![Selvala, Heart of the Wilds Selvala, Heart of the Wilds](http://static.tappedout.net/mtg-cards-2/M3C/selvala-heart-of-the-wilds/regular-1717403274.png)
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | 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 |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Selvala, Heart of the Wilds
Legendary Creature — Elf Scout
Whenever another creature enters the battlefield, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colours, where X is the greatest power among creatures you control.
![Vines of Vastwood feature for Welcome to the Jungle!](http://static.tappedout.net/mtg-cards-2/zendikar/vines-of-vastwood/vines-of-vastwood-cropped.jpg)
![Selvala, Heart of the Wilds feature for Stormin and Swarmin- Selvala CEDH](http://static.tappedout.net/mtg-cards-2/M3C/selvala-heart-of-the-wilds/regular-1717403274.png)
![Selvala, Heart of the Wilds feature for Selvala, Hearts of the Wilds](http://static.tappedout.net/mtg-cards-2/commander-masters/selvala-heart-of-the-wilds/femme-fatale-selvala-heart-of-the-wilds-cmm-16833508840.png)
![Selvala, Heart of the Wilds feature for Selvala, big spells](http://static.tappedout.net/mtg-cards-2/M3C/selvala-heart-of-the-wilds/regular-1717403274.png)
![Emrakul's Influence feature for Blind Eternities Greatest Hits](http://static.tappedout.net/mtg-cards-2/eldritch-moon/emrakuls-influence/mtg-cards/_user-added/pieguy396-emrakuls-influence-15120775870.jpg)
![Jetmir, Nexus of Revels feature for Jetmir's Myriad Debauchery](http://static.tappedout.net/mtg-cards-2/streets-of-new-capenna/jetmir-nexus-of-revels/femme_fatale-jetmir-nexus-of-r_o7GO9tp.png)
![Eerie Ultimatum feature for Panic of the Planes](http://static.tappedout.net/mtg-cards-2/ikoria-lair-of-behemoths/eerie-ultimatum/mtg-cards/_user-added/femme_fatale-eerie-ultimatum-iko-15863906250.png)
![Gishath, Sun's Avatar feature for Gishath Spared No Expense!!!](http://static.tappedout.net/mtg-cards-2/LCI/gishath-suns-avatar/regular-1698210772.jpg)
![Voja, Jaws of the Conclave feature for Voja - Token Elves](http://static.tappedout.net/mtg-cards-2/MKM/voja-jaws-of-the-conclave/regular-1705487990.png)
![Akroma's Memorial feature for East Tree Smackdown](http://static.tappedout.net/mtg-cards-2/time-spiral-remastered/akromas-memorial/mtg-cards/_user-added/femme_fatale-akromas-memorial-tsr-16150140460.png)
![Kamahl, Fist of Krosa feature for Om Nom Trample](http://static.tappedout.net/mtg-cards-2/archenemy/kamahl-fist-of-krosa/kamahl-fist-of-krosa-cropped.jpg)
![Regal Bunnicorn feature for Fast Bunnybunnybunny](http://static.tappedout.net/mtg-cards-2/WOE/regal-bunnicorn/regular-1692796014.png)
mrweaselman on
Stompy Boys (EDH)
2 weeks 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
Master_J on
Froggin Time!
2 months ago
OUT: Cultivator Colossus, Selvala, Heart of the Wilds, Fyndhorn Elves, Elves of Deep Shadow, Vampiric Tutor, Not Dead After All, Bala Ged Recovery Flip, Demonic Tutor, Lightning Greaves, Greater Good
IN: Zopandrel, Hunger Dominus, Shakedown Heavy, Hunted Bonebrute, Tear Asunder, Nature's Claim, Culling Ritual, Nature's Lore, Arcane Signet, Unnatural Growth, Underground Mortuary
Trying to work out some kinks in this deck. I find myself without big boys to sac to the 'Rog sometimes. Also, upping the land count a little instead of using dorks that will die to Culling Ritual.
I may also come to regret pulling out the tutors, but I never know what to look for that will help me win immediately, so out they come for now.
DreadKhan on
Sisay- CEDH Build
2 months ago
I'm not sure if you should be running that many guild Signets, why not just run more Green ramp that is better at fixing your mana? Artifacts do better in cEDH than more casual games, but you'll be feeding Dockside. I'd even run Talismans over Signets if you feel desperate for 2 mana rocks, Talisman of Indulgence is a more useful card in most situations than Rakdos Signet. Also Fellwar Stone exists fwiw.
Similarly, I'm not sure if you should run ETB tapped Fetches in a cEDH deck, but I will admit the fixing is nice. Stuff like Rocky Tar Pit belong in more casual games, at least in my experience.
I can see you have tons of combos in here, but I can't help but mention Selvala, Heart of the Wilds, she synergizes incredibly well with Sisay, Emiel and a Haste source (like Samut), usually netting you infinite mana and as many cards as you want (by flickering your Sisay, who should be the strongest creature). I only mention it because I think you've got everything Selvala needs to work, and she's a Legendary mana dork that can make any colours of mana.
