Wolfwillow Haven

Wolfwillow Haven

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller gains an additional .

, Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate this ability only during your turn.

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Set Rarity
Theros Beyond Death (THB) Uncommon

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Legality

Format Legality
Canadian Highlander Legal
Brawl Legal
Historic Legal
Vintage Legal
Legacy Legal
Duel Commander Legal
Limited Legal
Arena Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Block Constructed Legal
Oathbreaker Legal
Casual Legal
Pioneer Legal
Leviathan Legal
Unformat Legal
Modern Legal
Standard Legal
Pre-release Legal
1v1 Commander Legal

Latest Decks as Commander

Wolfwillow Haven Discussion

gavriel1136 on Mana Burn

4 days ago

War's Toll, Mana Cache, Monsoon, Stoneshaker Shaman, Tectonic Instability, Price of Glory, Pretender's Claim,Burning Earth.

I would consider swapping out most of your Ramp for "Enchant Land" ramp, such as Fertile Ground, Overgrowth, and Wolfwillow Haven. You can use this as regular ramp for yourself, but late game these can debilitate your opponents. If they aren't running green, they can't even use the mana provided.

Peoni on Zaxara's Infinite Hydras

1 week ago

Never got a notification for this for some reason hmmmmm.. I might be a bit late but I'm definitely happy to help. :^)

Starting with your lands, they look pretty solid. This is SUPER nitpicky, but Path of Ancestry doesn't feel like a good fit here. This deck isn't exactly a tribal, and it only has 7 cards it can scry off of. It may give you any color you need, but the coming in tapped bit would make me steer clear. The decision is totally up to you though because it isn't necessarily a bad card, but just keep in mind I'm really finicky when it comes to mana coming in tapped lol. Alchemist's Refuge and Emergence Zone might be fun picks. Dropping 1000 1000/1000 Oozes or Wurms on your turn is certainly good, but even better would be your opponent's end step. >:^)

Your ramp might need a little more focusing between the auras, dorks, and rocks. I might recommend a few more rocks in Talisman of Curiosity and Talisman of Resilience, but I think auras are going to be your focus considering your untap synergies, so more cards like Wild Growth, Wolfwillow Haven, Overgrowth, and Verdant Haven would make for nice additions. That being said, I think the dorks should probably come out, along with maybe your more expensive auras Dawn's Reflection and Market Festival. Ramp cards that in my opinion definitely need to come out are Heartbeat of Spring and Dictate of Karametra purely because of their symmetry. Group hug effects like these are super dangerous, and I really don't think you need them in order to pull off your strat. That being said, I think you should cut Tidal Barracuda for similar reasons. Giving people flash is risky, even if they can't cast stuff on your turn.

Card draw suggestions I would make for now would be to consider targeted X draw spells like Blue Sun's Zenith and Stroke of Genius instead of Mind Spring, as they can also be used with infinite mana to deck your opponents. Brainstorm is almost always a good addition. I also think cutting Gadwick, the Wizened wouldn't be a bad move. He's difficult to cast outside of having infinite blue mana and he doesn't really have the best synergy with the rest of your deck.

For your removal I would suggest perhaps adding in some lower CMC options like Pongify or Rapid Hybridization as nice cheap spot removal. Dismember or Tragic Slip are also nice black options that get around indestructible. Any removal will do, really, and so it's again all up to you. I just like these a lot.

I'll leave it at that for now, and when you've made changes we can figure out what else needs to be added/cut. :^)

Peoni on Catrunner

1 month ago

Here are some cards you might like: Beast Whisperer, Broodhatch Nantuko, Colossal Majesty, Deep Forest Hermit, Druid's Deliverance, Evolution Sage, Explore, Full Flowering, Gaea's Blessing, Garruk, Primal Hunter, Generous Stray, Giant Adephage, Gilt-Leaf Archdruid (pushing the budget, I know. Just thought I'd throw it out there),Hunter's Insight, Paragon of Eternal Wilds, Rampaging Baloths, Runic Armasaur, Sandwurm Convergence, Second Harvest, Selesnya Eulogist, Seton, Krosan Protector, Shapers' Sanctuary, Snake Umbra, Temur Sabertooth, Verdant Rebirth, Voice of Many.

Figured I'd give you a lot of different choices and you can pick through them for the ones you like.

What I would recommend you do with this deck is turn its focus into a cat and druid tribal deck that incorporates a lot of card draw and token generators along with populate effects. I feel it would bring a lot more synergy to your deck without increasing the price.

IF you ever wanted to break budget a little bit for this deck, I'd suggest maintaining the whole cat/druid/token themes and incorporating a little more of an enchantment focus with cards like Argothian Enchantress, Verduran Enchantress, Yavimaya Enchantress, Eidolon of Blossoms, and Setessan Champion. This would both boost your druid count a bit and your card draw significantly. These combined with enchantments like Beastmaster Ascension, Parallel Lives, Season of Growth and auras such as Keen Sense, and Sixth Sense, would net you a lot of value and power.

