Traverse the Ulvenwald

Traverse the Ulvenwald

Sorcery

Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle your library.

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Legality

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

Traverse the Ulvenwald occurrence in decks from the last year

Latest Decks as Commander

Traverse the Ulvenwald Discussion

discipleofgary73 on na na na na, hey hey, goodbye(overwhelming tokens)

1 month ago

Hi! Thanks for the upvote.
A few suggestions:
Overwhelming Stampede rather than Overcome ; Sure your deck has many weenies, but by the time you're gonna want a 5 cmc mass trample for the win, you'll probably have something with larger than 2 power out.
Rule of Law is great for multiplayer, but Curse of Exhaustion might fit if you're gearing the deck for 1v1. If you are going for multiplayer, then Kismet works great at slowing opponents down without impacting yourself.
With the amount of PWs in the deck, Ignite the Beacon and Oath of Ajani might be worthwhile.
Phyrexian Rebirth could be a good board wipe, especially if you have crazy token amounts. Especially funny if you can combo it with Fresh Meat . Also funny with Requiem Angel out - a card worth including on its own, especially if you end up juggling your own tokens for other things.
Hardened Scales , Gavony Township , and Bloodspore Thrinax , could play nice with the +1/+1 subtheme.
Ashnod's Altar is great for utilizing creature tokens to get more things out.
Tireless Tracker might help with card draw later and gets some counters on its own.
The deck comp is pretty balanced, so Traverse the Ulvenwald might be effective. Congregation at Dawn and Chord of Calling are other tutor options if you find that the deck is more successful with particular creatures out.
I love swapping weaker tokens with Emrakul's Evangel (another fun fresh meat combo play). Of course, there is always Divine Visitation as well. It's easy to go overboard on doublers, but I figured I'd give a shout out to Primal Vigor and Second Harvest .
Swords to Plowshares for Pacifism ; might be better in some scenarios and always allows you to target your own creature to get some life out of it if you need to or if you go for the lifegain route.
Speaking of the lifegain route, if you want to go for it, here's some things that could work well: Phantom Nishoba , Wall of Reverence , Cradle of Vitality , Fumigate , Congregate , Blighted Steppe , Blossoming Sands , Gingerbread Cabin , Radiant Fountain , Graypelt Refuge , Kabira Crossroads , High Market , and Phyrexian Processor . The land balance will need to be played with if you want to swap the basics for some of those. Also, most Ajani PWs will work well for a more lifegain focused deck.
Now, when I think token generation, I think artifacts for many things. Thopter Assembly , Genesis Chamber , and Summoning Station come to mind. If you end up with more artifact tokens, you can use them with things like Krark-Clan Ironworks and Kuldotha Forgemaster . Also help with things like Dispatch .
Annnnnd one more suggestion if I haven't overstayed my welcome. Funny things can happen in token decks that put out a lot of creatures when you play The Great Aurora . Usually gives you a much stronger board state than opponents - might want to have a safety Reliquary Tower in for that hand size though!
Sorry if I doubled up on anything you had already considered!

snackelwolf on Forest of Equilibrium

2 months ago

Greetings MapPsycho I've worked on this deck tonight. I'm unsure about keeping the Elephant Grass + Scuttlemutt combination of abilities to protect me from an attacker designated as black. It is fairly situational and those two slots take away from the land gain, large creature theme.

These are the cards I have added thus far:

Dryad Greenseeker Bonders' Enclave Nylea's Intervention Ulvenwald Tracker Thaumatic Compass  Flip Evolution Charm Nissa's Triumph Lay of the Land Primal Might and Spore Frog

The cards I removed tentatively are: Buried Ruin, Blighted Woodland, Consign to Dust, Scattershot Archer, Crystal Chimes and Crashing Drawbridge. this last card I was reluctant to take out -- granting haste is such a fun surprise and option with big monsters entering the battlefield. Regardless, The cards I still am curious to add are: Yavimaya Elder, Traverse the Ulvenwald and Ram Through but I am uncertain what to remove. Should perhaps the above mentioned combo depart from the picture?

Thanks in advance if you have any time to evaluate.

Monomanamaniac on Cancer Ward

2 months ago

Decent deck. You might think about getting that average cmc below 2.5 but besides that I like it

So don't take my recommendations as me disliking your deck, but I'd suggest adding Eidolon of Blossoms,Enchantress's Presence, Fertile Ground, Sigil of the Empty Throne, Wild Growth, Overgrowth, Tuvasa the Sunlit, Setessan Champion, Bear Umbra, Winds of Wrath, Arcane Signet, Thought Vessel. But consider which of the higher cmc ones you y like because average cmc is important

Suggested cuts would be: Charisma, Thornweald Archer, Rofellos's Gift, Grimoire of the Dead, Traverse the Ulvenwald, Predator Ooze, Revoke Existence, Rayne, Academy Chancellor, Lux Cannon, Stonecoil Serpent, Behemoth Sledge, Necropede, Wall of Denial, Spawning Grounds (as cool as it is, it's likely going to get the land it's on blown up), and think about taking out some of your etb tapped lands. Again these are suggestions and in no way am I saying these cards aren't good.

