Rhythm of the Wild

Rhythm of the Wild

Enchantment

Creature spells you control can't be countered.

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

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Set Rarity
Ravnica Allegiance (RNA) Uncommon

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Rhythm of the Wild occurrence in decks from the last year

Standard:

All decks: 0.36%

Modern:

All decks: 0.06%

Commander / EDH:

All decks: 0.03%

RG (Gruul): 1.03%

Rhythm of the Wild Discussion

Blackheart426 on Mayael's Monster Mashup

2 days ago

Love it! Food for thought, Naya Panorama and Terramorphic Expanse to help fix Mana and thin out the deck a touch so you can get to your larger friends with greater ease lol. Rhythm of the Wild will make them hasty or bigger, whichever you like. Warstorm Surge is just fun in a deck like this. One biggun that is fun in a deck like this is Inferno Titan. Keep up the awesome work!!!

Meachman on Marath, Will of the Wild

3 days ago

In green/red, Rhythm of the Wild is almost an auto-include.

Marath has a nice synergy with deathtouch, allowing you to spend one mana to kill any creature on the board.

Gorgon's Head and Bow of Nylea are nice options, with Basilisk Collar as a more expensive option (but it also lets you gain 1 life for each murder).

A focus on the commander means stepping up mana production is probably the next focus area. Gyre Sage, Devoted Druid, and Fertilid are all repeated, +1/+1 counter based mana, and Faeburrow Elder isn't far off. Kodama's Reach, Rampant Growth, and Wayfarer's Bauble for the early game.

And if counters are going to be so central, proliferate becomes even more helpful. Grateful Apparition, Wanderer's Strike, Karn's Bastion (which pairs nicely with you land-search ramp).

And with proliferate, some planeswalkers are worth considering, like Jiang Yanggu, Wildcrafter, Ajani, the Greathearted, Domri, Anarch of Bolas, and Domri, Chaos Bringer

Suggested cuts: Archangel, Grazing Gladeheart, Drumhunter, Spawning Grounds, Slippery Karst, Vitu-Ghazi, Druidic Satchel, Drifting Meadow, Forgotten Cave, New Benalia, Tranquil Thicket, Where Ancients Tread

loricatuslupus on Risen Elementals

3 days ago

Alright, so right off the bat it's a pretty strong deck with lots of synergy but is lacking big payoffs or interaction which means you'll struggle to do much against combos. As a creature-based deck you're also naturally weak to board wipes and removal.

We can start by improving the mana base: 24 is probably the right number considering the Reefs, and looking at the stats it looks like what you want early are Forests and Mountains. I'd definitely recommend Cinder Glade/Sheltered Thicket due to their having the basic subtypes, so can be utilised alongside both the reveal (Game Trail)) and check (Rootbound Crag/Hinterland Harbor) lands. Unclaimed Territory gives you all three colours but will get slightly worse if you start including more non-creature spells, while Lumbering Falls seems pretty good for you what with being an Elemental and all. Finally there are the shock lands and a strict upgrade to Evolving Wilds in Fabled Passage but they cost money. Ps you want to put "ZEN" in the square brackets after the lands of you want them show up as those lovely original Zendikar ones.

Ok, with that out of the way, we can take a look at the creatures. I maintain that a single Omnath, Locus of Rage is the best top end you can have here, as he'll do silly things with all your lands entering and if anyone tried to wrath your board they'll probably just end up killing themselves! Also two copies of his latest incarnation (Omnath, Locus of the Roil) again gives you some damage to ping around and some card draw. Undergrowth Champion is a beast, and the Cavalier cycle might be worth looking into as well. I think you can easily afford to cut some creatures in order to get other spells in - maybe down to 28? Stuff I'm thinking of would be Temur Battle Rage, Growth Spiral, Neoform, Hadana's Climb  Flip, and Retreat to Kazandu.

Finally there's your sideboard, if you want to get into that for the paper version. Here you'd probably want to consider Plasm Capture, Broken Bond, Cindervines, Shapers' Sanctuary, Rhythm of the Wild, 2 Pithing Needles or Sorcerous Spyglasss and maybe a single Chandra, Awakened Inferno.

