Back to Nature

Back to Nature

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Destroy all enchantments.

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Back to Nature Discussion

SpiritKing on I pray to ehmmm you?.. or was it you?

3 days ago

To be honest i think you should reconsider the whole composition of the deck.

Since the Honden are Legendary you can only have one of each on the battlefield at the same time. Therefore you could already cut at least down to 2-3 copies/Honden in my opinion. The Greater Auramancy is a great way to prevent targeted removal but against Back to Nature, Tempest of Light or Fracturing Gust you pretty much have to scoop. Also, the idea to ramp with your artifacts/color fix your mana is a good idea in general, but 12 slots is too much i think. You could probably use the slots better running removal, card filtering or tutoring for key cards.

For ramping, i would suggest:

Herald of the Pantheon: also acts as a blocker if you need one.

Cloud Key: can also be put on other card types, if you're in need of them

Birds of Paradise: ramps, fixes your colors and can swing in with a Helm

For utility:

Mesa Enchantress/Verduran Enchantress: card draw

Monastery Siege: card filtering/protection

Detention Sphere/Oblivion Ring: removal

Commune with the Gods: crafting a hand

Ghostly Prison: protection

Starfield of Nyx: finisher

Idyllic Tutor: tutoring for what you need

Other spells:

Serum Visions: filtering

Ultimate Price: removal

Languish/Infest: wipes

Helm of the Gods: potential finisher?

Blood Moon: rework the mana base a bit so you do have some basics, additional fixing with Darksteel Ingot. I think it screws most opponents more than yourself

AEther Membrane/Fog Bank/Nyx-Fleece Ram/Wall of Bone/... : some amount of blocking cant hurt...also the Ram isnt a Wall or Defender, so he could pick up a Helm and get to attack.

Of course, since i think you want to keep the Honden theme, you should adjust the amount of what cards, in what quantity you add to still keep the theme going, but i think some cards i suggested can help you out a lot. The idea to make a Honden deck was on my mind as well for quite some time. =)

Pheardemons on How Far He's Come

4 days ago

Don't worry about it man. This is my life until I get off doing the damn truck. Should be within the next couple weeks.

I believe you should take out all of your counterspells. You only play 4 (Counterspell, Mystic Snake, Plasm Capture, Fuel for the Cause) which in EDH isn't really anything. If you're going to go for that kind of control route you should be making it an entire them in your deck, not just four cards.

I also don't care for Zameck Guildmage. You have Fathom Mage to help draw a lot more cards, as well as Bred for the Hunt which helps you draw a lot more cards in a more efficient way.

I understand the reason behind Scavenging Ooze, but I don't think he's as efficient in EDH, plus you have plenty of better creatures you could use.

Thrummingbird seriously seemed out of place here being that you have no way to give infect to your opponent. I think you'd rather give your counters to a better creature that would have trample or something to that effect.

Inexorable Tide, and most of the cards with proliferate, all seem somewhat out of place. Proliferate only gives ONE extra counter, and while this is the one that is better than the rest, I just don't think you need it with all the counters you can give your creatures with other effects. Other cards with proliferate I think that would be worth taking out are Contagion Clasp and Contagion Engine. I agree they are cool cards, but they don't continuously put -1/-1 counters on the creatures. Once they die all they do is proliferate.

Swiftfoot Boots seems somewhat redundant with Asceticism, Lightning Greaves, and Plaxcaster Frogling.

Urban Evolution, while it is good, seems a little expensive for what it does. In these colors you definitely have better draw spells, plus Exploration, Burgeoning, Azusa, Lost but Seeking, and Oracle of Mul Daya for extra land drops. These are the one I can think of that are continuous and less CMC.

Trygon Predator I believe is underwhelming as well. In your colors you have Back to Nature, Creeping Corrosion, and less mana Nature's Lore, and Naturalize, ect. Granted he is continuous, but I just don't see you being excited about drawing him.

Cytoplast Root-Kin is just another creature to move counters. I'm not sure you need ANOTHER one with the, 1...2...3...crap ton that you already have.

Those are 14 cards I believe you should take out. Even if any of these you absolutely believe you should have in, I would still take these out to be at 100, then decide what else to take out for whatever card mentioned that you absolutely believe you should have. These are my suggestions for you man.

Destroya on Nature's Graveyard

5 days ago

Hey man, this deck is really good I didn't think mono G mill could be built like this, definitely liking the concept. Some cards I think might be good to put in here are the X cost cards, things like Genesis Wave/Genesis Hydra/Helix Pinnacle/Hydra Broodmaster for chump blockers and Gelatinous Genesis to overwhelm your opponents with an army of oozes.

If your opponents are running LD then it may be good to have Primal Command/Life from the Loam/ Creeping Renaissance or Asceticism

I'm not sure how heavy your meta is on enchantment hate, I noticed your running Back to Nature but there are quite a few really good enchantments green runs that I think could really help your deck out.Rites of Flourishing/Rowen/Lost in the Woods

Card draw is always great and with some mana hungry artifacts you can draw enough lands to get your flip trigger more easily, Horn of Greed/Well of Knowledge/Temple Bell/Journeyer's Kite

YamishiTheWickedOne on What a Horrible Night to Have a Curse - Version 2

1 week ago

Another path you can take with this deck is splashing green in the form of 2 Overgrown Tomb to add a few Abrupt Decay and a Kessig Wolf Run for offensive power. You can then sideboard Maelstrom Pulse, Back to Nature and Krosan Grip. Maybe even Golgari Charm or Jund Charm. The purpose to a green splash, apart from wolf run for more power, is the ability to hate out enchantments.

