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.
, : Gain X mana in any combination of colours, where X is the greatest power among creatures you control.
|Want (3)||kickinitwithschlomo , Tyrker , Abbner|
Combos Browse all
|Commander / EDH||Legal|
Selvala, Heart of the Wilds occurrence in decks from the last year
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Selvala, Heart of the Wilds Discussion
7 hours ago
Thanks for stopping by Malsorn! I like the recommendation, I hadn't seen that land before. With the land count, technically it's 31 once Dowsing Dagger Flip and Growing Rites of Itlimoc Flip get transformed and I tried not to rely solely on lands for mana with cards like Selvala, Heart of the Wilds and Faeburrow Elder. Thanks again for the recommendation!
1 week ago
I've been trying to find the right balance in my Lathril build as well.
Cards I think are cuttable here: Just Beaters - You are looking to flood the board with elves and pump up Lathril to make more elves. Traditional beater type creatures don't do much for you here so you can probably lose cards like Heedless One, Abomination of Llanowar and Elvish Vanguard. These cards don't do anything for you other than get big and swing which is counter productive to you strat.
Big Mana Producers - You want to flood the board early and elves in general don't have high CMC so you can probably lose some of the higher cmc mana dorks like Wirewood Channeler, Selvala, Heart of the Wilds, Joraga Treespeaker and Incubation Druid.
Other - Unless you plan on a lifegain subtheme you can cut Nissa Revane. I can't run Coat of Arms in my group because there are a lot of other tribal decks that also benefit from it. Higher mana elves like Eyeblight Cullers and Exquisite Huntmaster and Nath of the Gilt-Leaf are all cards I would consider cutting to bring down the average CMC.
Obviously just my opinions, I don't know if you have pet cards or what your plaugroup looks like just thought I could share my line of thinking!
1 month ago
Hey there, pretty cool deck! With Progentius being a lot of mana, you may want to include some more/upgraded ramp cards- which are exactly the things I can recommend! Let's start off with the lands. Note that I may recommend things you purposely left out or can not afford, so if that is the case please feel free to ignore those! In 4+ color decks, there are usually 3 types of lands I recommend running. The first type is the shock lands. These are must-haves, for more reasons than you may originally think. Shock lands are cards like Breeding Pool, and there are ten shock lands in every two-color combination. These guys give you the option for two different colors and the option to be untapped! But a huge reason they are so powerful, is because they can be used effectively with cards like Nature's Lore and Three Visits. While nature's lore and such only say forest, if you wanted red mana, you could search for Stomping Ground, giving you both the red and the green! Thus, I would consider adding these shocks and replacing some of the less good effects you have that do something similar, like Sakura tribe elder, etc. The second type of land I would recommend adding are fetches- however, these can be super expensive, so I will explain other options after. Nonetheless, fetches are great because you can use them, to get shock lands similarly to what we did with natures lore! Fetch lands are cards like Windswept Heath and Scalding Tarn, allowing you to search for any land with those subtypes. They also work SUPER well with cards like Ramunap Excavator and Crucible of Worlds, because now you can play these fetches again and again and again every turn, meaning you'll never miss a land drop and can pick any colors you could possibly want if you have the shock lands. However, these are pretty expensive, and so I would recommend the pain lands or filter lands. Pain lands are cards like Battlefield Forge, giving you guaranteed colored mana. Filter lands allow you to put in one color, and get any combination of a different color and that color! For example, Mystic Gate. This can be especially great with Progentius's casting cost. The last and possibly the best type, are multicolor lands, that give you any color. Mana Confluence, City of Brass, Forbidden Orchard, Command Tower, and Tarnished Citadel are all great examples of this. A lot of these lands are super expensive, and yet lands are a super important part for getting progenitus out, so if you ever are looking to upgrade progentius, consider the ten shocks, ten fetches, ten filters, and ten pain lands, as well as a few multicolor lands.
I slightly mentioned some ramp cards before that work well with shocks, though there are quite a few other ones that could work super well in the deck. First one is Chromatic Lantern. This guy can help you EASILY not worry about which lands give you what colors, and allows you to just try your best to get 10 mana, as well as producing any color mana himself. Bloom Tender could be GREAT in this 5 color deck, meaning that before progentius it could tap a lot of mana but then even with him out, could add FIVE mana which sounds pretty great to me. Selvala, Heart of the Wilds could work wonderfully once Prog is out, tapping for 10+ mana all at the expense of a single mana. Even before that, it can be a very helpful mana dork. Speaking of dorks though, I would seriously recommend some smaller ramp dorks like Birds of Paradise, Sylvan Caryatid, Ilysian Caryatid, Noble Hierarch (which can also buff progentius) and a lot more. Last but not least, some extra ramp cards that I would recommend including are Arcane Signet, Commander's Sphere, Exploration, and Burgeoning!
