Return of the Wildspeaker
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.
|Have (2)||fourcleftcandles ,|
|Want (2)||Freaky55 , Kudzuu|
Printings View all
|Throne of Eldraine (ELD)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Return of the Wildspeaker Discussion
3 hours ago
Here are the changes I'm about to post, FYI:
Memorial will be missed, but this deck has been leaning heavy into the burn side of things for a while. Both cards close out games, but we slots for finishers are limited in any good deck list.
Traverse is another spicy card, but adding in more Surge to the deck is just nuts.
Reclaimer was just to slow. I'll keep my copy handy though, in case I add more utility lands.
Easiest upgrade in ever.
The times this deck would lose is because my hand was empty. This will help fix that, while al
I really like Tempt... but the deck needs for draw! Return is likely the weakest draw in the deck, but it helps that is can also be used to kill someone.
The main pull here is being able to tutor the effect. It also help that this deck runs several sack-outlets.
More fetch is always good.
I made this change a few months back, but now its official (Finally got my hands on an EXPO Tomb!)
2 days ago
Pretty sweet dino deck! Something I might suggest would be that the colors you are in are the best at protecting creatures and Gishath, Sun's Avatar is a pretty penny to cast more than once. Deflecting Swat and Flawless Maneuver just came out and can protect your commander from being removed when you're all tapped out
Pyrohemia might be a pretty cool enchantment too since it gets all those enrage triggers for you and can get rid of the small chump blockers your opponents might try to throw in your way
2 days ago
Hier ist eine kurze Liste mit Karten welche du denke ich gut passen würden:
Extra Turn: Nexus of Fate
Regain: Mystic Retrieval
4 days ago
You have some pretty great creatures in your deck!
4 days ago
Omniscience_is_life All solid suggestions, thank you! I think Hydra's Growth would work wonderfully in here. You're right, it somehow amazingly slipped under my radar. I guess there's just so many good spells in green for counter decks that I failed to think of that one.
Greater Good is a solid spell, but honestly I think of Life's Legacy as a "break glass in case of emergency" sort of card for this deck, and don't necessarily want other versions of it. I've thought about Return of the Wildspeaker as a version of the effect that doesn't force me to lose my army, but then really don't know what to replace. It's running quite smoothly, and card draw hasn't been a problem yet.
6 days ago
I remember playing Feline Ferocity, the first deck I played in EDH just as it came out, only slightly editted with a few modern cards that I owned, as I had played modern for a few years prior. When I cast Hunter's Prowess, triggered Arahbo, Roar of the World on my 4/4 Phantom Nishoba, attacking, doubling with Arahbo, getting in for 20 damage, life, and cards, it was amazing.
To date, I believe that card in that moment was what got me into EDH, ever since I have loved that card, and despite being a cEDH player currently, I always love that card and cards like it (Soul's Majesty, Return of the Wildspeaker, Rishkar's Expertise, etc.).
1 week ago
Good choice of commander for a sea monsters deck. I have an Urza sea monsters deck, trying to use Urza's ability to tap artifacts for blue mana to ramp hard into those big blue beauties. It still ends up playing like an Urza artifact shenanigans deck though, because it's Urza..
So my next move is to make it an Arithmexes deck instead! The inclusion of green for its ramp should make it playable. I think that you should consider Circuitous Route, Nyxbloom Ancient, Explosive Vegetation, and Frontier Siege. This last one only produces green mana but holy god does it produce mana. Two green on EACH main phase, and those blue beauties need a lot of any color mana regardless.
Temur Sabertooth can save as many critters from board wipes as you have the mana for, as well as itself. Breaching Leviathan is nasty. Tidespout Tyrant is not a fish but is definitely a blue sea monster and does work. I love the inclusion of Tale's End. So unexpected and great for dealing with those obnoxious sac engine decks. Similar to Soul's Majesty, Return of the Wildspeaker will draw a ton of cards in a deck like this and has the added upside of being used as a finisher.
I also love the various umbras, generally, for commander decks. Eel Umbra has flash and will unexpectedly save one of your fish from removal, and Bear Umbra will do work in any green deck. Lastly, Capsize in a deck like this is great fun, and flavorful, but can produce saltiness when bought back repeatedly.
If you are interested, this is my Urza deck: http://tappedout.net/mtg-decks/urza-old-man-of-the-sea/?cb=1593614404
It has a strong draw package.
1 week ago
Ghalta is a great first time commander. So cool, good job and make sure to have fun. However, you need more ramp. Ghalta comes out usually turn 3-4 on a very cheap budget if you play him right. My first suggestion is to get elves Llanowar Elves, Fyndhorn Elves, Boreal Druid, Arbor Elf,Priest of Titania, Elvish Archdruid, Rishkar, Peema Renegade, Steel Leaf Champion, Gigantosaurus, Gyre Sage And there's a lot more. This makes it so that ghalta can come out early. Karametra's Acolyte is also cool beans
Ghalta is super unique so have fun and add your own twist to it