Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
|Have (2)||, orzhov_is_relatively_okay819|
Printings View all
|Modern Horizons (MH1)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Force of Vigor Discussion
1 week ago
The Force of Vigor is great to interact with early explosive opponent turns. So if I am playing 3rd or last, and someone before me drops a Sol Ring , Mana Crypt , Mana Vault , Mystic Remora then I can interact without having any mana up.
Heroic Intervention is there just to add some protection against boardwipes, or even targeted removals.
1 week ago
It’s been a while since your last update there’s been some pretty interesting new cards, what do you think? Dryad of the Ilysian Grove , Field of the Dead , Finale of Devastation , Nylea's Intervention , Force of Vigor , Veil of Summer , Sheltered Thicket , Blast Zone ,hour or promise
1 week ago
Hi RylandL! That's quite an interesting list! Could you explain to me why you play Three Visits instead of another dork? Also why play Collector Ouphe over Aven Mindcensor ? Ouphe blocks some of our combo lines and there are not many removals in the deck. Have you considered adding Force of Vigor ? What about Toxic Deluge ? Thank you.
2 weeks ago
Hey, don't see very many Nemata decks.
Consider building around the idea of making infinite green mana? With infinite green mana + Nemata + Fecundity you can draw your deck since Nemata is a mana sink and a sac outlet. Blasting Station can be a win condition with infinite tokens from Nemata without needing to attack. Temur Sabertooth also can be a win condition without needing to attack or without Nemata. Sabertooth is a good card when you can make a lot of green mana.
Cards to consider adding:
- Blasting Station
- Umbral Mantle
- Selvala, Heart of the Wilds
- Temur Sabertooth
- Marwyn, the Nurturer and/or Viridian Joiner
- Great Oak Guardian
- Genesis Hydra
- Force of Vigor
- Snow-Covered Forest
Equip Mantle to Selvala/Marwyn/Joiner to make infinite green mana. Guardian + Sabertooth + Selvala/Marwyn/Joiner is another infinite green mana combo and Guardian is pump for tokens. The idea is to make infinite green mana and with Fecundity + Nemata draw your deck until you find Station or a card that can cheat Station onto the battlefield.
An option for a win condition with infinite green mana without Nemata is Sabertooth + Acidic Slime to destroy all your opponents lands and mana rocks. Sabertooth is good with Hydra since Hydra can be a repeatable way to cheat an enchantment or artifact onto the battlefield. Hydra is like Wave, but is a creature which is easier to tutor for/recur then Wave.
Force is a very good instant removal spell for green in Commander. Snow-Covered Forest are better with Extraplanar Lens because your opponents have to have a Snow-Covered Forest on the battlefield to get the ramp bonus. A normal Forest won't give them the bonus and it's much more likely that your opponents have a Forest and not a Snow-Covered Forest.
I offer more advice, good luck with your deck.
2 weeks ago
Hey man , First off I'd ditch three basic lands for the following:
Sarkhan Unbroken - Great for card draw + mana-fixing and pumping out Dragon Tokens.
Dragonlord Atarka - because he is a total Boss, great for blowing up Walker's and acts as an extra Wincon.
Cyclonic Rift Get a good board state happening and Cyclonic wins games.
You will probably need some more Enchantment/Artifact hate too so you don't get shut down by Stax effects:
Surrak be all about the Creatures winning you the game..I'd add around there more mana dorks cause you gotta ramp for the big guys to hit the table early, drop six Instants and Sorceries. Talking about dudes like Elvish Mystic , Somberwald Sage , Birds of Paradise .
Hope that helped, look forward to playing against the deck bro :D
3 weeks ago
As for Rahnun's suggestions:
- Grunn, the Lonely King
- Primordial Sage
- Guardian Project
- Gaea's Touch
- Nissa's Pilgrimage
- Llanowar Tribe
- Kodama's Reach
- Frontier Siege
- Greater Good
- Traverse the Outlands
- Grothama, All-Devouring
- Hunter's Prowess
- Evolutionary Escalation
- Cultivator of Blades
- Mossbridge Troll
- Pathbreaker Ibex
- Forgotten Ancient
- Worldly Tutor
- Swiftfoot Boots
- Sylvan Library
- Force of Vigor
- Mirage Mirror
- Strionic Resonator
- Green Sun's Zenith
- Natural Order
- Sylvan Scrying
- Heroic Intervention
- Soul of the Harvest
3 weeks ago
@sam171z, I've never built in golgari colors or green more specifically so my advice might not be the best.
Based on your deck you might find Arbor Elf helpful.
Skullclamp is a really good card draw source especially if you pair it with Bloodghast and fetch-lands. Dark Tutelage is another option if you don't mind the life loss. Mirri's Guile seems to also be pretty strong with shuffle effects like fetch-lands.
Pattern of Rebirth seems like a really strong tutor effect for you.
Hope this helps you.
3 weeks ago
GrizzlyAtom: Just wanted to say that I absolutely loved the list! Safe to say you hit the nail on the head on almost all of your choices. However, I do highly recommend you make a couple of changes for the general consistency of the deck.
Seeker of Skybreak : Same thing as before, though considerably weaker since you NEED the dork to be out, so this is a potential dead draw or another 2 drop 1 mana dork.
Krosan Restorer : I get the need to overload the deck with repetitive effects, but this can over saturate your deck with non impactful creatures.
Greenweaver Druid : This is just bad, even with the cost reduction.
Elvish Piper : With the lack of high cmc creatures, this is just a gimmicky card we wish can always run.
Elvish Harbinger : Though being a two thanks to Nylea, top of the deck tutors aren't too great.
Sword of the Paruns ; As you said, 7 mana is too much.
Elvish Guidance / Growing Rites of Itlimoc Flip: I get why you want to run this, but it ain't worth it to run both. I'd drop the Rites over the Guidance, since you can use Arbor Elf on a forest with guidance.
Leyline of Lifeforce : You have enough of this effect, even if this would be super awesome turn 0.
Once Upon a Time : Doesn't scale too well in EDH.
These won't be direct swaps to the cuts and more of a series of cards that you should highly consider as I don't want to cramp your style.
Emergence Zone : Adds the ability to set up OR win on someone elses' turn for a land swap.
Oakhame Adversary : Draw to get your combo pieces and an elf for your count. More often or not a 2 drop in most cEDH metas and a 1 drop in some cases for you.
Runic Armasaur : More draw, draw from fetches and creature based combos.
Seedborn Muse : I know what you're thinking, "I barely have instants". Your commander is an indestructible digger, every turn you'd get to refill your hand.
The Stax pieces: Go for them, you have the outlet in the command zone and you break parity with mana dorks and a cost reducer at the helm. Tangle Wire , Trinisphere . Root Maze , Manglehorn , Collector Ouphe , Null Rod , Winter Orb , Thorn of Amethyst , Sphere of Resistance and maybe Defense Grid are worth it. Hall of Gemstone :Not good because it can lock out interaction that could be needed to stop another player.
Great Oak Guardian : Recognize that your wins are generated by untaps, and an instant speed board untapper is a recipe for success. It can also save your field from damage wipes and goes infinite with Temur Sabertooth . Also makes Tooth and Nail better.
Carpet of Flowers : Ridiculous ramp, 100% must.
Beast Within : Catch-all removal in monogreen. Definitely a staple.
I hope this helps, I love the deck, will be keeping up with it. Final recommendation would be to use a similar categorization that I used in Yeva for your list as it helps you visualize your deck based off function and see where it is lacking.