If you're hoping to play cEDH I would recommend you run at least a couple Counters, some relatively affordable ones (that still hit relevant stuff reliably) are Swan Song, An Offer You Can't Refuse, and maybe Pact of Negation or even Flusterstorm. If these are too pricey you can also try Arcane Denial or Dispel. I would definitely run Dispel over Lightning Greaves in a deck like this, people don't run Sorcery speed answers very often in cEDH, so they'll just wait until you're going to equip the Greaves and then Swords you.
Do you have a plan for Opposition Agent? I feel like if people resolve one you're going to be having a very bad time, unless I'm missing a bunch of removal, and people love Oppo in cEDH. You might consider some of the more versatile removal options, stuff like Generous Gift, Stroke of Midnight, and Beast Within can hit pretty near anything you need gone.
Profet93 on
Karlach the Outlander
5 months ago
SoulXCross +1
Godo, Bandit Warlord - Synergy with embercleave, can also tutor greaves if needed.
Berserk - Can also be used on opposing creatures that are attacking your opponents for fun. Double commander damage anyone?
Tooth and Nail - Tutor for big dudes, one that gives has like Xenagos and a big beater
Green Sun's Zenith - Solid tutor
I don't see many draw sources. Have you considered the following...
Rishkar's Expertise - Draw + Tempo
Momentous Fall/Life's Legacy - The former can be used in response to removal, both fold to blue. Nevertheless, it's a huge draw source.
Bonders' Enclave - Land slot
Elder Gargaroth - Versatile
Skullclamp - Forces interaction pre-combat or else you can usually draw if it isn't exile removal
Selvala, Heart of the Wilds - Super ramp, also some draw
lhetrick13 on
Give your opinion on my dinosaur deck!
6 months ago
Lopende_Band - Like many of the people commenting, I also run a dinosaur deck but Gishath, Sun's Avatar is my commander so the deck (Gishath Spared No Expense!!!)runs slightly different but many of my experiences are likely still relevant.
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Do I run a good amount of lands (or is it too much) I personally feel like you need around 36-37 lands for dinosaurs. Your average CMC is 4.0 so that means you likely need more lands in the deck that normal plus heavy ramp. Between your lands and ramp/acceleration of the deck, I would make sure you have at least 50-55. That will make it so your deck is very consistent and you can cast those big dinos earlier than like turn 6-7. Urza's Incubator for Knight of the Stampede would be an expensive swap but very worth the investment. Some of your human mana dorks, you may consider swapping out for just mana rocks. Mana rocks are much harder to remove although I would highly recommend Selvala, Heart of the Wilds if you are going to stick with just straight mana dorks and not run a dork with some utility. If you start with her in your opening hand, your deck will be amazing! Forerunner of the Empire also is an amazing card that is a dino tutor and Enrage triggerer. Please consider him in your deck.
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Should I run more basic lands in favour of lands that come tapped? If possible, run as few tap lands as possible...it will speed up your deck. There is a reason why shock lands like Sacred Foundry, Temple Garden, and Stomping Grounds are expensive and it is because you can chose if they come in tapped or not AND they are fetchable. As you do have a good amount of ramping sorceries and dinosaurs that fetch basic lands, you need at least 8-10 to make sure those cards do not become worthless but tap lands are not good.
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Do I run too many creatures? (39 seems like a lot) Like I said, you could likely drop some creatures in exchange for more consistent game play. Unlike Gishath, Sun's Avatar where you specifically need to hit dinos to cast them for free, your commander's ability triggers only once per turn and can cast any card. So can drop the creature count for more support.
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Should I add any more of card draw / targeted removal / board wipe and cut a piece of ramp? You do have very few interaction cards in the deck for removal. I would recommend adding things like Trapjaw Tyrant and Silverclad Ferocidons. Both cards do work. I find that there are very few times I need to wipe the board playing dinos but I actually need to prepare for board wipes. SO I run alot of protection spells to protect my big dino boardstate rather than mess with my opponents.
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Do I have enough wincons in this deck? (e.g. akroma's will) Overwhelming Stampede and Akroma's Will are nice finishers for stompy decks. You might consider Aggravated Assault to get some extra combats so your big creatures can swing multiple time per turn rather than just one big push.
DreadKhan on
Beledros Witherbloom
9 months ago
I could be wrong, but since your deck cares about lands I would make an effort to include more land ramp, artifacts seem to get blown up a lot anyways. I would use Wood Elves over arcane signet (or Dawntreader Elk?), replacing Sol Ring is harder, but there is Crop Rotation. Finding a Coffer or Urborg at the right time is a much bigger effect than Sol Ring. Deserted Temple is a good card in here with Coffers. Since you have Urborg and Coffers in here I wonder about Hour of Promise and/or Tempt with Discovery, if you can cheat out 2 or 3 lands at once you can probably cast your Commander and go off.
