Wayward Swordtooth

Combos Browse all Suggest



Format Legality
1v1 Commander 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
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Wayward Swordtooth

Creature — Dinosaur

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

You may play an additional land on each of your turns.

Wayward Swordtooth can't attack or block unless you have the city's blessing.

wallisface on speedy Ghalta

3 months ago

You’ve actually done a really good job for your first decklist, so big props there.

The only things i’d suggest is ditching Sheltering Ancient (your main advantage is big creatures and this card is actively arming your opponent), Topiary Stomper (i don’t see a game ever going long enough to have 7 lands in play) and Wayward Swordtooth (feels a bit clumsy, though not terrible). In their place i’d suggest using the full playset of Ripjaw Raptor and Drover of the Mighty, and then getting some interaction to mess with your opponent (letting your opponent do what they want is never a good idea). Both Lightning Bolt and Primal Might seem really good here.

But overall, what you have here looks really solid, especially for a first-brew. Keep it up!

wallisface on Sultai Frog Value [Help - under working]

4 months ago

ghgiunco to explain my thought process:

  • yes Wayward Swordtooth is like an Azusa effect, but you already have Azuza. Having multiple of these kinds of effects in play at once is usually not super helpful because even with one down you usually end up playing all the land from your hand super quickly. Importantly also I think you have a LOT of 3-drops and limited early-turn plays. Arboreal Grazer lets you play lands early, which will matter for a fast game, and Growth Spiral/Explore refill your hand while ramping, which is super relevant.

  • Ob Nixilis, the Fallen won’t really win as fast as you think he will. You may have to still play something like 5 lands after playing this guy, and at any point your opponent can just kill him in response to the trigger. Compare this to something like Titania, Protector of Argoth, which creates value and leaves threats on-board even if she’s killed.

  • i’m not suggesting to ditch Ramunap Excavator, but 3 copies imo should serve you better. Drawing multiple of this card is usually going to feel really bad. Imo the only reason to run 4 would be if your deck needs him do achieve anything at all - but that’s a really dangerous place to be so i’d suggest not leaning too heavily on this one card (or at least mix-up the effect with Life from the Loam and Crucible of Worlds). Keep in mind that if you’re playing best-of-3’s, your opponent is very likely to be packing graveyard hate game 2 onwards also.

  • I think Oracle of Mul Daya is similar to the points I made around the Swordtooth above. Notably it’s just another Azuza effect when Azuza herself should be sufficient. But what you really need is those 1-2 mana cards to help snowball your land count early, while still keeping your hand count high where possible. Even if your deck makes a lot of mana, 4 is a lot to spend on this effect.

  • I would second nbarry223’s idea that Harrow does seem like a good fit. However i’d also say i’m not sure if there’s much room to fit it after my other suggestions (which, imo need to come first).

I think my proposed version of the list looks something like:

ghgiunco on Sultai Frog Value [Help - under working]

4 months ago

wallisface I liked the line you proposed. - Just will explain this Wayward Swordtooth was just a Azusa effect redundance and Ob Nixilis, the Fallen a almost win on a spot. And Ramunap Excavator looks so important to consistent play my lands then decide to play 4, no? The idea is consistent play various land drop and/or Ghost Quarters

  • And i forgot it to put Oracle of Mul Daya as a card choise in the build (as azusa effect too) what do you think? withou asmo, do you think i'n without some kind of interactions to remove creatures?

nbarry223 Harrow seens curious, fit in the deck ideia, kinda like. But reanimator i dont like much, seens other line

wallisface on Sultai Frog Value [Help - under working]

4 months ago

Interesting brew. Some thoughts:

  • I think your land count is too low. It’s going to be faar too likely that you won’t get much benefit from all the “play additional land per turn” abilities with only 24 lands. As a reference, Modern Prime-titan decks run 33 lands. You probably want some number in the range of 28-32.

  • The Asmo/Cookbook package here feels very out of place, and provides you very little benefit considering how awkward it’ll be to run here a lot of the time, i’d suggest ditching it. You shouldn’t need to discard lands if you have enough fetchlands (you seem to already have a good amount of fetches, i think maybe one more playset would set you up perfectly. But in any case, Asmo feels too unhelpful here.)

  • Find room for Arboreal Grazer and then either Growth Spiral or Explore (or both) to get your mana ramping quickly.

  • I think i’d also suggest ditching Wayward Swordtooth (too clumsy), Ob Nixilis, the Fallen (doesn’t do much for the mana), and then lower the number of both Tireless Tracker and Ramunap Excavator you’re running down to 2-3 each (both are situational cards, drawing second-copies of either is usually terrible)

Benwatts14 on The Elder Brostorm (cEDH)

4 months ago

Wayward Swordtooth and Rhonas the Indomitable work really well since both are 3 mana 5/5s to really accelerate your mana with selvala

Phule451 on Omnath Lord of The Land

4 months ago

More ways to be able to play more lands is gonna suit ya here. Burgeoning and Wayward Swordtooth will help with this.

Leafkin Avenger will give you value off all your tokens, and Incandescent Soulstoke and Creeping Trailblazer buff that team.

Stardragon on Land Search?

6 months ago

So with Baldur's Gate coming out with 9 new gates I thought of making a gate deck with Maze's End as a win con. i need more non basic land search (preferably to the battlefield but to the hand if need) and some extra play additional land cards, i have a small amount added ATM I have

Explore, Hour of Promise, Pir's Whim, Reap and Sow, Sylvan Scrying, Tempt with Discovery, Wargate, Dryad of the Ilysian Grove, Mina and Denn, Wildborn, Oracle of Mul Daya, Ulvenwald Hydra, Wayward Swordtooth, Kiora, the Crashing Wave, Expedition Map, Crop Rotation and Exploration. Am I missing any? Should I add some light Landfall as well?

Link: Hold them at the Gates

AstroAA on Lae'Zel Master Chef +1/+1 counters

7 months ago

Victory's Herald is kind of meh and overcosted for it's effect, as Cathars' Crusade does the same thing as many times a turn as it can, whereas Victory's Herald can only do it once. Replace it with like a Birds of Paradise or something like that to help both your curve and ramp.

While I do like Wayward Swordtooth, I'm not sure it does you much good here as I prefer it as a redundancy card. If you wanted a 1:1 replacement and are looking specifically for land-based ramp cards, Azusa, Lost but Seeking is infinitely better, and Wayward Swordtooth should only ever be ran in land-based decks that are wanting additional land plays per turn, such as a general that revolves around lands like Titania, Protector of Argoth. However, I would personally recommend cutting lands as 37 is a bit much, especially for a green/white deck. I'd recommend cutting down to around 34, but in place of those three lands I'd add in cheap creatures that still try and deal with your gameplan, like Fertilid, Incubation Druid, or Esper Sentinel.

Load more