Nature's Claim

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Conspiracy (CNS) Common
Worldwake (WWK) Common

Combos Browse all

Nature's Claim

Instant

Destroy target artifact or enchantment. Its controller gains 4 life.

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Nature's Claim Discussion

Kinpa6Ansatsu on Doran the Siege Tower EDH Deck

2 days ago

I would recommend Retribution of the Meek for a neat board wipe. Golgari Signet and Selesnya Signet are pretty neat. Nature's Claim is a good Artifact/Enchantment removal. Some cards that stick out to me as being weird are Golgari Keyrune, Trostani, Selesnya's Voice, and Rhox Faithmender

Podkomorka on Infect Pauper

4 days ago

Immediately take out Naturalize for Nature's Claim

slvstrChung on Turn Four 26/26 with Trample ($15 Deck)

5 days ago

Question: how does Kavu Predator buff? I mean, you can't control when your opponent gains life (Nature's Claim notwithstanding), and you probably don't want them to either.

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

5 days ago

spectrevr4

A faster clock should help solve a lot of your problems! And based on what you said, I think you'll be well on your way to outpacing them per the suggestions above.

Spell-based mill like this usually falls flat without big mana, and big mana is usually very weak to one-off targeted removal (because it leans on mana doublers, big mana rocks, etc). A few well-placed removal spells (Nature's Claim, Abrupt Decay) paired with Null Rod and Phyrexian Revoker (naming a key mana-producing piece so they can't tap for mana) could really put them off their game. These kind of decks usually rely on momentum to win so if you can crush a key piece of the plan, it should put you in good waters. Looking at the example you gave - Crypt Ghast + Cabal Coffers + Urborg, Tomb of Yawgmoth are fantastic if they can all be assembled together, but that usually requires a number of turns and a lot of investment (tutors) on your opponent's part. Then, if you can snipe the Crypt Ghast with a single 1-cmc Dismember, that really shuts down a huge part of their mana production (CC + Urborg alone don't make huge mana until the land counts get higher)

Personally I think that if you can get your speed/tempo up and increase your density of targeted removal, you will solve a lot of problems before they actually become problems. So, you don't have to deal with the Mind Grind directly - you can just gut their ramp strategy to make the Mind Grind a non-viable play in the first place.

Since it's easy to miss, note that Null Rod completely shuts off mana rocks, because they have "Tap" as an activation cost. So landing a fast Null Rod can totally blow out entire mana ramp strategies. I spend my first fast tutor on Null Rod in probably 30-50% of my games just because it's so strong at shutting down artifact-based ramp and combo. Then, if you can land a Winter Orb shortly thereafter (with mana dorks on the board), you're well on your way to locking everything down.

Keep us updated on how things go!

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

6 days ago

spectrevr4

Not to worry! There are a lot of ways to speed things up. Looking at your list, here are a few things that I recommend:

