Wild Defiance

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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

Wild Defiance


Whenever a creature you control becomes the target of an instant or sorcery spell, it gets +3/+3 until end of turn.

Crow_Umbra on Heroic Test Build

3 months ago

Heroic was one of the first decks I ever put together about 10ish years ago lol. The variant I built was G/W though. I don't have the deck list anymore for whatever reason, but I'd suggest checking out some of the following:

  • Emerge Unscathed - Could work in your current build, especially great with Rebound.

Stuff I used in the G/W build:

Newer stuff in Green that I would have loved to have played with back then:

Also, I wouldn't worry much about the competitive meter. No one is sure how it works tbh lol

Crow_Umbra on

9 months ago

Taking a quick look at Scryfall, looks like there's only 18 humans that have Heroic. Artisan of Forms and Sage of Hours are definitely some fun jank picks. A lot of them put +1/+1 counters on themselves, so it could even open up a +1/+1 counter subtheme if you wanted to go that route. Wild Defiance used to be a centerpiece to my old GW Heroic deck, adding some additional beef behind combat tricks like Vines of Vastwood, Sheltering Word, and Ranger's Guile. Tyvar's Stand is something I would've loved for that old deck lol.

Yeah! So the deck definitely has stuff like Conspiracy, Maskwood Nexus, and Shared Animosity, plus various Aristocrats and death triggers. There's about 10 Saproling creating effects in deck. I shifted away from having more, as most felt a little too janky & slow for my tastes. I figured I might as well let Squee & Slimefoot attack to make the saprolings, and also benefit from some tribal shenanigans. I'm currently at 93 cards in main list.

Peppofman on Boost Infect

1 year ago

Wild Defiance not bad but too expansive

paperhead on Boost Infect

1 year ago

-4 Scale Up
Wurms don't have infect.
+4 Wild Defiance
Don't need wurms.

31770 on This Might Be Nasty! (Infect 2 Turn Win)

1 year ago

70% of your one drops are green. The only one drop creature is green. you need more green mana!

If you are trying to kill on turn 2-4 then you could probably have

4x Yavimaya Coast 1x Pendelhaven

Adding 2 coast and a Pendelhaven would still keep you under $50. I also feel you are light on creatures. You really need a creature to stick and opponent to not have removal, and if they do you need to be able to protect it or reload. I think you need 19 mana and 12 creatures, so maybe add 2 more Ichorclaw Myr.

I don't think you need Distortion Strike, it's sorcery speed and it's useless on blighted agent, and only +1 power pales to everything else in your deck. Definitely sticks out as the weakest card in deck. Also, islands are really iffy when you really need extra green for all the pump. Having your second land be an island with a elf on board ready to swing and groundswell/krosa/mutagenic growth in hand on turn two feels really bad. I'd add: 2x Ichorclaw Myr 2x Yavimaya Coast 1x Pendelhaven

Take out: 3x Distortion Strike 2x Island

Sideboard: Depending on meta, cheap options that would be great for this would be

Nature's Claim Kill saga's or ensnaring brigde or spellskite or whatever other annoying thing that you need to remove.

Test of Talents or Spell Pierce (would probably add back one island and take out forest if adding more blue)

Autumn's Veil (more protect)

Wild Defiance (for grindy removal heavy long games)

Gut Shot (kill monkeys) and/or Dismember

TrashWolf95 on Wolf Army

2 years ago

As a fellow wolf/werewolf player myself I have a few suggestions to make your deck a bit better. First I would remove Meteorite it's a high mana cost for not a lot in return I would suggest replacing it with The Celestus as it's cheaper mana rock and has synergy with your werewolves and the draw/discard ability is super useful. I would also remove Burn the Accursed in favour of maybe Lightning Bolt, Moonlight Hunt or Banefire.

A few other cards off the top of my head that I play in my wolf/werewolf deck that are very useful are Rampant Growth, Warstorm Surge, Atarka's Command, Destructive Revelry, Nightpack Ambusher, Cult of the Waxing Moon, Cultivate, Wolfcaller's Howl, Master of the Hunt, Shamanic Revelation, Elemental Bond, Beast Whisperer, Wild Defiance, Scorned Villager  Flip, Overwhelming Stampede and Rhythm of the Wild.

Overall for your first edh deck you have some good picks and synergies I like the midnight hunt theme

TheVectornaut on Aggro Infect/ Proposition 65

2 years ago

The card selections here are good, but you do have way too many lands. Infect lists sometimes run land counts in the low teens, and without more expensive threats like Wild Defiance, I definitely would run 20 at the most. If you do want to stick with a higher land count to avoid mana screw, Groundswell will almost always be better than Titanic Growth while still being more budget friendly than Might of Old Krosa. Although, it looks like even Might is fairly cheap after being reprinted. Other relatively cheap buffs I'd look at would be Rancor and Mutagenic Growth. The former is persistent and combos well with Ichorclaw Myr. The latter is basically half an Invigorate, but Invig is so good it's banned in pauper.

Thick_propheT on Searing Infection

3 years ago

Thanks for all the suggestions. I was wondering about a lot of the things your brought up.

I haven't played this deck yet, but I'm already concerned about not having any creature protection. I originally tried to have some defensive capability in the deck, but it felt like the intent and capability of the deck became too diluted as I added those sorts of things. There must be some sort of balance there, but I'm not sure how to achieve it.

I also wasn't sure exactly how many creatures to add and which ones. I'm wondering if I should run fewer creatures overall to make room for more defensive spells. I did have Plague Stinger in at one point but replaced it. My thinking was it would be more useful to have a creature that could give itself +/+. The utility of a flyer is a good idea though, so I probably will put that back in. I had considered adding Vector Asp, but decided against it, since you'd have to pay a any time you wanted it to have infect. This seems counter productive, but I must be not fully seeing the benefit of the asp. Could you elaborate on it? Another creature I was wondering about is Plague Myr. Its intended use is as a mana dork, but I'm wondering if it wouldn't be better to replace it with something that fills the role a little better. If it's just a mana dork, does it really even need infect?

I had trouble deciding what spells to include. In my play testing, I found that my hand could easily get bogged down by spells that weren't useful early game. That's why most of the ones you've suggested replacing have cycling. If it's not useful yet, I can just dump it until I find something I need. I think your suggestions to replace those and also lower the cost of creatures would probably solve that issue though. With cheaper creatures AND spells, I'd be able to do more per turn.

Wild Defiance is very intriguing. I'm definitely not opposed to splashing in another color and was actually considering switching black out for green. I do generally prefer playing decks with black in them though. Do you have any other suggestions for a green splash?

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