Stirring Wildwood

Stirring Wildwood

Land

Stirring Wildwood enters the battlefield tapped.

: Gain or .

: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land.

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Trade

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Printings View all

Set Rarity
Ultimate Masters (UMA) Rare
Ultimate Masters Promo (UMAP) Mythic Rare
Commander 2017 (C17) Rare
Duel Decks: Zendikar vs. Eldrazi (DDP) Rare
Worldwake (WWK) Rare

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Legality

Format Legality
Block Constructed Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Stirring Wildwood occurrence in decks from the last year

Modern:

All decks: 0.05%

Commander / EDH:

All decks: 0.02%

GW (Selesnya): 1.02%

Stirring Wildwood Discussion

BlackoutX on Kot

2 weeks ago

Hm not a perfect replacement, but Path to Exile is good for removal and can be used to ramp off of exiling a token. Feline Sovereign could be a more budget alternative (not yet released).

PS: Id run a land split more along the lines of 6 forests 12 plains, you could even cut a Stirring Wildwood or a Temple Garden for a plains if you want to be more budget.

BlackoutX on Kot

3 weeks ago

Feral Prowler over Generous Stray, even better would be Skullclamp but your deck seems to be budget. Arahbo, Roar of the World is to slow (great in commander). Skyhunter Skirmisher is almost always better than Leonin Skyhunter. Kaheera, the Orphanguard should be more than a one of in main board, also even after companion was killed as a mechanic it should still probably be run as a companion since you already meet the requirement. Guardians' Pledge is just bad, there are better versions of it.

Secluded Steppe should never be run in a 60 card non singleton format, Stirring Wildwood could be run as a two of if you really want to but I wouldn't run more than two of them. Temple of Plenty and all other temple's are to slow, just run basics or throw in the money for shocks/sac lands.

Not sure why your making a budget vintage deck, chances are whatever you want to run will be modern legal. (note Skullclamp isn't modern legal)

ImmortalDawn on Nethroi, Apex of Value

2 months ago

I've been playing around with a decklist for Nethroi, too. I really like your budge approach. I was trying the same at first but couldn't stop me from buying all these cool overpowered and overpriced pieces of cardboard :D

I think Season of Growth would be good with a reasonable amount of mutate creatures. Lumberknot too because it (or a mutant) keeps growing and is permanently hexproof on top. Golgari Grave-Troll is also "fairly" cheap at the moment. And the manlands Stirring Wildwood, Hissing Quagmire and Shambling Vent can act as a backup to mutate onto after a board wipe.

multimedia on Masked Lands (Estrid EDH) [Budget]

3 months ago

Hey, interesting less than $100 version of Estrid. I like the secondary snow permanent strategy with Marit Lage's Slumber :)

Cards within the budget to consider adding:

Waker of the Wilds as a mana sink with creature lands can expand on the lands strategy.


Upgrades to consider:

Good luck with your deck.

king-saproling on Phelddy's Enchanted Pillow Fort

3 months ago

Love me some Phelddagrif! You might like these:


Here's my hippo list if you're interested: Super Hippo

SibilantScribe on Siona EDH

4 months ago

Welcome to EDH! Can't wait to see how this develops.

Would recommend mana rocks such as Talisman of Unity, Selesnya Signet and Mind Stone.

As for lands, get more value with cards like Selesnya Sanctuary, Khalni Garden and Stirring Wildwood, as well as the cycle staples Secluded Steppe and Tranquil Thicket.

Since you're running aura heavy, Rancor, Sixth Sense and All That Glitters may be worth swopping in.

Poly_raptor on Ah yes, Enslaved Heaven

4 months ago

Hey,

If you’re looking to cut a few cards I’d maybe just cut a few basics, your commander helps you ramp + you seem to have a good few ramp cards in the deck too, I tend to run about 35-38 lands per normal list, land matters I’d go 40 max. Since you’re more than then maybe cut 2 forests and a plains? Or look at some of your non basics and see if they need to be there. Personally I’m not a huge fan of Arch of Orazca because I think 5 mana for 1 card is too much, you could run Mikokoro, Center of the Sea instead, yes it gives each opponent a card but your commander does that too. I also don’t think Stirring Wildwood is great, maybe Riftstone Portal would be better for mana fixing.

Also maybe you could run Quest for Renewal or Seedborn Muse to get your commander to activate each turn instead of just on yours.

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