Ulvenwald Tracker

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ulvenwald Tracker

Creature — Human Shaman

, : Target creature you control fights another target creature. (Each deals damage equal to its power to the other.)

DreadKhan on Pariah's Stompy Gruul Deck

1 week ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

Helnas on Omnath locus of mana (opinions needed)

1 week 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

mickalopagus on Phyrexian Fight Club

2 months ago

I think you need to get rid of the Broken Bond cards and replace with more fight. also missing Scheming Symmetry as the easiest tutor. I like Culling the Weak a little better than D ritual, as you can put a 1 mana scrub like an elf or Ulvenwald Tracker out there and sac him to get your big dude, but ritual is good too..

I mean really, why not just throw a couple old skool Lure in there, Alluring Scent, Revenge of the Hunted, Shinen of Life's Roar, etc..

Arena, though I think it is generally a bad card might actually be decent considering your build is around PO.

Also you maybne think of one card draw engine. Like Phyrexian Arena, etc..

carpecanum on Minsc and Boo

2 months ago

Changeling Titan and Changeling Berserker are big hamsters.

Anything with Bestow gives more damage to the sac and you get the Bestow creature back afterwards. They would help out Halana and Alena, Partners also.

Ulvenwald Tracker or fight cards would let you fight and then sac the wounded creature for full damage.

Impact Tremors is hilarious for the hamster-based damage but may not be useful enough. I would cut that one.

Nessian Boar and Grothama, All-Devouring are cheap 10 damage creatures.

NV_1980 on Her Royal Fluffness

2 months ago

Hi fellow Teddy G commander! I like your deck a lot. This is mine. When the new Phyrexian set came out, I decided to add Zopandrel, Hunger Dominus. I can see it working in your deck too. Your thoughts? I'm also curious on your thoughts about Ulvenwald Tracker as an interaction option.

Hi_diddly_ho_neighbor on Sekki, Ghost Piñata

3 months ago

The deck is looking pretty tight, but I have some more thoughts on how to address your "pre-Sekki" concerns.

Farhaven Elf is a worse Wood Elves, but it's still ramp and an effective speed bump against and early attack.

Woodland Bellower isn't a bad inclusion since it can come down before Sekki and tutor up creatures like Tempting Licid, Ulvenwald Tracker, and Champion of Lambholt before Sekki comes down a turn or two later. You could also consider other creature tutors like Worldly Tutor and Green Sun's Zenith.

Thaumatic Compass  Flip isn't a ramp spell per-say, but it does guarantee your land drop for the turn and can turn into a better Maze of Ith to keep you alive until Sekki drops.

You could consider some of the cycling green lands like Tranquil Thicket as additional sources of card draw in the land slot. Play them as lands when you need them or just aggressively cycle them to dig deeper.

I also like Bushwhack as a fight spell/land grab.

As always, awesome deck!

Tur on Challenging Maarika

5 months ago

I believe that you're committing too much to your theme. There are too many cards which do the same thing. You should cut down on the instant/sorcery fight cards to maybe 5-6 cards (that is ~10% of the deck):

I suggest choosing some from these cards: Bite Down, Bushwhack, Cartouche of Strength, Chandra's Ignition, Fall of the Hammer, Go for Blood, Master's Rebuke, Nature's Way, Prey Upon, Prizefight, Tail Swipe, Ulvenwald Tracker

In my opinion, the best ones are: Bushwhack, Cartouche of Strength, Chandra's Ignition, Nature's Way, Prey Upon, Prizefight, Tail Swipe

Fight on a stick should be considered: Gruul Ragebeast or Kogla, the Titan Ape

Deathtouch to this theme is nice, but you're going to be doing 7 damage upon each fight. It's unlikely a creature will survive that fight. Therefore, you can cut back on deathtouch, that is Archetype of Finality, Bow of Nylea, Vorpal Sword, and Falthis, Shadowcat Familiar. Basilisk Collar is still good because of the lifelink. Saryth, the Viper's Fang is still good because of hexproof.

Furthermore, I would cut cards which deal damage based on how much Maarika receives. It will mostly be 3-5 damage. Such as, Fiendlash.

Because the commander is Voltron it needs many keyword abilities: haste, trample, and hexproof should be your bread and butter (no shroud for this deck). Enchantments or equipment which yield those keyword abilities are great.

There are a few Voltron related cards which I would suggest: Fiery Emancipation, Jeska, Thrice Reborn, and Hatred can one shot an opponent.

I hope this helps!

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