Nature's Claim

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Common
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.

Price & Acquistion Set Price Alerts

IMA

EMA

CNS

Ebay

Recent Decks

Nature's Claim Discussion

FiveEightFiveBC on Funky Felines (EDH)

20 hours ago

Sundering Growth is incredibly unlikely to produce value through the populate trigger, as you have about 5 token-producing cards. What do you think about Broken Bond, Nature's Claim, Spring Cleaning, Gleeful Sabotage, or Felidar Cub or Enlightened Ascetic for more cat synergy? All are at a comparable cost to what you have currently.

SynergyBuild on GRAVE BLASTER (Sultai Reanimator)

1 day ago

After looking at your sideboard, I am still very confused:

1x Creeping Corrosion

2x Damnation

2x Damping Sphere

2x Maelstrom Pulse

2x Ratchet Bomb

3x Surgical Extraction

3x Thoughtseize


To start, the two of Ratchet Bomb? I mean, you are a three color deck, Engineered Explosives is nearly always better at 0, 1, 2, and 3 drops in this deck, since you can consistently get to any of those faster and easier with the three colored landbase. Unless you are willing to crack it turns 5-6 on 4 counters, I think it is a bad card for the list. And while also running 2x Damnation and 2x Maelstrom Pulse in the board, I'd think that only 1x Engineered Explosives is necessary unless you are running less of the other options.

Damnation is rare for the creature decks, but your deck is large in reanimation-type effects and graveyard synergies, so I'd imagine it is okay, however 2 of them makes me feel aggro is a problem for this deck, is it? Is zoo really beating your recursive threats consistently? I would imagine 1-4 Fatal Pushes in the mainboard and sideboarding Abrupt Decays out might be better in their place, so I'd go down to a copy, and sideboard out an Abrupt Decay, tossing in a Fatal Push would be better against aggro, game one and further, but honestly a Fog type effect might be better against Zoo, so I'd like to know when you sideboard them in.

Thoughtseize at x3 is a lot, I mean x1 Thoughtseize and 1x Inquisition of Kozilek is okay, but Thoughtseizes come in over IoKs against tron, and you run 2x Damping Sphere against them, so what gives? Is Gifts Ungiven that big?

Maelstrom Pulse at 2x is a lot, especially when you can toss in another Abrupt Decay, I'd rather 1x of each in the board in most matchups, I mean I guess is Troll Worship is a thing I'd like to hit the Pulses, but 2 mana and instant speed are normally better benefits than the occasional removal of two cards.

Creeping Corrosion is a lot for this deck, 4 mana and double green is hard for a deck with 20 lands, and for a deck with more self mill than draw, it is more evident here than ever. I'd scrap it for a Nature's Claim, and maybe toss in a second if we drop something else. Or maybe a Natural State.


New Sideboard:

3x Surgical Extraction

1x Thoughtseize

1x Inquisition of Kozilek

2x Abrupt Decay

1x Nature's Claim

1x Natural State

1x Maelstrom Pulse

1x Damnation

1x Engineered Explosives

2x Damping Sphere

1x Desecrated Tomb (found a spot for it)!

SaberTech on Ancestral Animar

2 days ago

If you mean Loyal Drake, then no, I haven't sat down and tested it yet. Honestly, my initial evaluation of the card rated it as pretty mediocre. I've also been fishing around for other people's opinions on it, because I would be more than happy to be proven wrong and find out it actually is good in Animar. I just see it as too slow, and in terms of draw power I keep evaluating it against Brainstorm. Playing brainstorm and then cracking a fetch land to shuffle strikes me as about the same amount of card draw power that I might get out of the drake, but I would get it all in one turn instead of spread out over several. Brainstorm isn't straight up additional cards in hand like the Drake can provide, but they should be comparable in terms of how much of your deck they let you see.

And yeah, one of things that I really enjoy about commander is seeing the unique card inclusions that people make in their decks. MtG is an excuse for me to be social, and I like getting to know a bit about people through their card choices.

In my mind, having opportunities to be a little hard to predict is a benefit to decks that are fairly linear like Animar, like when you change your attack mix-ups in a fighting game so that the opponent doesn't necessarily know what the best sequence to use to block is. If I see a quick and clear kill I'll take it, predictable or not, but having some flexibility to fall back on is something I appreciate. At the very least, having options means you can force opponents to try and guess if they need to leave mana up for a Vapor Snag, Swords to Plowshares, or Nature's Claim to deal with what you are going to try next. Them guessing wrong is as good as having a free counterspell in hand.

SynergyBuild on Arahbo, Xenagos... for Cats EDH

2 days ago

Oh, I take back what I said, forget it, sorry about me white-knighting the competitive tag in the past (not far past, but still) and I love the list!

If you really want to make it competitive, I can't promise I can make Arahbo tier 1, but tier 2-3 I can do, as long as you are willing to drop some of the more fun cats, and are able to build up this deck to become a stax-beatdown hybrid.

Okay, so to start, consistency is key, more tutors should be the goal, think Fauna Shaman and Survival of the Fittest type cards, and you'd really want to slow the deck down, which is the opposite of what most people will say.