But OMG there are so many amazing synergies here I would recommend too! Hunter's Insight and Hunter's Prowess could draw you SO many cards with Progenitus, especially if you give him double strike! Berserk could immediately double his power, and you don't have to worry about him dying because he has inestructible! Basically one mana double strike for progentius. Blessing of the Nephilim, Civic Saber, and Might of the Nephilim would be GODLY with progentius, the last one giving him +10/+10 already!!! You also may want to consider unblockable spells that can make Progentius unblockable for cheap mana, giving you an auto-kill.
Anyways though, that was a lot to think about, please ignore any spelling errors I was kind of rushing, and I hope this helps! Be sure to check out some of my decks like Double Trouble EDH ⫸PRIMER⫷ (where you can also find some of the best unblockable spells)!! Hope this helps, good luck on this great deck, an have a wonderful day! Cheers
1 month ago
I would recommend maybe some of these creatures:
Brood Monitor, Caligo Skin-Witch, Duplicant, Entomber Exarch, Gilded Drake, Palinchron, Phyrexian Ingester, Rune-Scarred Demon, Selvala, Heart of the Wilds, Solemn Simulacrum, Terastodon, Thought-Knot Seer, Vendilion Clique, Venser, Shaper Savant,
As well as these cards that can help abuse ETB affects:
Deadeye Navigator, Followed Footsteps, Mirror Mockery, Rite of Replication, Strionic Resonator, Thassa, Deep-Dwelling,
If you want more suggestions, feel free to look at my deck:
Commander / EDH
61 VIEWS | IN 1 FOLDER
2 months ago
Hey there! You mentioned needing some help with the mana base, which is certainly something I might be able to aid you in! Your deck has a whopping 4.69 average mana cost, where 33 lands is around good for a average of 3.5. Due to that, you may want to add a few extra lands but mainly you want to have a very strong ramping mana base. Below, you will find some strong ramp cards that could seriously help a ton, if you aren't aware of them already! I would list out all the lands you should consider including, but you ca also find them right here (https://managathering.com/duallands/Gruul.html)! There are quite a lot of great lands you missed so definitely check that out, along with some multi lands like Prismatic Vista, Fabled Passage, Strip Mine, Wasteland, Reflecting Pool, and a ton more. Anyways though, take a look at these ramp cards:
- Bloom Tender
- Emerald Medallion
- Ruby Medallion
- Nature's Lore
- Cloud Key (Creatures)
- Three Visits
- Seething Song
- Treasonous Ogre
- Dockside Extortionist
- Mana Flare
- DEFINITELY a Selvala, Heart of the Wilds
- Heart of Ramos/Horn of Ramos
- Sylvan Caryatid
- Chromatic Lantern
- Mind Stone
- Commander's Sphere
- Oracle of Mul Daya
- Hehe maybe a Jeweled Lotus if you can afford it
- Mark of Sakiko
- Talisman of Impulse
Gosh that was a lot, but from that huge list I'm sure you can pick a few to add! With your average CMC and amount of lands currently, I'd try to make it around 37 lands, with maybe 13-16 ramp spells, or even more if you think the deck needs it. You could replace the ramp spells above with some of the worse ones , (for example cut Farseek for Nature's Lore, and remember lore can search for Stomping Ground) and maybe cut some more of the fluff cards. Like Star of Extinction is great but how many times do you really end up using it and it benefits you? Plus it'll blow up some of your own creatures! And also remember, while equipment is great, Xenagos is an automatic buff, so maybe you don't need as much of that. My point is, your deck needs a lot of ramp, and while other cards may be nice, it may be much harder to win without the ramp. So that said, I hope this helps, be sure to check out some of my decks (cough Double Trouble EDH ⫸PRIMER⫷ cough), good luck on your deck, and have a wonderful day!
