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Hex Essentials: Wild

Welcome back to Hex Essentials! We are nearly complete with our set review. After this article we will go into Artifacts and any other miscellaneous cards.

Go big or go home seems to be Wild’s motto, but unfortunately Wild seems to be lacking the consistency and follow through to get there. Wild also wants for card draw, which is necessary in a constructed environment. What Wild lacks for in card advantage, is made up in raw strength with resilient threats and haymaker actions. These then are the Wild cards that you should absolutely want to acquire before the Armies of Myth march!


Wild is known for its powerful troops and its ability to ramp up to them quickly. The best troops in Wild will either feature resource manipulation or brute strength. Below are the troops we believe are the best and those that have appeared in the constructed environment in Shards of Fate and Shattered Destiny.

Howling Brave

Howling Brave is one of the best ramp cards Hex. Not only does it help threshold fixing due to its ability to grant an additional Wild threshold, but its ability to add a resource when you exhaust it is quite strong. Getting a 3-cost troop or action a turn earlier is a great advantage. With Armies of Myth spoiled, we expect Howling Brave to appear more in the constructed meta.

Sight of the Sun

Sight of the Sun has appeared mostly in Sapphire / Wild decks. The ability to replenish all your resources and heal for each point of resource gained is powerful! In Sapphire / Wild, Sight of the Sun was used to replenish your resources after playing most of your hand, while saving a Countermagic or Verdict of the Ancient Kings to prevent your opponent from doing much. This Coyotle Cleric pairs particularly well with both Mastery of Time and Zodiac Divination. Sight of the Sun will be popular in the next set so we recommend getting this guy as soon as you can.

Wrathwood Master Moss

When Shattered Destiny first revealed this card, Piecetinker was in awe at the power of it. A 5/5 for 4 is powerful enough, but its ability makes it insanely resilient to board removals such as Extinction. We have seen Wrathwood Master Moss show up in constructed when Ruby / Wild was a popular deck. We have also seen Master Moss’s power combined with Cerulean Mirror Knight in some Sapphire / Wild decks as well. Funktion really wanted to see the interaction with Azurefate Sorceress and the Ruby damage gem happen but seems like it still hasn’t seen the light of day.

Arborean Rootfather

Combined with the either the speed, pump, or even the aforementioned Ruby damage gem, Arborean Rootfather is a force to be reckoned with. Arborean Rootfather was also a card that appeared when Ruby / Wild dominated the meta. Coming out and dealing eight damage when it gets played and if it has Speed, it can swing for another eight  the same turn it was played. If Ruby / Wild becomes popular in Armies of Myth, this is definitely one of the cards you will be seeing!

Actions / Constants

There are surprisingly only a few actions in Wild that are seen consistently in the constructed environment. Although they are few in number, they do pack a punch!


If your goal is to do big things, and do them earlier than your opponent, then Chlorophyllia is going to be one of your go-too cards. The idea being that you skip past the entire middle part of the game by ramping right past it during the first few turns. At which point you might be a little behind on the board, but now you’re ready to start playing the big stuff (which your opponent can’t even compete with). Not only is Chlorophyllia constructed viable, it can also be an exceptionally fun card to play with and you should pick up a playset of it regardless of whether you plan to play competitively.

Crash of Beasts

Now that we’ve covered all five of the shards, all we can say is poor poor Eternal Youth, you were the only escalation card left off our list. Crash of Beasts saw quite a bit of play during the Shards of Fate meta and then began to take a back seat as new cards were released. With that in mind this one can serve a number of roles in a variety of decks, in particular it can serve as a troop based win condition in a deck that doesn’t play many troops (or possibly even no troops). Additionally, Crash of Beasts can help you stabilize in the early game by providing a few decent sized bodies to trade with while it simultaneously progresses you late game plan of creating a board of rampaging rhinos.

