Walker of the Grove

Walker of the Grove

Creature — Elemental

When Walker of the Grove leaves the battlefield, create a 4/4 green Elemental creature token.

Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

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Legality

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

Walker of the Grove occurrence in decks from the last year

Latest Decks as Commander

Walker of the Grove Discussion

carpecanum on Imoti, Celebrant of Cascade

1 month ago

Cloudthresher and Walker of the Grove can be evoked for less than 6, just like AEthersnipe .

Green has a few cards with Convoke, which could be cast early.

Strionic Resonator or anything that doubles a trigger like Cascade would be good but not sure about your budget limits

zamiero on Vial and Ghost!

3 months ago

3> Ahhh I've been wanting to play with Obosh, the Preypiercer and Angrath's Marauders - glad you found a spot for them. While you're at it, you could also consider other "damage doublers" such as Wound Reflection and Fiendish Duo. I've thought about a Vial-Smasher deck with a White partner just to add Gisela, Blade of Goldnight.

3> I see you enjoy big monsters and X-spells here. Oh to be young again... but seriously, this seems like a good deck to play them in as you would be rewarded. Instants are your friend, as you can Smash Vials on everyone's turn! No Comet Storm?

3> I would be worried about Vial-Smasher getting nuked from orbit as soon as your turn passes and it's no longer indestructible. You'll find Heroic Intervention and Slippery Bogbonder will help with targeted Exile removal. You already have Destroy and Sacrifice covered I see.

3> I see some cost-reduced and commander-free spells in there, but you have a limited suite. While doing research for my thoughts on Vial-Smasher, I found the following might be helpful - list is just copy/paste, so it will include some White and/or Blue cards:

3> I see some cost-reduced and commander-free spells in there, but you have a limited suite. While doing research for my thoughts on Vial-Smasher, I found the following might be helpful - list is just copy/paste, so it will include some White and/or Blue cards:

ellie-is on Tuya & Friends ($30)

4 months ago

Peoyogon: Thank you!!!!!

I had Stampeding Elk Herd earlier but ended up cutting it for other similarly-costed Trample granters. Walker of the Grove I think doesn't do enough for 8 mana, but thanks for suggesting it!

The removal cards are interesting options! And ah, yeah, you're right about Acid-Moss! I actually had been wanting to find it for a while with no luck. It's a super cool card.

Explorer's Scope and Snake Umbra are great and I should definitely bring them in! Just gotta figure out what to take out...

Nice taunting options too! I especially like Glaring Spotlight.

Ulvenwald Tracker was actually supposed to be there already but I just realized I forgot to add it to the Maybeboard. It's over budget rigth now but I'll deeeeefinitely add it in future upgrades, it's a great card for this kind of deck.

Once again, thanks for taking the time to comment and make suggestions!!

Peoyogon on Tuya & Friends ($30)

4 months ago

This looks like a lot of fun!

Some creatures that I had a some success with in my old super-budget smash decks were Stampeding Elk Herd and Walker of the Grove. They might be fun here too!

For removal, I really like Wickerbough Elder and Mold Shambler; they can help thin the field and also provide a body that can swing in for damage later. I also like Mwonvuli Acid-Moss too as it ramps while also potentially taking out a myriad of really powerful lands that are really common in EDH. Though, Acid-Moss might be really hard to find and/or be much more expensive in your area :(

Explorer's Scope and Snake Umbra are can also be deceptively useful in any deck where attacking is it's main strategy.

In one of my other decks, I also had Taunting Elf, Shinen of Life's Roar, and Glaring Spotlight as budget ways to give your whole board mass-reach and close out games. They might be worth considering here as well?

This card is a little over $1 but if you ever have a little more to spend on a single card, Ulvenwald Tracker could be really nice here, especially with all your haste enablers!

Also feel free to dismiss all these recommendations! Your deck honestly looks really great and fun just as it is! :D

Spell_Slam on New Veteran on the Block

1 year ago

Hi! Got to this deck through the Compendium. I was attracted by your promise of a competitive list.

VE seems like a very risky creature to have as your commander. It seems very dangerous, especially in a multiplayer game, to ramp the whole table at the same time. This is especially true if the opponent can kill him on their own turn and get the benefit of the ramp before you do. How has your experience been with this?