2 months ago
Hey there! Elves are indeed a super fun creature type, I've whipped up a few decks for them in the past, thus I may have some suggestions that may be of use for you! First off, Twilight Mire would make a great addition to this deck, and I can say from experience that they help you quite a bit. There is also Blooming Marsh, which may not be your thing, but works very well for me in some of my decks. Strip Mine/Wasteland can definitely up the power-level of your deck, as almost nothing works better than destroying your opponent's lands, especially since the ability is hard to stop. Ancient Tomb is also an amazing card, and based on the card costs in your deck, I think you could use this quite a lot to your advantage in the deck, especially because you're gaining life. Last but not least, I would possibly recommend Mana Confluence, City of Brass, and Reflecting Pool, if you think your mana base needs it, though I think it looks pretty fine without it. You may also want to replace all your basics with Snow-Covered Swamps and Snow-Covered Forest, as they are cheap, and function the exact same as basics, meaning they are still considered basic lands, etc, except they can be very good if you are facing a snow deck. While this isn't likely, it is always something to consider. Speaking of the mana base, there are some notable cards missing here, and I would consider the following for ramp: Birds of Paradise, Sylvan Caryatid, Nature's Lore/Three Visits, Selvala, Heart of the Wilds, Exploration, Burgeoning, Explore, Emerald Medallion, Sol Ring, and of course Arcane Signet. I understand a couple of your elves can ramp, but its good to at least have 7-10 ramp spells in the deck, and some of the above might be very helpful in that regard. Now enough about the manabase, how about we look into your elves! Here are a list of a bunch of elves you way want to consider: Abomination of Llanowar, Ezuri, Renegade Leader, Marwyn, the Nurturer, Dwynen, Gilt-Leaf Daen, Fauna Shaman, Allosaurus Shepherd, Shaman of the Pack, Elvish Champion, Heritage Druid, Yeva, Nature's Herald, Joraga Treespeaker, Wirewood Symbiote, and many more! You also may want to consider some tribal cards, like Coat of Arms, Vanquisher's Banner, Door of Destinies, Herald's Horn, Urza's Incubator, etc. Last but not least, you may want to include Umbral Mantle, Sword of the Paruns, and Staff of Domination, because if you have Elvish Archdruid, Priest of Titania, or something that gives 3+ mana, you can get INFINITE mana with these cards, making them quite good! Anyways, these card suggestions may not be your sort of thing, or they may give you something to think about, but either way feel free to check out some of my decks, like Double Trouble EDH ⫸PRIMER⫷, and give them some support if this helped! Now I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!
2 months ago
All combos start by generating infinite mana, this can be achieved in a number of ways:
Selvala, Heart of the Wilds + Great Oak Guardian + Temur Sabertooth;
Staff of Domination + Priest of Titania, Karametra's Acolyte, Selvala, Heart of the Wilds;
Umbral Mantle + Priest of Titania, Karametra's Acolyte, Selvala, Heart of the Wilds;
With infinite mana you can go up the chain of Yisan activation to find the win-con you need:
Temur Sabertooth + Thought-Knot Seer - force opponent to draw;
Selvala, Heart of the Wilds + Great Oak Guardian + Temur Sabertooth - Infinite ETB;
Craterhoof Behemoth + Temur Sabertooth - Infinite ETB;
2 months ago
But guess what? Now, with the printing of Kodama of the East Tree, I think mono-green storm can be reborn!! Will it be good? Probably not! But will it be hilarious when it goes off? Absolutely!!
So here's what I've got:
I need Ambush Krotiq in hand.
I need Invasive Species in hand.
I need Paleoloth in play.
I need a sacrifice outlet in play.
And I need Kodama of the East Tree in play.
Tap the Mana dork, pick up a forest with the Ranger to untap, tap the Dork. 14 mana.
Use six to cast the Krotiq, putting the Invasive Species into play with the East Tree. Krotiq bounces the Quirion Ranger, Species bounces the Krotiq. Pick up something random with the Paleoloth.
Sacrifice the Species.
Recast the Quirion Ranger, put the forest into play with the East Tree. Untap the Mana dork, tap for seven, recast Krotiq.
With East Tree trigger on the stack, pick up Species with Paleoloth, then put Species into play off the trigger, bounce Quirion ranger and Krotiq.
Repeat for infinite mana (if the dork taps for more than seven), infinite storm, and infinite (whatever my sacrifice outlet does).
What I need from you all: 1) Praise. 2) Help. What other things can help refine this combo? What could serve as replacements for parts of it, in case of enemy removal?
I'm also tagging ThinkJank, as the originator of the Jugan combo, hoping they can help me out here.