  1. 1-drop mana dorks. Enough to be consistent with them in the early game. This is the surest way to speed up your clock and put you ahead of the table. Note that cards like Farhaven Elf are repeatable... but how often do you find yourself actually doing so? In my experience the tempo off a T1 Llanowar Elves is so much better than potentially getting a second land off Farhaven Elf. Most of the 1-drop dorks are quite cheap ($$), with Birds of Paradise topping things out at $4-ish. These will not only provide you with acceleration, but also can potentially replace higher-costed slots currently in your decklist (such as Into the Wilds, which has good long-term potential, but often you've already lost by that time). Even better, on later turns, dorks are cheap enough that you can still play them AND do something else useful - whereas if you play a Farhaven Elf, chances are that's all you're doing for the turn.
  2. Carefully evaluate engines that don't give you immediate return on investment. Black Market has big payoff potential but it doesn't do anything the turn it hits... there might be some other ways to build the deck that give you similar ramp but play out much quicker. Be creative, as it doesn't need to be a direct replacement. For example, Earthcraft and Cryptolith Rite are alternatives you might consider. They each cost 3 cmc less (so can be played earlier and don't take up a full mid-game turn) and make all your creatures IMMEDIATELY tap for mana (so no buildup required). With Meren + one non-dork on the board an Earthcraft is effectively free since they can immediately tap to generate two more mana. Again, the payout potential might not be as high as Black Market, but they hit a lot faster and (initially) harder.
  3. Don't rely on creatures for all of your removal. In my experience, Acidic Slime was almost always just a Nature's Claim for 5x the price... and it's a dead card for quite a long time due to its high cost. You should definitely still pack creatures with removal on them, but it's worth considering the best noncreature removal too (Abrupt Decay, etc). This is especially important when you are facing combo decks - often a single well-placed removal spell throws a wrench in all of their plans.
  4. How do the combo decks in your group win? Most of the mill combos I'm aware of rely heavily on artifacts, not only for the combo, but for ramping and card advantage. These types of combo decks are really, really weak to silver bullets like Null Rod, Damping Matrix, Pithing Needle, and Phyrexian Revoker. Paired with a few tutors you can land them reliably and often save the game without even having to think about much else. You already run some of the best tutors too so no real issues there! If decks are consistently winning on T3-4, then in most cases their plan is fragile to targeted removal or silver bullets. If you are running both then you will have a lot more ways to deal with these issues!
  5. Answering tron is tough if you restrict yourself to engine-based creature removal. My list has actually shifted away from most of the popular "kill" engines - note that I don't have The Abyss, Magus of the Abyss, Dictate of Erebos, etc. For the most part I pack a lot of targeted removal and Fleshbag Marauder effects to solve these problems... For example, I find the efficiency of a one-time Dismember is usually far better than hassling around with getting an Attrition engine setup - you might try a similar approach! My best reasoning is the following - you'll already have enough to do with creatures and Meren (it's not like you're lacking targets), so playing spell-based removal means you can do more per turn rather than have to decide on a single choice for your Meren trigger.
  6. Since we're playing stax/control, you have to take a long, hard look at every card that doesn't provide a strong boardstate advantage (card advantage, tempo, resource generation, etc) or hinder our opponents somehow. Verdurous Gearhulk stands out to me as something that doesn't really fit a "niche" - it is "good" but doesn't really play towards any plan of ours. So I question whether it is worth including. Compare him to something like Creakwood Liege, who can offer a similar boost to P/T on the board, but costs less and can generate a strong 3/3 critter each turn (to be used for combat, finisher, or sacrifice fodder).
  7. I'm not a huge fan of Death Cloud personally, it's just so expensive a price to pay for a symmetric effect. Pox and Smallpox are already in your list and very cost-effective - Death Cloud has always seemed to me like it cost just too much for what it offers.
  8. Clearly you are running Bitter Ordeal for a reason, and I would guess it's to answer the combos you've been facing :) I tend to prefer silver bullets like Null Rod (since they are widely useful regardless of opponent)... but if exiling combo pieces is the goal, might I suggest Sadistic Sacrament instead (sorry, card tags aren't working on this one for some reason)? It may not be the most efficient spell... but it is wicked fun to land against a combo player at the right time and a little more consistent than Bitter Ordeal :)

jeannieboef

This is something I plan to address, but haven't had the time to write up quite yet. Some of the answers you're looking for are in the replies I've made in the comments - I will add a section like this soon enough.

franjimen421 on Bring Me Back To My Former Glory. (HELP PLEASE)

1 week ago

Mainboard Thundermaw Hellkite (or any other creature above 5 CMC, really) with no ramp or creature cheat whatsoever in modern - Most of the time it'd be pretty much a dead card for you. Would suggest instead:

1) Faithless Looting. Good for refilling and dumping creatures in the 'yard.

2) Vexing Devil. Always, always a good play.

3) Vengevine. If you utilize the grave, that's the guy for ya.

Also, sideboardwise - too. many. removal.

Now seriously, you have too many removals in the sideboard. You might wanna consider in replacement to some:

Ancient Grudge, Relic of Progenitus, Atarka's Command, Fulminator Mage, Kolaghan's Command, Nature's Claim, Ratchet Bomb, Damnation, Leyline of the Void, Surgical Extraction.

Best of luck!

Spirits on My Actual-Factual Pet Deck

2 weeks ago

Hey MementoMuffin, finding your deck helpful for trying to construct a viable Tier 3 Arahbo, Roar of the World deck Arahbo, Xenagos... for Cats.

Couple asks and questions,

Dromoka's Command is modular, but do you find it's under-powered on most modes? Do you find Glare of Subdual a bad conversion? Losing an attacker/blocker for 1 tap? Nissa, Vital Force doesn't seem to have the right Synergy with what the cats are doing? Do you find more utility in the Vorrac Battlehorns for the lower cost than Behemoth Sledge with the lifelink but with no Felidar Sovereign I get it?

I feel Aura Shards give better control then loading up on Sundering Growth/Nature's Claim maybe a Regrowth but there isn't many Flash Cats so perhaps you need the instant removal of it?

You seem to be token pumping / creating, why no Brimaz, King of Oreskos?

Sol Ring and Sylvan Library are key cards in my build. I'm playing more equipment focus, but it's definitely not working yet, still playing with it, any suggestions would be appreciated.

Saltpeter on Fangor Forest

2 weeks ago

May i know why is Naturalize chosen over Nature's Claim?

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