That aside, I do have a few suggestions for you.

Ulamog's Crusher is not in your list. Is he house-banned in your group? If not, he should really be in here.

Fierce Empath is whatever fatty you want him to be. Extra good with ways to bounce him or return him to your hand.

Revive and Wildwood Rebirth seem pretty free to have in your deck. Elven Cache is great too. 4 mana is not too much to pay conisdering how you ramp and how important VE is to your strategy. Recasting him for 5 mana seems worth it.

You're missing the classic Green Finisher of PDH: Sprout Swarm. With lots of mana and little creatures, this quickly gets out of hand and wins you the game. I can't recommend it enough.

Knight of the Stampede should really be Krosan Drover. The only synergy you lose out on is with Overgrown Armasaur, but otherwise it does the same thing, but better.

Yavimaya Elder is another classic way to get card advantage in Mono-Green.

Other fatties to consider: Walker of the Grove and Maul Splicer. You might also be interesting in Slime Molding and Ivy Elemental.

Ashnod's Altar is a free sac outlet for your commander that will ramp you +4 on that turn at least. It also gives you something to do with little dorks that are hanging around the battlefield not doing much. Bonus points for the combo with Sprout Swarm.

Primal Growth is another great ramp card for you. It doesn't require the sacrifice if you don't want it, the lands come into play untapped, and it's still very explosive with VE. I think you could play this over Map the Wastes.

I slept for a long time on Elvish Skysweeper, but the card is actually amazing. Works well with your Commander, too. I would definitely play it over some of your other Flying hate.

In terms of cuts, You can definitely trim on the worse fatties, like Tyrranax, Cowl Prowler and Overgrown Armasaur, some of your middling ramp cards like Eyeless Watcher and Scion Summoner, and random cards like Snapping Gnarlid and Copperhorn Scout that only provide situational benefits.

Let me know if you need help finding more cards to cut. I think it's a good start and should make for a fast, explosive deck provided you don't get out-valued by decks that can take advantage of the free ramp.

Spell_Slam on G/W Token PDH

1 year ago

For a token deck, you don't make very many tokens.

The very best token producer in Pauper is Sprout Swarm. This card is often a win condition in even non-token decks because of how powerful it is. I cannot recommend this card enough.

Battle Screech makes many tokens for very little effort. Fliers are a great bonus, too. This is another one of the best token producers out there.

In terms of card advantage and having a sticky board, Cenn's Enlistment is extremely powerful. It can turn all your late game lands into 1/1s to reinforce your board.

Other decent token producers are Icatian Crier, Maul Splicer (good top-end), Miming Slime (good with pump effects), Penumbra Spider, Raise the Alarm, Scatter the Seeds, Selesnya Evangel, Slime Molding (good with populate), Sporemound, Triplicate Spirits, Wake the Reflections and Walker of the Grove. There are few other good ones, but these see more play.

I would recommend running most/all the soul sisters. Soul Warden, Essence Warden, Soul's Attendant and Anointer Priest are all fairly strong.

Ivy Lane Denizen is a great choice for you. Most of the tokens you'll make will be green, which will in turn grow whatever creature you want (or it basically turns all your 1/1s into 2/2s, which is huge).

Rampant Growth could easily be Sakura-Tribe Elder, which is basically the same card but with a 1/1 body for free that you can attack and block with.

I understand you want to maybe cycle them, but Safe Passage can be a big blowout in your favour.

In terms of cuts, I would think about cutting a lot of the non-token stuff. The cards that tap down creatures seem like a good place to start, since ideally you are going wider than your opponent anyways. Ardenvale Tactician and Expose Evil are easy cuts. Next, some of the more vanilla creatures that would be better served as more token producers, like Aven Skirmisher, Healer's Hawk, Faerie Guidemother, Pilgrim's Eye (you don't need this when playing Green), Sedge Scorpion and Voracious Typhon. Then, in your enchantments Bonds of Faith and Squire's Devotion seem like weaker options. For protection spells, you could be doing much better than Flicker of Fate.

