall - Draw, used in response to removal to gain value. Beware of the blue player though

Return of the Wildspeaker > Garruk PW - Can be used in response to removal so you don't get 2 for 1ed. It's easier to cast and has an additional mode. While the PW has the option to make a token should you need a creature, I don't believe it's impactful enough

Berserk - Super fun! Politics, finisher, all for 1 mana. seriously underrated.

Green Sun's Zenith - Tutor

Decimate - 4 for 1. I see no way for you to deal with a maze of ith. Strip mine can be also used.

Profet93 on Non-Alchoholic Patron

5 months ago

outofnothing0

Early Harvest - ramp

Return of the Wildspeaker - Draw / overrun

Greater Good - Draw / sac outlet (prevent stealing, exiling, etc...)

Regal Force / Shamanic Revelation - Draw

Yavimaya Hollow - Regen / politics

seshiro_of_the_orochi on Big Dudes

5 months ago

Considering the purpose of being a great new player experience, Grothama doesn't look like the best choice. It isn't all that hard for many decks to take down, so it might lead to some major feelbads. Maybe put in Return of the Wildspeaker or another big draw spell.

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