Eye of Creation

Of all of Wild’s cards, none come close to Eye of Creation. One of the most powerful things about Eye is that if you are playing Wild then your opponent has to consider playing around it for the entirety of the game. You might not even have it in your deck but they don’t know that, they just think that the game could turn on its head over the course of one turn. Playing Eye for just 1-3 cards can feel underwhelming but you definitely need to keep that as an option as it might be your only way out. Luckily Wild has access to the most reliable resource acceleration and you’re usually going to be in pretty good shape if you resolve an Eye of Creation. Two things to keep in mind when deckbuilding with this card:

  1. You want to have a pretty high saturation of troops in your deck so that you don’t brick.
  2. You don’t necessarily need to have the appropriate threshold to play the troops from your hand if you can just get lucky enough to flip into them.

Feral Domination

Feral Domination was mostly seen in the uprising of Ruby / Wild ramp. When combined with Eye of Creation, Feral Domination begins to remove troop after troop leaving your heavy hitters a free path to victory. People also seem to  overlook the fact that Feral Domination accounts for Defense as well as Attack. Meaning, a troop such as Filk Ape is quite powerful and can easily remove a 4 attack troop while staying alive. Feral Domination is going to be the major player for Wild removal.


These are cards which might have at best seen marginal play in constructed but have some sort of powerful potential that could be unlocked in the future. Keep an eye out for these!


A 3/3 steadfast for 2 resources is already pretty decent and in any world where Menacing Gralk is king it is likely that Constantina could become quite the kingslayer.

Wild Root Dancer

Root Dancer has lived in a somewhat weird space, in that its ability seemed like it had potential, but the card has seen almost no play. This is likely due to the prevalence of tempo, removal and card advantage as central themes throughout the constructed meta so far. If the game did ever mutate into one where board state was the only thing that mattered, it is indeed possible that this elf could enter the fray. While probably obvious to most players it is worth mentioning that this plays particularly well with Howling Brave in the type of deck that wants to start making big attacks early on in the game.

Filk Ape

Filk Ape has already made the occasional appearance whether it was to play wingman to Wrathwood Master Moss or to rain on a Living Totem’s party. With reversion effects feeling like they might become even more powerful with Armies of Myth it doesn’t take too much scrounging around to find a few effects that  might put King Gabriel’s distant ancestor to use.

Gas Troll

Nothing beats a big Gas Troll, at least not in Funktion’s book. This bloated green-skinned beauty already fit pretty well in Goremaster style decks but now with new aggressive dudes like Quash Ridge Tusker entering the mix we might start to see some more play from our foul smelling friend.

Piecetinker’s Final Say: Wild hasn’t really had a chance to shine in competitive play. We’ve seen Ruby / Wild for a little while and then quickly died down when mono-Sapphire came into play. However, next set Wild will be bringing some huge threats! I can foresee Sapphire / Wild (thanks to the uprising of the coyotle) and Ruby / Wild once again (due to the rise of the elves) becoming quite popular next set.

Funktion’s Final Say: Wild really hasn’t ever seen extensive play except for outside the first few months of alpha. Since then we’ve seen Eye of Creation centric decks pop up every so often but none have had long-term staying power. I feel like this is all about to change with a number of very powerful Wild or Wild/X cards being printed.

Piecetinker is new to the competitive scene of TCGs. Despite this, he placed Top 8 in both the HexTCGPro July and Invitational tournaments. Primarily focusing in Constructed play, Piecetinker will continue to learn and improve his skills. You can find his Twitter here.

5 Comments on Hex Essentials: Wild

  1. All in all, what I think wild needs is more ability to recover from board wipes to really get back in the field.

  2. …..or decent spellshield troops.

  3. Totally agree, Extinction definitely feels like Wild’s Kryptonite.

  4. Seems like Wild is hard to play in a field dominated by mono-sapphire. When you want to play all these big expensive troops and EoC, having all your opponents holding Countermagic and Verdict is bad news. I don’t see how Wild breaks out with those 2 cards out there.

  5. This is correct entropy. Wild is weak at the moment. What Wild needs is card draw. Extinction definitely hurts because of the lack of card draw. Sapphire hurts because of the interrupts. There are some cards that can get around Extinction such as Wrathwood Master Moss or Fist of Briggadon (the latter hasn’t seen constructed play since alpha), but I honestly believe card draw is the main culprit.

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