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.
|Have (2)||, FSims81|
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|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
1 week ago
Selvala, Heart of the Wilds would be great in your deck.
1 week ago
@Tarlam Great question. I think a dedicated elf package would be naturally at odds with this deck's strategy. Tribal decks really want to be running a critical mass of synergistic creatures - usually 25-30, depending on the tribe. That chews through a lot of deck slots. A Mayael deck has a similar need for large creatures. Unfortunately, there's just not a lot of overlap between those two themes. There are currently 11 elves with 5+ power in Naya colors, and they're all pretty bad. When you try to split the difference, you just end up with a weak version of both strategies.
That said, I think there are some light tribal components that you could reliably tap into. There are lots of good mana dork elves, so it might not be crazy to run something like Wirewood Lodge . Paired with elves that can tap for more than one mana ( Bloom Tender and Selvala, Heart of the Wilds come to mind) you have the makings of a decent mana engine. Then there's stuff like Wirewood Symbiote - perhaps a cheap way to protect Mayael? I think there's probably a way to make an elf sub-theme play well, but I'd be hesitant to include any cards that need more than 1-2 elves on the field to work well.
1 week ago
I'd also suggest adding Selvala, Heart of the Wilds for an amazing mana dork as well as good card draw, since big creatures for saccing are important to Jarad anyway. Selvala is as good as marwyn is in the long run, in my experience. I'm drawing a lot of inspiration from your decklist for my new Jarad Elf tribal deck as well, so happy to find something like this
2 weeks ago
2 weeks ago
Seriously though, this looks sweet as hell. The infinite mana angle seems nasty, but not overly pushed, which should lead to good gameplay. Freed from the Real tends to be a surprisingly loud threat and my guess is that it's likely going to be a bit too greedy, especially considering you have fairly limited protection. Pemmin's Aura is good enough because the protection is built-in, and the added evasion will help you close some games. I've also found that cards like this tend to suffer quite a bit to the Chaos Orb s in our meta but YMMV.
The first thing that stood out to me was that you have significantly less interaction than you typically play, and I'd bet that it'll feel a bit uncomfortable having to be so selective with your answers. I'd recommend adding Windgrace's Judgment and Assassin's Trophy to improve your flexible removal, and some number of Erebos's Intervention , Battle at the Bridge , Profane Command , and Black Sun's Zenith to up your creature removal and creature count (Hydra tokens) at the same time. Also, these do really well against indestructible threats (cough Blightsteel Colossus + Ulamog, the Ceaseless Hunger cough) like gods and such.
You could probably also use another counterspell or two, but if you don't want to lean too hard that direction, that's understandable.
The second main thing I noticed is your mana ramp package—I'd look at it fairly critically and consider your goals. For example, I'd keep all creatures that tap for 2 or more mana ( Bloom Tender , Incubation Druid , Selvala, Heart of the Wilds ) as they give you more paths to going infinite. I'd cut the ones that only make 1 mana ( Birds of Paradise , Manaweft Sliver , Leyline Prowler ) as they tend to be a bit of a liability compared to land fetch spells and you aren't inherently taking advantage of the fact that they are creatures.
I'd also focus on the curve of your mana ramp. I think you should prioritize 2 cost spells like the three on-color signets, and the land fetch spells Nature's Lore , Farseek , Rampant Growth , and Sakura-Tribe Elder . Swapping these for your 3-5 cost mana ramp will give you more chances to cast Zaxara on turn 3 and get the ball rolling on both bigger mana and generating hydras. The way I see it, you could have a signet + Zaxara to use on turn 5 or spend that same turn casting a Gilded Lotus which is the same mana output but a turn slower. Basalt Monolith is the exception here as it goes infinite.
The final thing I'd encourage is to play more land. You really need to always hit Zaxara early for your deck to do it's thing, and maximizing your potential to consistently hit 4 mana on curve is going to pay dividends. At 34 I'd say you're 2-3 short of what I'd recommend for a mana-hungry deck like this, and you're actually at 33 right now because Winged Temple of Orazca starts as a Hadana's Climb Flip and likely shouldn't be counted as a land.
Here are the baseline swaps I'd recommend:
Out - Birds of Paradise - Manaweft Sliver - Leyline Prowler - Yavimaya Elder - Freed from the Real - Capricopian - Seedborn Muse - Chromatic Lantern - Darksteel Ingot - Replicating Ring - Gilded Lotus - Opulent Palace
In + 2 Forest + 1 Island + 1 Swamp + Farseek + Nature's Lore + Sakura-Tribe Elder + Golgari Signet + Simic Signet + Dimir Signet + Profane Command / Erebos's Intervention + Windgrace's Judgment / Assassin's Trophy
These aren't super exciting changes but they'll massively help your initial consistency. I'd play the deck a buch before deciding what swaps would be best beyond this.
Stoked to see the deck in action!
3 weeks ago
MLS91 Yeah, I get that it can draw a card, but there are tons of 1 and 2 cmc ramp in the deck that can be dropped after playing Skyshroud Claim and paying the same cmc for tapped mana doesn’t seem worth the ability to cycle it to me.
Used to run Nissa, Who Shakes the World and just cut her because once i’m at 5+ mana I want to be playing big bois, not more ramp. That being said I do run Traverse the Outlands and that is just because it’s pretty easy to just grab ALL of my basics with it... that and it’s a power matters deck and I wanted to put every “equal to the greatest power” kind of card in I could. Either way, she’s always in and out of rotation. I’ll slot her into the maybe board to represent that.
Protean Hulk is basically for grabbing Loaming Shaman to shuffle my graveyard back in. With an instant speed sac outlet ( Momentous Fall , Greater Good , etc.) I can do it whenever I need to keep from decking myself. It can also grab any of the big mana dorks and removal ( Reclamation Sage , Kogla, the Titan Ape ). Last but not least it can grab various win cons (most notably Mossbridge Troll ) while also just being big enough that it doesn’t feel dead outside of those uses.
As for the rest, I have all of those in a competitive green deck I am working on and didn’t want to buy em all again, nor did i want to have too many tutors when I can just draw through my deck instead. That’s way more fun!
Thanks for the ideas! Some are certainly worth it if you want to tune the deck up a bit.
1 month ago
So i run Selvala, Heart of the Wilds as my cEDH deck. Ran into a Kinnan, Bonder Prodigy yesterday and it went off stupid fast, turn two to be exact. What's a good way to handle the deck in mono-green other than racing it?
1 month ago
In a similar vein to the hunted cycle, there's also Varchild's War-Riders which can continually be used to give oppoenents tokens.
Witherscale Wurm is an interesting card here as well with the mechanic to give your oppoenents' creatures wither.
Assault Suit might make for an interesting card here.
Yurlok of Scorch Thrash is also decent as they can ramp each oppoenent but at a cost. Selvala, Explorer Returned (and even Selvala, Heart of the Wilds ) are in a more group huggish vein but could be decent.