Anyways, hope it helps and I do like the deck, estrid proliferate is a good place for this commander

MapPsycho on Forest of Equilibrium

2 months ago

Abundance was a smart choice with Azusa as the commander. You may want more cards that get lands into your hands such as Adventurous Impulse or Thaumatic Compass  Flip. Yavimaya Elder can nab lands to your hand upon leaving the battlefield. Other good land grabbers in green are Caravan Vigil, Lay of the Land, Evolution Charm, Realms Uncharted, and Traverse the Ulvenwald. Also I always recommend Colossal Majesty in mono green for more card draw. Blighted Woodland, Fertilid, Far Wanderings and Veteran Explorer can all nab lands as well. Although instead putting them onto the battlefield, which would at least still trigger your landfall effects.

Overall this build is pretty good! Just bouncing some ideas.

HELLcaster19 on Yarok, Landlubber

3 months ago

Epicurus Greetings! It is shaping up to a great start, so far!

Some cards that I would definitely consider cutting:

Deathsprout due to it being your only removal piece. With no recursion for anything other than lands, 1 piece of removal isnt worth running.

Storm Cauldron Considering that a lot of your big value pieces are upwards of 3 mana, you may find that that you end up with less lands in the end, and not accelerating your mana base, as most Landfall decks want to do. This card is typically a combo piece, and not worth the inclusion.

Path of Discovery This one is a choice based on personal preference. I prefer not to run cards that will allow opponents to know what I have coming up. That, and the cards value comes only from flipping a land off the top.

Ghirapur Orrery, Howling Mine and Rites of Flourishing Again, based on personal preference. Granting opponents the ability to draw additional cards per turn and play additional lands will not put the deck ahead of everyone else.

Some worthwhile additions that I believe will help develop and accelerate your board:

Growing Rites of Itlimoc  Flip will allow you to add creatures into your hand (I know, I dont like providing knowledge to opponents). With its ability to flip into a Gaea's Cradle it will ramp up your mana base.

Panharmonicon It is a great value engine in a deck that contains a commander that does the same thing, but better!

Ashaya, Soul of the Wild This one is already in your Maybe board. I urge you to consider adding it, as it causes your non-token creatures to enter as Forest creatures, which will trigger your Landfall stuff!

Alchemist's Refuge Allows you to play at instant speed.

Drownyard Temple A great utility land that you can offer up to Harrow, Crop Rotation, Elvish Reclaimer, etc. Then, you can always bring it back to your field and trigger your Landfall, and doesn't count towards your land limit per turn :)

Field of the Dead Beautiful utility land that generates bodies when lands enter as long as you meet its requirements!

Traverse the Ulvenwald Just a nice fetch piece. Worst case scenario; you go and find a basic land. Otherwise, you can find ANY land or put a value creature into your hand.

The Great Henge is a noteworthy inclusion. Based on the creatures in your deck, you will most likely be casting this for 3-4 mana, easily, by the time you reach mid-game. With your commander, it just screams value as you draw 2 cards and gain two +1/+1 counters with non-token creatures that enter your field.

Guardian Project and Elemental Bond are two strong Enchantments that will garner you some massive draw with your creatures.

Hopefully some of this information will add some spice to your deck. :) +1 from me.

TheVectornaut on Opposition Agent needs a preemptive …

3 months ago

I never said it would be consistent. Yeah, I still lose to the local Gitrog player 90% of the time, but the fact that answers exist out there is an important thing in my mind. Not needing to instantly concede every game because stubborn players refuse to abide by rule 0 is something I think is worth building around a little. While I'll never have a deck that can always get everything it needs in the first turns (and I don't want to), I'm not above running Buried Alive, Traverse the Ulvenwald, or Idyllic Tutor to have a better shot. And it's not like true cEDH decks are the only valid targets. This card would utterly ruin my middle power level Momir Vig deck, and for as often as I seem to get early Archetype of Endurance into play to cripple black players, that's probably a good thing. Still, if it does end up being too oppressive at lower levels of play, I'm totally fine banning it then. I just think the degree of influence cEDH has over the format is already problematic for casual players, and preemptively banning cards for the minority of the community would be pushing that influence too far.