YamishiTheWickedOne on Redesigned Vampire Midrange (for modern)

1 week ago

There are advantages to all 3 actually. Sign in Blood works as a finisher and puts you a card ahead in hand size. Read the bones lets you dig 4 cards down. I feel that in modern Painful Truths is the best of the three. It's used mainboard in Jund for a reason. This is because it draws 3 cards for 3 mana, and is only one card. It's the Jund/Abzan/mardu version of Jace's Ingenuity. Only it's much cheaper in terms of mana. So even in blue it's inherently better in decks that also run black and a third color.

Golgari vamps are monoblack vamps, but splashing green for Abrupt Decay and Maelstrom Pulse. You can also side Back to Nature, Krosan Grip and Golgari Charm along with various lifegain options against burn. Jund variants can also use Kessig Wolf Run.

Karzalar on Gotta love elves or at least I do

2 weeks ago

That deck feels like it's just starting, and that it's kind of budget? If not, there's a lot of cards i'd cut (if you do not know what to change for those in the maybeboard), like ;

Creatures

  • Advocate of the Beast

  • Centaur's Herald

  • Charging Badger

  • Eyeblight Assassin

  • Kozilek's Channeler

  • Skysnare Spider

  • Tajuru Beastmaster

  • Tajuru Stalwart

  • Territorial Baloth

Instant

  • All instants (exception made of Second Harvest and Naturalize)

Sorcery

  • All sorceries (exception made of Duress, Explore, Root Out, Disentomb and maybe Mental Vapors)

Now, what to add to replace all that?

Let's start with ;

Planeswalkers

Nissa Revane

Nissa, Vastwood Seer  Flip

Nissa, Voice of Zendikar

Freyalise, Llanowar's Fury

Garruk Wildspeaker

Garruk, Apex Predator

Garruk, Caller of Beasts

Creatures (they are all elves!)

Beastcaller Savant

Bramblewood Paragon

Caller of the Claw

Drove of Elves

Dwynen, Gilt-Leaf Daen

Eladamri, Lord of Leaves --> (I think it's legal to play)

Elvish Champion

Elvish Harbinger

Elvish Piper --> To get your threats on the battlefield at opponent's end of turn

Fauna Shaman --> To get those threats from your deck

Fyndhorn Elves --> Mythic mana rock!

Gaea's Herald --> Anti-counterspell

Gamekeeper

Gempalm Strider

Glissa Sunseeker

Heedless One

Heritage Druid

Jagged-Scar Archers --> to kill flyers

Korozda Guildmage

Llanowar Mentor ---> In case you topdeck too many lands, this is useful

Maralen of the Mornsong --> Useful since your deck has a low average mana cost

Masked Admirers

Nullmage Shepherd --> Reusable destroy artifact/enchantment

Oak Street Innkeeper --> Protection!

Oracle of Mul Daya --> Filtering, getting more mana in

Primal Forcemage --> Those tokens get better!

Realm Seekers --> Deck filtering, getting more mana, or just a big creature.

Reclamation Sage --> You NEED one.

Sylvan Advocate --> Most of the time, a 4/5 vigilance for 2 mana.

Sylvan Messenger --> Play an Elf, get more elves!

Talara's Battalion --> Easy to get on the battlefield.

Timberwatch Elf --> Another elf gets HUGE.

Titania's Chosen

Twinblade Slasher

Viridian Shaman

Viridian Zealot

Voice of the Woods --> If your small elves can't get past... get bigger creatures.

Wolf-Skull Shaman --> Get tokens in!

Wren's Run Vanquisher --> 3/3 deathtouch for 2.

Instant

Krosan Grip --> A better, uncounterable Naturalize.

Beast Within --> Remove a threat for the board.

Back to Nature --> Since you do not run a lot of enchantments.

Collected Company --> Get 3 elves on the battlefield.

Consign to Dust --> Destroy some artifacts or enchantments.

Fresh Meat --> Board got wiped? Not quite.

Hunter's Insight --> Draw cards!

Noxious Revival --> Cast for 0 mana.

Sorcery

Genesis Wave --> Because getting out half your library when you have tons of mana to spend is awesome.

Overrun --> Major boost.

Artifact

Akroma's Memorial --> Now, all your elves are monsters.

Enchantment

Doubling Season --> Double your tokens and planeswalker loyalty counters.

Parallel Lives --> Another token doubler. Makes it 4x with doubling season out.

That's my first batch of suggestions to you. Hope it'll help!

Lanzo493 on Modern tribal elves

2 weeks ago

I'm going to suggest two cars, because if you take one you should be taking the other. Dwynen's Elite and Shaman of the Pack. I know I'm asking you to splash another color, but the two cards are awesome, and work even better together (Llanowar Wastes is a good budget land). Dwynen's Elite also happens to synergize with Heritage Druid and Elvish Archdruid. I think you can take out your 3 Dwynens, 1 Elvish Champion, 1 Fauna Shaman, 2 Elvish Promenade, and a forest. The Dwynens require a critical mass of creatures to be effective and cost the most mana of any card in your deck without actually being the best card. Elvish Champion and Fauna Shaman are good when they are out, but you don't want multiple of them out. Elvish Promenade is win-more.

Now the sideboard.

Reclamation Sage is great against Bogles and Affinity, and can hurt Tron too. The same can be said for Fracturing Gust. Creeping Corrosion and Back to Nature are budget options for you to consider.

Scavenging Ooze is great at hosing Snapcasters and Living End alike.

Phyrexian Revoker can break Tron, Melira combo, and just a lot of things in general.

Essence Warden is good sideboard for games when you want life.

You can check out my deck That Stupid Elf Deck to test out the BG version. +1 if you like it.

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Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Magic 2015 Uncommon
2011 Core Set Uncommon

Combos Browse all

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