Master of the Wild Hunt
Tracked across real Commander games played through TurnZero HQ.
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What it does
At the beginning of your upkeep, create a 2/2 green Wolf creature token.
T: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Combos with Master of the Wild Hunt
Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.
- Esix, Fractal Bloom Timestream Navigator Infinite
- Infinite turns
- Lock
- Druid's Call Intruder Alarm Eldrazi Monument Infinite
- Infinite creature tokens
- Infinite creature ETB
- Infinite mana creatures you control can produce
- Infinite untap of creatures
- Druid's Call Intruder Alarm Avacyn, Angel of Hope Infinite
- Infinite creature tokens
- Infinite creature ETB
- Infinite mana creatures you control can produce
- Infinite untap of creatures
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
4 official rulings, in the order Wizards published them.
- 2018-03-16
If the target creature is an illegal target by the time Master of the Wild Hunt's ability tries to resolve, the ability doesn't resolve. You won't tap your Wolves, and nothing will deal or be dealt damage.
- 2018-03-16
Only a Wolf creature tapped as part of the ability's effect can be dealt damage by the target creature.
- 2018-03-16
The controller of the target creature doesn't divide that creature's damage as the ability is activated (since the Wolves that will receive that damage aren't targeted), so that player does so as the ability resolves. There is no time to react between the time a Wolf is chosen, the time damage is dealt to it, and the time it's destroyed for having been dealt lethal damage. If you want to put a regeneration shield on one of those Wolves, or target it with a damage-prevention spell, or anything else, you must do so before the ability resolves (and before you know which Wolves will be chosen and how much damage will be dealt to them).
- 2018-03-16
All Wolves you control are tapped as part of the activated ability's effect, not as a cost. Players may respond by attempting to tap or untap Wolves, or to create or remove them.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Master of the Wild Hunt, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Henry Wu, InGen Geneticist | 1 | 7 | 14.3% |
Colors it shows up in
- Sultai 1 deck
Every version of Master of the Wild Hunt
5 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Secret Lair Drop
- Normal
- $4.64
- Foil
- $6.54

- Normal
- $2.60

The List
- Normal
- $4.31

Masters 25
- Normal
- $1.76
- Foil
- $6.60

Magic 2010
- Normal
- $3.45
- Foil
- $10.57
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Master of the Wild Hunt — a name search across every version, for the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.