Arcane Foundry › Commanders › Alex Wilder, Runaway
Alex Wilder, Runaway
Legendary Creature — Human Hero Villain · {1}{R} · Red commander
Whenever Alex Wilder or another creature you control enters, if you cast it from anywhere other than your hand, it gets +2/+0 and gains haste until end of turn.
Escape—{2}{R}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Build an Alex Wilder, Runaway deck →
What Alex Wilder, Runaway actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · etbWhenever Alex Wilder or another creature you control enters, if you cast it from anywhere other than your hand, it gets +2/+0 and gains haste until end of turn.
- Keyword · escapeescape
- AbilityEscape—{2}{R}, Exile three other cards from your graveyard.
What an Alex Wilder, Runaway deck needs
Plays as cast from anywhere. What the commander asks of the other 99 — read from the card and checked by hand.
- creatures cast from outside your hand — escape, flashback, foretell, plot and exile casts (each gets +2/+0 and haste)
- self-mill, discard and recursion (the graveyard is a resource its text reads)
The Alex Wilder, Runaway deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 18× A spell you cast from outside your hand — flashback, foretell, escape, adventure, cascade, plot and their kin
- 6× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Alex Wilder, Runaway
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A spell you cast from outside your hand — flashback, foretell, escape, adventure, cascade, plot and their kin
- Sol Talisman0 mana
- Underworld Breach2 mana
- Faithless Looting1 mana
- Hidden Volcano0 mana
- Lotus Bloom0 mana
- Mox Tantalite0 mana
- Brass's Tunnel-Grinder // Tecutlan, the Searing Rift3 mana
- Squee, the Immortal3 mana
Put your own cards into your graveyard as a resource
- Eden, Seat of the Sanctum0 mana
- Millikin2 mana
- Perpetual Timepiece2 mana
- Ghoulcaller's Bell1 mana
- Palantír of Orthanc3 mana
- Sequestered Stash0 mana
- Excavated Wall1 mana
- Wand of Vertebrae1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Crush1 mana
- Umezawa's Jitte2 mana
- Titan's Presence3 mana
- Abrade2 mana
- Untimely Malfunction2 mana
- Chaos Warp3 mana
- Kozilek's Command2 mana
Find the exact card the plan needs
- Goblin Engineer2 mana
- Imperial Recruiter3 mana
- Shield-Wall Sentinel4 mana
- Skyship Weatherlight4 mana
- Moonsilver Key2 mana
- Pattern Matcher4 mana
- Gamble1 mana
- Hoarding Dragon5 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Selective Obliteration5 mana
- Mizzium Mortars2 mana
- Delete2 mana
- Earthquake1 mana
- Apocalypse5 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Professional Face-Breaker3 mana
- The One Ring4 mana
- Sticky Fingers1 mana
- Vexing Bauble1 mana
- Birgi, God of Storytelling // Harnfel, Horn of Bounty3 mana
- Adaptive Omnitool2 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
Get ahead on mana
- Sol Ring1 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Wayfarer's Bauble1 mana