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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Essence of the Wild
Image from Wizards.com

Essence of the Wild
Innistrad

Reviewed October 18, 2011

Constructed: 3.50
Casual: 4.25
Limited: 4.25
Multiplayer: 3.80

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 

BMoor

Essence of the Wild

This is an interesting card. Once it hits play, all your creatures are going to be 6/6's basically for the rest of the game. If it dies, but you've played another creature since then, well, you'll still have an Essence of the Wild, won't you? That's good, especially if you've got ways to make tokens or produce creatures on the cheap. It's bad if you have a creature that's better than the Essence-- either by being bigger than 6/6 or by having a relevant ability. Say your opponent has a big flyer you need to deal with. You topdeck Deadly Recluse! Too bad your Essence is already out-- play the Recluse and you get a 6/6 that doesn't have reach or deathtouch.

Essence of the Wild is an all-in strategy, no doubt. You need to be fairly confident that 6/6's with no combat-relevant abilities are going to be able to win it for you if you can produce enough of them. Cards like Awakening Zone, Scatter the Seeds, and other noncreature token producers are the best ways to complement the Essence, but you're still as vulnerable as ever to Days of Judgment or flyers.

Constructed- 3.5
Casual- 4
Limited- 4
Multiplayer- 3.75

David Fanany

Player since 1995

Essence of the Wild
 
There was an article on Wizards of the Coast's website previewing this card, which you could check out for a few deck ideas. Really, that article is just the tip of the iceberg. Sure, cards like Pandemonium technically don't need more help, and Elspeth, Knight-Errant is technically scary enough already without making dragon-sized tokens while ramping to astronomical loyalty. But they may be even more stylish combined with this card. I'm surprised how long it took Magic to do its version of a "green man," but I'm glad he's an interesting card! 
 
Constructed: 2/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Essence of the Wild which is a six mana 6/6 that makes creatures you control enter the battlefield as a copy of it. 
Green has many other options for large creatures with more independent effects, but building a dedicated deck around this can potentially be very effective.  Benefiting from the typical mana acceleration and a combination of effects that can provide creatures while this is in play makes for a pretty specific build.  In that design it will work well, though the end result is probably not stable enough of a combination to work competitively.
 
In Limited a 6/6 for six is a top pick even with three of that cost being the same color and it is likely that any creature played after it will be more of a threat as a result of the effect.  In Sealed this can make Green a very compelling choice for primary color, with enough support, and can win the game if combined with token production.  For Booster drafting additional support dramatically improves the chances of Essence being a game-winner instead of a relatively easily managed threat.
 
Constructed: 3.5
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5

John
Shultis
Phoenix
Gaming

       Welcome back for yet another great card of the day here at Pojo.com! Today we look at one of my favorite cards from Innistrad, Essence of the Wild. Essence of the Wild is a mythic green Avatar creature that costs three green mana and three generic mana. Essence of the Wild is a 6/6 that says creatures you control enter the battlefield as a copy of Essence of the Wild.

      This ability may seem confusing at first, but once understood (properly) it makes this card what it is, mythic! This means anything you drop from the point this guy lands IS this guy, and that means each copy must be dealt with for this to end! A simple 1/1 instead becomes a 6/6. True, their abilities would no longer trigger, but you have a 6/6 in its place. The potential best combo in standard for this guy is running Kessig Cagebreakers and Parallel Lives with Essence of the Wild. Fill your graveyard with creatures early, get out the Cagebreaker and Parallel Lives, and then watch as you swing with Essence of the Wild out to drop an army of 6/6’s that each must be destroyed before it ends. For added fun, be sure to add in Bellowing Tanglewurm from Scars of Mirrodin to give each Essence of the Wild Intimidate! Or, for even more broken fun, build an Innistrad Bant deck, and use Geist of Saint Traft to drop a 6/6 into play tapped and attacking! A Howlpack Alpha would produce 6/6 tokens instead of 2/2’s, even though they don’t get the pump from the Alpha, my math says a 6/6 is still better than a 3/3!

       But perhaps this cards greatest potential is in older formats such as modern or vintage. The reason is because of old school token decks, such as a Saproling deck. Saproling decks if not kept in check fast produce incredible numbers. I should know, my friend Erik and I both run rather impressive Saproling decks based from Ravnice (mine Golgari, his Selesnya) and this guy throws them over the top. Now instead of dropping out tons of 1/1’s, they are tons of 6/6’s. This gets incredibly hard to handle after doubling them with Rhys the Redeemed. A single Overrun, or activation of Garruk Wildspeaker’s final is almost surely game over.  

Limited: 5/5
Casual: 5/5
Constructed: 5/5
Multiplayer: 4/5


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