CardTyrant on Ixalan Park [Pet]

5 days ago

Wow! I have been really inactive with my pet deck. My bad everyone.

Brandino - Rhythm of the Wild is a heavy consideration. I have one sitting inside my deck holder. I just have yet to actually update the deck. Haven't had time to really play commander.

Ravenrose - Growing Rites of Itlimoc  Flip is a card I am on the fence with. It is an okay ramp spell in this deck, but I feel that it's home is in token decks where one can maximize it's power. Ask for your other two suggestions, I really try not to mess with other people's lands. Tends to make me a huge target in my experience.

Arcum_Dagsson - Thanks for the comment. Sadly I did not think making a budget version of this deck as this is my official paper deck list. I use TappedOut to keep track of my decks and what all cards are in it. I actually plan on updating the deck tomorrow as I am going to start playing commander on Sundays.

WUBRG97 - Thank you for the suggestions. I actually had Lurking Predators, Elemental Bond, and Samut, the Tested in the original deck. I took out Lurking for it has a high CMC and I rarely used it. Bond was taken out for it requires me to have a creature on the field and card draw is not a huge issue with this deck. Samut was dropped since I don't see enrage being reprinted anytime soon and I need more protection. I am thinking about adding Rhythm of the Wild and Aura Shards to the deck. Right now my main issue is keeping Gishath on the field. She tends to die a lot.

WUBRG97 on Ixalan Park [Pet]

5 days ago

Hi CardTyrant

Awesome list, i have taken some notes for when i start retooling my own gishath deck.

But there are some inclusions I myself have experienced to be underwhelming and was wondering what you thought about them.

  • Bellowing Aegisaur: Does he work as occasional +1/+1 counter placements or do you have multiple activations when you use him. I myself find the occasional trigger to be underwhelming, and not doing much for 6 mana. And when i can use something like Pyrohemia he does not protect himself.

  • Burning Sun's Avatar: Have been very disappointed with this one, tough to cast due to its cmc and triple red. Bolting a creature and a player seems very limited for 6 mana, and even when its cheated into play it seems underwhelming for a card slot when something like Apex Altisaur could remove multiple threats. And a 6/6 without trample is underwhelming as well in my opinion :/.

  • Deathgorge Scavenger: How often do you meet graveyard decks, because without that interaction it seems very limited in its use.

  • Raging Regisaur: I have been on the fence with this, it is a very nice trigger on a dinosaur body. But the amount of enrage targets are limited and - at least in my meta, a 4/4 will rarely be able to attack anyone without dying to one of their larger blockers. Killing an X/1 is nice, but the difficulty of having it attack without dying is a bit tough.

  • Raging Swordtooth: Same case as above, but i like this less. It triggers only once, which means it needs a lot of setup for getting a lot of enrage triggers. An army of 1/1 seems uncommon, most token decks will have something to buff them. A possible swap could be Staff of Nin it gives card draw and a nice way to trigger enrage, although at a higher cmc and no way of cheating it into play.

  • Siegehorn Ceratops: How has this performed for you? I find it very hard to trigger it the first time with only 1 damage. And even if it gets buffed it is just a big beater without trample. I really like the card and want to include it, but its hard to justify.

  • Territorial Allosaurus: Is a 5/5 for 4 with a possible fight ability really worth it, feels there are better options available.

  • Trapjaw Tyrant: Have shown to be very risky. Some setup is required to trigger the enrage, and even if the problems are removed, they will come right back when the board is cleared. And then one have to take care of those problems again with an empty board.

And what do you think about some of these cards?

SaberTech on Pattern Recognition #141 - Voltron

1 week ago

Hey Berryjon, thank you once again for producing another fun article.

I just wanted to say though, I don't think that you gave Green all the kudos that it's due for what it can add to a voltron strategy. So just to even things out a bit, I'm going to toss some additional info here for people who might be new to the format and/or the voltron strategy.

