Untamed Wilds

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Oldschool 93/94 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Seventh Edition (7ED) Uncommon
Starter 1999 (S99) Uncommon
Classic Sixth Edition (6ED) Uncommon
Portal Second Age (P02) Uncommon
Portal (POR) Uncommon
Fifth Edition (5ED) Uncommon
Fourth Edition (4ED) Uncommon
4th Edition Foreign Black Border (4EDFBB) Uncommon
Legends (LEG) Uncommon

Combos Browse all

Untamed Wilds

Sorcery

Search your library for a basic land card and put that card into play. Then shuffle your library.

Untamed Wilds Discussion

Ravenrose on Hail Hydra, Seeking Advice

1 month ago

Rock Hydra would be fun in this deck. Rhythm of the Wild might be good in this deck as well. Vastwood Hydra may also be a good addition to this deck. Wildest Dreams is good recursion. Entreat the Dead and Living Death may also help. Explosive Vegetation , Kodama's Reach , Farseek , Peregrination and Untamed Wilds are also good ramp spells.

I hope this helps!

Raven Rose

Elmoisamac on Najeela, Queen of Blades

5 months ago

You asked me for suggested cuts, here are some that you probably don't need-

Artifacts- Bident of Thassa

Enchantments- Breath of Fury Song of Freyalise - Seems too slow/predictable

Sorcery/Instant- Camaraderie Untamed Wilds Thrilling Encore

Creatures- Mardu Woe-Reaper Aven Wind Guide Blood-Chin Fanatic Mardu Strike Leader

Ixthinon on Jodah EDH

5 months ago

You might find that spells like Cultivate and Kodama's Reach are great for mana fixing. I find that a slight lean towards green and you can avoid including all those lands that come in tapped by including more land fetch spells. When most of your lands come into play tapped it just slows you right down and you end up being a turn or two behind.

For your consideration:

Farseek

Farhaven Elf

Wood Elves

Untamed Wilds

District Guide

Ravenrose on a Child of the Gods

1 year ago

Since you are playing five colours you might wish to consider Shard Convergence and Untamed Wilds. Oketra the True might also be a worthy consideration for this deck. Extinguish All Hope may be a fun consideration for a deck that mostly plays enchantment creatures that are indestructible. Humbler of Mortals may be a fun consideration as well as Commune with the Gods: useful and it is on theme. Thassa's Devourer may also be a fun addition to the deck. Whitewater Naiads could potentially make all your creatures unblockable. Worst Fears is also something fun and evil you might want to add to this deck. Rewind and Dissolve are worthy counter spells.

I hope these suggestions prove to be of some use!

Ravenrose on Giant Flying Lizards

1 year ago

This deck needs more ramp. You are playing five colours: mana ramp is a must. Shard Convergence, Untamed Wilds, and Armillary Sphere are good considerations. Furthermore, I suggest a way to get free dragons everytime you cast one: Wild Pair. Cast a 5/5 dragon, search for another 5/5 and put it into play. Favorable Winds, Kindred Discovery, Sarkhan's Unsealing and Where Ancients Tread are also worthy considerations.

I hope these have helped!

Saljen on Primal Calamity

1 year ago

Looks good man. Here's some card suggestions, mostly on the cheap:

Oblation - shuffle opponents commanders, or whatever else

Swiftfoot Boots - your commander will be a removal target, give him hexproof

Sol Ring - Every EDH deck should have this card

Illusionist's Bracers - Every time you activate your commanders abilities, this gives you the same affect a second time

Keen Sense / Snake Umbra - These pair with your commanders' Lightning Bolt ability. Each time you bolt, you draw

Basilisk Collar - This also works with the bolt ability. Turns the bolt into "Destroy target creature, gain 3 life"

Oblivion Ring - solid catch-all removal

Gratuitous Violence - Double the damage of your bolt ability and the damage of your creatures

Temur Sabertooth - If you have 12 lands, your commander, and this guy in play you get infinite mana, meaning you win the game.

Rampaging Baloths - one of the best landfall guys

Mina and Denn, Wildborn - Play extra lands, gives trample to creatures, and lets you return lands to activate landfall more

Darien, King of Kjeldor - just an awesome white bomb I ran across

Angel of Serenity - Kill everybody's commander, or temporarily remove any other threatening creature

Acidic Slime - solid removal that serves double duty

Harmonize - great green draw spell

Grow from the Ashes, Nissa's Pilgrimage, Nissa's Renewal, Peregrination, Untamed Wilds - all solid pieces of ramp. Your 2 CMC ramping elves are pretty slow and weak to removal/board wipes. Plus, using land ramp rather than creature ramp increases your commander's utility when it comes into play and makes getting that infinite mana combo easier. With infinite mana, you win the game if your commander is out and no one can remove it at instant speed.

Some of the weaker cards that I'd suggest removing: Akroan Hoplite, Polis Crusher, Relentless Raptor, Sylvan Primordial (this card is banned in EDH), Budoka Gardener, Quirion Elves, Skyshroud Elf, Sylvan Caryatid.

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