Rhythm of the Wild

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Legality

Format Legality
1v1 Commander 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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rhythm of the Wild

Enchantment

Creature spells you control can't be countered.

Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)

OberstHati on Junior‘s First-Ureni of the Unwritten

3 days ago

Thank You Icbrgr, i will add Rhythm of the Wild, gives haste to the EtB triggered Dragon, +1/+1 to the attack triggered one!

Reynan on Mist-taken!

6 days ago

I love this commander. I would like to suggest stuff to prevent your commander to be countered, like Gaea's Herald, Rhythm of the Wild or Prowling Serpopard. It already have great survivability, the only thing I can see that can bother your play is counter your commander.

Icaruskid on Yeasty Beasty

6 months ago

This looks like a blast to play! Scroll Rack, Kona, Rescue Beastie, Rhythm of the Wild, and Chance for Glory might be fun in here too.

Horologium on Roxanne - Put on the Red Light!

8 months ago

I would definitely recommend Rhythm of the Wild for both of its effects are really good in a gruul deck like this.

leovolt884_ on Rotpriest Infection

9 months ago

Definitely Does not need as many pump spells. Keep the Vines of Vastwood for protection and maybe a Snakeskin Veil or two if you want to argue for that. Heroic Intervention is a good alternative as always but doesn't have pump capabilities. I think it would be decent as mass removal is pretty common especially with -x/-x to all creatures being a common effect on black cards and your deck is very susceptible to that kind of removal. Most mass removal doesn't target so you wont even get Venerated Rotpriest triggers so some board wide protection seems necessary. Might of the Masses seems like a good cut because only 16 creatures with very limited card draw won't end up pumping more than other spells too often. Groundswell and Might of Old Krosa seem pretty redundant so picking one or the other would be best.

Depending on how you feel about splashing, maybe consider red for something like Rhythm of the Wild for protection and better aggro. Something to provide trample can be found here as well. Temur Battle Rage is an okay option and can be deadly but requires an additional pump spell to be at full potential. Can't think of any other cards like it off the top of my head but they definitely exist. If staying in two colors, consider 3-4 Vexing Shusher to simulate Rhythm and serve as removal bait in which case Triumph of the Hordes can maybe be justified as a boardwide buff and trample enabler, also giving shusher infect. In terms of creatures, running a few more may perform well, possibly a few copies of Flensermite and I would highly recommend Skithiryx, the Blight Dragon to close out games if you can't take them early. It would be a good idea to at least sideboard it against control or burn. Some of your current sideboard cards should be run mainboard like Dismember, a Force of Despair, and some Thoughtseize to disable your opponent.

I understand running Urborg, Tomb of Yawgmoth especially with the Inkmoth Nexus but it feels a bit pricey and could be replaced with an Overgrown Tombfoil since your mana ratio is already pretty good. A few lands may also be cut, considering 1.4 average cmc is very low and with limited card draw you really don't want to get mana flooded.

The deck feels almost like a "one trick" kind of deal and would be pretty easy to work around. You have to play really well to force your opponent into numerous combat tricks so maybe take it easier on yourself by running more removal and card draw. Dumping your hand then drawing 1 to 2 combat tricks per turn may not work against control decks or even aggro decks that can afford to chump block. Unearth is a good idea, consider running 1 less in favor of a mass recursion effect or something that lets you access multiple cards from the graveyard later in the game when you've run out of resources.

legendofa on Tyranid Upgrade

9 months ago

Welcome to the club, bitis!

I'm not an expert Commander player, I mostly make gimmicky casual decks, but for your cards you're trying to add, my suggestions are:

Counterspell replaces Cancel: same effect, lower cost.

Temur Ascendancy and Rhythm of the Wild replace Invigorating Hot Spring and Stroke of Genius: more reliable for haste, counters, and card draw.

Swiftfoot Boots replaces Thrill of Possibility: you have a lot of draw and card filtering already, and this deck doesn't really take advantage of discarding.

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