First off, Green does offer protection for your commander with cards like Heroic Intervention and Vines of Vastwood, which not only protects your creature but can also help it hit harder as well. Granted, White's color protection spells also allow your creatures to attack past blockers while Blue's counterspells can stop wrath effects and enchantment/artifact removal, so I do understand that Green's additions may seem lackluster in comparison.

But where green can shine is that it is the primary color for Hexproof, which shows up on a number of its creatures. You see it on the Sigarda, Host of Herons that is mentioned in the article, and on other classic voltron commanders like Uril, the Miststalker. Being able to save some card slots on protection because your commander already has some built in allows you to include more cards for hindering your opponents so that your commander has more opportunities to swing in.

Speaking of hindering, Sigarda, Host of Herons's ability to prevent sacrifice effects is part of the green color pie, although I think it only also appears on Tajuru Preserver. Green can hate on counterspells, which are a particular bane of strategies like voltron that focus primarily on producing single big threats, with the help of cards like Prowling Serpopard, Vexing Shusher, Rhythm of the Wild, and the newly printed Destiny Spinner. Green likes to see its creatures hit the board and it has the tools to help make it happen.

Green is also one of the colors for a notable selection of effective voltron commanders beyond the ones that have already been mentioned, so just to list a couple more:

Jenara, Asura of War can often enter the battlefield as early as turn 2 with the help of something like Birds of Paradise, has built in evasion with flying, and is capable of permanently pumping herself. If nothing is done about her, A turn 2 Jenara can potentially kill an opponent as early as turn 5 all on her own.

Rafiq of the Many is another classic voltron commander that can quickly kill opponents with his exalted boosts and double strike. Giving double strike with cards like Silverblade Paladin is really effective at ramping up a voltron commander's kill time, and Rafiq already has it built in. Rafiq's double strike also make him a dangerous carrier of equipment like Sword of Fire and Ice since it lets you get twice the number of triggers if you manage to deal combat damage.

As a side note, both of those commanders being Bant colors means that they get access to Finest Hour. Who needs red for extra combat steps? :D

So yeah, Green can contribute some pretty strong tools when it comes to the voltron game. Is it better than Red? I have to admit that all the extra combat step cards that Red has makes a compelling argument for its superiority. But when I see an Aggravated Assault teamed up with a Nature's Will or Bear Umbra to create infinite combat steps, you'll have to forgive me for smiling just a bit. ;)

Decidares on Return of the Ur-Dragon

2 weeks ago

Thanks for the help, sexy_microwave!

I have been strongly considering adding Rhythm of the Wild, but haven't been able to get my hands on one yet. I do like your suggestions on Kiora, Behemoth Beckoner and Descendants' Path; I didn't even know the latter existed. What would you consider replacing for those three cards?

I'm also planning to add a Steely Resolve and I'm also unsure what to cut for that.

jasonkrivera on Primal Genesis Modded

4 weeks ago

This is a pretty solid list, Keyblade!

If you're feeling spendy, you could add Doubling Season, Anointed Procession, Parallel Lives, or if you feel like helping everyone out, Primal Vigor.

The other thing you might want is more cheap disruption against your opponents, so you have ways to interact with their shenanigans without setting yourself behind. Cards like Nature's Claim, Swords to Plowshares, and Path to Exile are staples that'll let you cast something on your turn and have a single mana up to respond to someone trying to combo out or kill you. Just be sure to tap your mana appropriately.

To protect yourself against being disrupted, you could add cards like Rhythm of the Wild, Veil of Summer, Teferi's Protection, and Boros Charm.

With many creature tokens ("going wide", or a lot of creatures), you might also want to "go tall", meaning make them bigger. Cards like Cathars' Crusade and Juniper Order Ranger help boost your creatures as they enter the battlefield.

Lastly, since you're combat oriented, cards like Champion of Lambholt, Craterhoof Behemoth, End-Raze Forerunners, or Pathbreaker Ibex will help you break through or bypass your opponents' defenses for the win.

Hopefully that helps!

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