You might also consider cutting some of your lands like Blighted Woodland, Desert of the Indomitable, Slippery Karst, and maybe 1 or 2 forests, and adding in more ramp cards. I'd suggest maybe a Kodama's Reach and some artifact ramp like a Mind Stone, but I think you should focus most of your ramp on land auras like Wild Growth, Fertile Ground, Wolfwillow Haven, and Overgrowth. They'd be really nice if you ever decided to go down the Enchantress route.

I knooow this is long I'm sorry but I just see a lot of cool fun and potential in this deck of yours. :^) I tried to keep my recommendations budget but a few pricier choices might've slipped through. I hope this helps!

Titus7007 on Cracking the Enigma (Standard hidden Gems#2)

1 month ago

It was playing really well. The biggest problem was that it is not Ugin, the Spirit Dragon. Everything else was working great. It churns out zombies very well. it played consistently. I tried putting in Banishing Light because I only had one Deputy of Detention but being able to fetch the Deputy and always having an abundance of 2 drop enchantments makes it pretty crucial. I did add one Deputy (giving me 2 now) and I think I'm gonna tinker with the other two slots. I think I have 2 Dungeon Geists that I'll throw in for now.

The only other change I made was adding 2x Temple of Silence and removing Wolfwillow Haven as I was getting stuck without white mana too often. I also removed Kenrith's Transformation to accommodate The Binding of the Titans which play pretty well with the rest of the deck.

Crow-Umbra on Twice the Enchantments, Twice the Fun

2 months ago

I think your deck has a solid start, but could benefit from having a few more enchantments. Personally, I think you could cut all of your artifacts, or at least the ramp artifacts, and include a few more enchantments like Weirding Wood, Wolfwillow Haven, Utopia Sprawl, or Unbridled Growth.

I'm not sure what your budget is like, but a few really helpful Auras are Rancor, Aspect of Mongoose, and Whip Silk, since they can all be replayed multiple times. Ordeal of Thassa and Ordeal of Nylea can both be helpful and pop-off early since your creatures will likely already have counters on them.

Simic Sky Swallower is okay as a beefy body, but can't be enchanted. You might be better off with something like Nylea's Colossus or Prime Speaker Zegana, both of which synergize with enchantments & counters.

If you're interested, check out my Eutropia deck, WAP- Wet Ass +1/+1 Counters. I built mine more around +1/+1 counter synergies with Auras.

ghostfire86 on Uril, the Mistalker

2 months ago

There’s only two one drop aura ramp to the three mana dorks you’re running. The rest of the worthwhile aura ramp are two drops which could replace the two drops your running. If you wish to argue Bloom Tender is present and worth playing, I’ll point out you are not running Faeburrow Elder or Nature's Chosen which would double their output. You also can’t go infinite with tender or elder without blue. Chances of going infinite with your creature ramp using Aggravated Assault is also slim. Furthermore, Aggravated Assault is awesome (I used to run it in my build), but you need to also run Sword of Feast and Famineas back up to your Bear Umbra. Both the sword and the umbra benefit the aura ramp cards. Synergy is a wonderful thing. We could also discuss how mana dorks don’t have haste but the auras can be used same turn if placed on untapped land.

I’m betting with all the creatures you’re hoping to gain benefit off of Sublime Archangel. Not bad, but Uril needs auras, trample, Protection from creatures, flying, indestructible, and (if possible) double strike, not exalted. You’re also running Winds of Rath,Day of Judgment, and Wrath of God. This is counter productive to having so many mana dorks over aura ramp.

This was my first commander I ever built and have been tweaking him for more than 5 years. Build him voltron tall and dont worry so much about going wide.

Aura Ramp:

Utopia Sprawl

Wild Growth

Fertile Ground

Trace of Abundance

Wolfwillow Haven

Overgrowth (if you like the enchantress draw odds.

MrBoombastic on yoU aGaIN?!?!?

4 months ago
  • With Uro, Titan of Nature's Wrath, Arboreal Grazer and Growth Spiral, you want a TON of lands as they do basically nothing, if you can't play an extra land with them. Looking at most decks like this in both Standard and Pioneer, they usually play around 28 lands. I know it feels like a LOT, but you'd rather have too many than too few with that many effects, that put them into play from your hand.

  • Satyr Wayfinder seems like a great fit. He mills for your Uro and keeps your hand filled with lands. This way you might not have to add more either.

  • While Collected Company is a fun idea, I don't think it fits the deck. It's a tempo card that wants to, ideally, put two 3-drops into play. It can help you ramp, if you hit the right cards and have extra lands in hand, but most of the creatures aren't great hits for it and I think there will be a little too many feel-bad moments. I could very well be wrong though. Other (possibly) more consistent ramp options could be: Cavalier of Thorns (huge body, mills for Uro and ramps + selection from yard), Nissa's Pilgrimage (both puts one land into play AND your hand), Hour of Promise (makes blockers on top of 2 lands), Wolfwillow Haven (earlier ramp), Elvish Rejuvenator (a body and a land) and possibly many more.

  • Love the hell out of Tireless Tracker, nice one!

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