I hope some of this helps you!

tumamaenmondongo on Orzhov Reanimator

1 year ago

Altoman, there are good points in your input. Firstly, yes, it intends to be not necessarily a control strategy, but a midrangey strategy. That's the reason I'm packing Rotting Rats instead of Stinkweed Imp , along with removal. I know ub and br reanimator are somewhat established archetypes, but that's not what I'm trying to achieve, I've played turbo exhume on RB and Ub Reanimator with Striped Riverwinder for a while and got bored of them. The concept of this new intent is to play WB since is the only color combination which allows you to play more than four reanimation spells in your deck, even up to 16 if you feel like doing it, and that's the very reason I wouldn't like to move from white (although I could think about splashing a third color as the professor did on his Mardu Reanimator deck https://youtu.be/Pun-et4nIP0).

That said, I agree I might need either some protection for the reanimated creatures, a faster deck, or (IMO) even more reanimation spells. On protection, I can stay on white and pack a couple Benevolent Bodyguard s, Standard Bearer s, Apostle's Blessing , Emerge Unscathed , or hand interaction as Duress .

Ulamog's crusher is no Emrakul, but is probably the best reanimation target on pauper right now, and it can win you a game on its own on early turns (mid to late game is more difficult, depending on what you're facing), and that's why is the founding concept of the turbo RB variant. I could very well pack 1/2 copies of Dragon Breath which are proven to steal a couple games every now and then (but for any decks playing unsummon, assuming you win g1, they still only have to leave 1 Mana open to ruin your plans).

What I was thinking about is playing more resilient biggies as Walker of the Grove , Striped Riverwinder , or anything with hexproof, shroud, regeneration or with an interesting ETB/leave the battlefield effect. I'll probably keep crusher, because of his raw power is worth it, then probably cut some stuff like horror of the broken lands, nightstalker, and cycling creatures for either more symmetrical discard, hand filtering\drawing ( Night's Whisper , Dusk Legion Zealot and friends come to mind) or hand disruption along with the aforementioned resilient critters. I believe V 2.0 might have something of that. What do you think?

triproberts12 on Horde of Notions - Elemental Tribal EDH

2 years ago

You may want to consider Angelic Renewal in this deck. The way it works with Evoke, you pay the Evoke cost, and by sacrificing Renewal, you get to keep the creature, as well as the ETB when returns to the battlefield. I've run the interaction in Pauper decks, and it's hilarious to do things like turn-2 Renewal, turn-3 Mulldrifter to draw 4 and get a 2/2 flier. You can do similar things by exiling the creature before it's sacrificed with Parallax Wave , Deadeye Navigator , Roon of the Hidden Realm , and Endless Sands . If you like that plan, I would include AEthersnipe and Walker of the Grove , too.

Also, if you're running Reveillark , you should probably be running Karmic Guide for the combo.

I'm also a little confused as to why you're not running Scapeshift in a Gates deck, especially one full of Landfall creatures. Other good land-fetch cards include Skyshroud Claim , Hunting Wilds , Ranger's Path , Wood Elves , Krosan Verge , Nature's Lore , and Karametra, God of Harvests , all of which fetch your Shocklands.

Path of Ancestry is fantastic in tribal decks, and it is an absolute staple in 5-color tribal decks.

This would also be a good deck for the Pickles Lock. Brine Elemental already plays to your theme, and you have multiple ways to tutor it. Vesuvan Shapeshifter is a clone at worst.

The final thing I would do is include some looting effects and self mill that won't put your Gates in the yard, since your commander wants expensive Elementals to reanimate. Kiora, Master of the Depths and Mulch could be good on the mill side, and Faithless Looting , Frantic Search , Greater Good (You can sac Evoked elementals in response to the trigger! Value!), Sultai Charm , and Chart a Course are all good for looting. Also, Surveil can help to fill the yard, as well. Try Notion Rain and Price of Fame (Good for killing Commanders!).

As for cuts, I would lose Brighthearth Banneret (land ramp is just better most of the time), Fertilid (7-mana Explosive Vegetation is bad, even if it has recursion), Rubblehulk (no ability, so it'll just get chumped for days. Run Multani, Yavimaya's Avatar if you want the land-count effect), and Tyrant of Discord (too expensive for a random effect).

Good luck!

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