LeaPlath on -Deleting-

4 months ago

So I linked Birthing Pod as an example of a good toolbox deck to give you an idea of what makes a toolbox deck works. The elements are a solid gameplan without the engine card. An engine that generates a lot of advantage in cards or mana. And having cards to attack hand, board and graveyard tied to other useful effects.

As someone who plays a lot of Eldrazi in Modern and Legacy TKS is a great but in Piomeer you have to consider the cost to it. It requires you to either play suboptimal lands of which there are only enemy versions (Pain Duals), the Amonkhet Sac a Desert lands which also ping you to use coloured, wastes which is basically adding an extra colour. The cost is a lot for a single card. You cant even use a mana dork for it. And I didnt say anything about Sylvan. You need to develop your mana and its an OK card for that. The other cards mentioned pull your deck in a very diffrent direction away from tutor. Playing stuff to turn off counter spells isn't so hot when you are playing the role of the control deck. The others are low impact or also pull you aggro not control when your engine uses 5+ mana to get started. Rites wants you to flood the board with creatures etc.

So if you wanna play Vannifer you actually have hit upon some very good cards for the deck. Knight, Prince, etc. Mirror Image is OK but a bit more situational.

Bounding Krasis and Hippo let you turn any 2 drop into a 5 drop in a single turn. Siege Rhino pushes you from bant to 4c so your manabase needs to be red hot but is powerful beater and has a decent etb.

This is the sort of deck where your snakey friend can work as a 1 of. As can Tithe Taker as a useful effect that leaves a body behind.

You run 1 drop mana dorks and maybe some sylvans to help make turn 3 Vannifar.

For 5 drops Angel of Invention can help you go wide or be a big body. Whisperwood Elemental provides VCA and protection from board wipes.

Other cards to consider Scavenging Ooze. Hostage Taker, Sin Collector if you go black. Voice of Resurgence is a 2 cost who punishes counterspells and leaves a body behind. Felidar Guardian flickers creatures and land for mana. Renegade Rallier pods in off a 2 drop and revives any 2 drop in gy. Eldritch Evolution or Chord of Calling adds an extra form of toolbox and Collected Company gives advantage if built around a little more. If you diversify your card base to run useful enchantment creatures/artifact creatures and run fetches etc Traverse the Ulvenwald can also be useful and it then gives you access to non pod cards like Walking Ballista.

For Mardu toolbox I dont see a solid engine unless you are talking Wishclaw + Skybind. It would be neat to see a Lurrus of the Dream-Den / Open the Armory type toolbox with access to stuff like Mire's Grasp and the associated draw engines. But that suffers from some power issues.

Ehsteve on Lord Windgrace Sits Behind A Chasm

5 months ago

Deck Update

Out

  • Sylvan Library: after reading and rereading Valakut Exploration again and again I am just solidly convinced that in this deck that Valakut Exploration is just better in every way except cost and fixing for mana to play it in early game.
  • Avenger of Zendikar: After much thought I just think Scute Swarm just plays a lot better due to it's lower CMC and greater value over time.
  • Nissa, Vastwood Seer  Flip: As a value engine it's underwhelming. It plays to the theme but you're only really upticking Nissa for the +1 on a vulnerable body (planeswalkers usually don't last very long in any multiplayer game).

In

  • Valakut Exploration: Just a better Sylvan Library in this deck, I completely misread this at first thinking that the ability to play was tied to the enchantment being on the battlefield but even if this gets removed you can still play things exiled with it. All around a good card (also sweet art).
  • Scute Swarm: The ability to effectively double its number with every landfall is a very enticing prospect. Less explosive than Avenger of Zendikar and you will have to time landfalls to get around summoning sickness (also sweet art).
  • Bala Ged Recovery  Flip: Graveyard recursion/land, I really want to give this a try as second Eternal Witness that also doubles as a land, not fetchable and can't be tutored with Traverse the Ulvenwald so I don't expect a massive performance bump, but redundancy of such a key effect is always welcome.
  • Ancient Tomb: Early game mana, you don't take damage while a Glacial Chasm is out, all in all just a way to get going.

Umming and Erring

  • Valakut Awakening  Flip: Instant speed hand refresh. Would be much better as a discard effect. Not sure if this is worth it or what it would replace.
  • Cragcrown Pathway  Flip: When I looked over the land base I just think that since these cards don't have a basic land type, that they're not that good. They're not fetchable and don't add anything new to the deck.
  • Valakut, the Molten Pinnacle: I've wanted to add this back into the deck since Dryad of the Ilysian Grove was printed. It adds the ability to bolt and could be an effective utility land, however there's the issue of figuring out which utility land would be cut to fit it in.
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