Not sure if it's really a 'good' card, but Silverglade Pathfinder can dig lands out repeatedly, your Commander is high enough MV that this might be worth doing.
Ashaya, Soul of the Wild is interesting in here, but especially if you've got something like Selvala, Heart of the Wilds out. Ashaya also works very well with your landfall effects.
I'm not sure if you need to stack up activations, but if you reanimate your Commander you can activate him again, so maybe some of the lower to the ground reanimation effects, stuff like Reanimate, Life / Death, and Animate Dead. They are pretty big ramp if you have a sac outlet and your Commander out.
I'm not sure if it's outside your playgroups boundaries, but Pitiless Plunderer is very good with Chatterfang. It's not a combo, but if you've got lots of Pests kicking around there is Savra, Queen of the Golgari, she's budget compared to Dictate of Erebos and might fit in here.
MrHighscore on
Dehydrated Hydras
11 months ago
It's been a couple of years, and the Hydra horde have matured!
Thanks for all your great suggestions while I've been away. I can see that the deck could need an overhaul with all the wonderful new cards
The following are now under consideration
- Vivien Reid: all her abilities seems useful
- Unbound Flourishing: Wait what? More doubling! Sign me up, double time.
- Traverse the Outlands: Prune deck for all lands AND put them into play? Awesomesauce!
- The Great Henge: Seems alrigt. Not sure it's worth a slot, but ramp and card draw.
- Shadowspear: Trample and some other nice stuff
- Selvala, Heart of the Wilds: Very good alternate commander. Will clearly be better than Polukranos, World Eater, but I'm not sure I can have an Elf Scout piloting a Hydra deck? Or can I? If so, I for sure need
- Umbral Mantle to go full retard on the board
- Rishkar's Expertise may be quite a good draw spell, but I hate to discard
- Nissa, Who Shakes the World: Lots of more mana. Would never +1 her, but if she comes out under Doubling Season, the -8 emblem sounds pretty sexy.
- Monstrous Onslaught: There is a hydra on the card. Nuff said
- Lifecrafter's Bestiary: Could be alright to draw some cards. But makes X one less. not sure
- Karametra's Acolyte: bonkers ramp
- Invigorating Surge: double +2 counters on a hydra. Could be fine?
- Infiltration Lens: Fixes draw for cheap! In this deck it surely beats Skullclamp
- Garruk's Uprising: Pretty good draw engine for the hydrating hydras
- Emerald Medallion: Okay is. Not sure it's good enough compared to the more expensive options
- Branching Evolution: Wait what? Yet another doubler? How are you doing?
New Hydras to make room for:
Helnas on
Omnath locus of mana (opinions needed)
1 year ago
i see no synergy in your deck. you got some ramp artifact, ramp sorceries, ramp creatures, ramp enchantments, but nothing really synergizes. if you put all ramp into 1 of those, your deck gets alot better.
id say go for creatures, so you can end with a nice overrun effect. So grab all the 1 mana elfs that produce mana, your missing Boreal Druid, Joraga Treespeaker. Then get Priest of Titania, taps for all elfs.
For removal, run creatures aswell, id get Foundation Breaker, Druid of Purification, Bane of Progress, Haywire Mite, Reclamation Sage, Voracious Hydra, Acidic Slime, Duplicant, Kogla, the Titan Ape, Meteor Golem, Terastodon, Woodfall Primus, Ulvenwald Tracker
For draw, run creatures aswell (your starting to see a synergie?) Beast Whisperer, Voice of Many, Toski, Bearer of Secrets, Augur of Autumn
for ramp you have the mana dorks, Sakura-Tribe Elder, Fertilid, Wood Elves Elvish Pioneer, Primeval Herald, Skyshroud Ranger, Selvala, Heart of the Wilds
For bombs, id run creatures that already have trample, Defiler of Vigor, Neverwinter Hydra, Ochre Jelly, Kalonian Hydra, Aberrant, Craterhoof Behemoth and a tutor: Fierce Empath
some other cards i would consider Champion of Lambholt (makes your creatures unblockable, Saryth, the Viper's Fang hexproof untapped, deathtouch when attacking (insanely powerfull with big trample creature).
non creatures i would run: Lifecrafter's Bestiary, Skullclamp, Return of the Wildspeaker, Inspiring Call, Harmonize, Rishkar's Expertise maybe a few things like Fade from History, Beast Within, Nature's Claim, Collector Ouphe is also really strong since you will be running creatures
Sure, the mana doubling can be fun, but is it really needed? your commander is gonna be 1-2 punching people, doubling your mana is gonna waste a turn, and you cant do alot with the mana other then empty your hand, and then you get boardwiped and your sent back to your childhood. Id cut them, and just get more consistency out of your deck
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