Running Vryn Wingmare, Thalia, Guardian of Thraben, Glowrider, and Thorn of Amethyst can stop many combo decks in their tracks, and shut off storm decks in general, while not slowing you down nearly as much. Avacyn's Pilgrim, Birds of Paradise, Llanowar Elves, Arbor Elf, Elvish Mystic, Fyndhorn Elves, and Boreal Druid are all fast mana ramp that gets you to dropping your commander + Lost Leonin combo (what I believe to be the simplest wincon) faster and also gets unaffected by non-creature hate.

Many decks cannot win through Spirit of the Labyrinth or Alms Collector type cards, running them allows you to obliterate some opponents from combo to control.

Effectively I am arguing for stax, but not just stax, also combo, running the combo you already have is fine, Archangel of Thune and Spike Feeder, however it doesn't win the game until your next turn unless you already have a large amount of mana, or an Aetherflux Reservoir type effect.

Consider Priest of Titania/Elvish Archdruid/Wirewood Channeler + Umbral Mantle/Sword of the Paruns/Staff of Domination as a powerful combo with cards that are individually useful. Emptying all of that infinite mana into a Genesis Wave or Walking Ballista can easily win games.


Okay, for the 50 bucks thing, Armageddon, Ramunap Excavator, Glowrider, Vryn Wingmare, Aven Mindcensor, Norn's Annex, Ghostly Prison, Spirit of the Labyrinth, Birds of Paradise, Llanowar Elves, Fyndhorn Elves, Arbor Elf, Elvish Mystic, Yisan, the Wanderer Bard, Boreal Druid, Avacyn's Pilgrim, Nature's Claim, Dryad Militant, Rest in Peace, Path to Exile, Suppression Field, Aura of Silence, Beast Within, Manglehorn, Mother of Runes, and Return to Dust add up to $49.95 on TCGplayer not including tax or shipping costs, and make up a core stax build, with other reasonably cheap cards that could help being Root Maze, Natural State.

Hi_diddly_ho_neighbor on Rx (Meth is)

1 week ago

First of all, love it! Arixmethis is probably my favorite legend from the new commander set. Secondly, here are some suggestions to consider:

Selvala, Heart of the Wilds. She is pricey, but her ramping ability is ridiculous and you should be packing the biggest creatures which will net you more cards.

Kruphix, God of Horizons allows you to store all that mana for later use.

Fireshrieker, Grafted Exoskeleton, Corrupted Conscience, or Rancor as additional win-cons.

Some big mana card draw like Stroke of Genius, Pull from Tomorrow, or Blue Sun's Zenith could be great.

Lurking Predators as a way to cheat fatties out.

Heroic Intervention, or Pact of Negation and a couple other counterspells for more protection might by worthwhile since you are investing so much into your threats.

Cyclonic Rift because Cyclonic Rift

Amulet of Vigor will allow Arixmethis to enter untapped though I didn't realize it has shot up that high in price.

Another pricey, but great card would be Akroma's Memorial

Some spot removal from Beast Within, Reality Shift, Rapid Hybridization, Pir's Whim (also ramp), Nature's Claim, Krosan Grip, or Pongify.

Good luck deck building!

enpc on Balancing card types

2 weeks ago

As you mentioned, it depends on a lot of factors. for the difference card types, I try to operate under the philosophy of:

Ramp

You want at least 10 pieces of ramp. And that's actual ramp - Sylvan Scrying, Yavimaya Elder, Prismatic Omen, these are examples of not ramp. This also applies to cards like Mirari's Wake which is ramp, but is really expensive. Your ramp suite should be anywhere from 0 to 3 CMC, but aim for 2 CMC is a good rule of thumb (unless you're playing competively, then either aim for 1 or 0 CMC). Stuff like the signets (e.g. Dimir Signet), the talismans (e.g. Talisman of Dominance), catchall rocks like Fellwar Stone, staples like Sol Ring, dorks like Birds of Paradise, Elves of Deep Shadow, Sylvan Caryatid, fetch spells like Farseek, Rampant Growth, Nature's Lore, Sakura-Tribe Elder, etc. as wel las extra land plays (e.g. Exploration) are all good. And you want a mix. Try to avoid putting all your eggs in one basket.

Card Advantage

Again, at least 10 (but I prefer more, ~15). You want a mix of tutor and draw. Try to have at least a few spells that give you repeatable draw, like Phyrexian Arena, but dont be afraid to play once of spells like Painful Truths. A good rule ofthumb is to either go super efficient on CMC (Ponder, Preordain, etc.) or to go bang for buck (Mystic Confluence, Harmonize, etc.). Tutors are super important, but you want to avoid too many top of deck tutors as they are technically negative card advantage.

Removal

This one varies from strategy to strategy and from playgroup to playgroup. Minimum of at least 6 removal spells. And you want options for every permanent type. Swords to Plowshares, Path to Exile, Nature's Claim, Beast Within, Chaos Warp, Anguished Unmaking, Vindicate, Cyclonic Rift, these are all examples of what you're looking for. Efficient removal is generally better than splashy removal as well. Don't be afraid to play spells that make you lose life (e.g. Anguished Unmaking) or spells that give your opponent life (e.g. Nature's Claim) if the spell is super efficient. ETB and LTB creatures can be good too, I would put Reclamation Sage in most green, creature based decks. Again, you generally want a mix.

Counterspells

If you're playing these, the general rule is effieince counterseplls are agian better than splashy ones. As for numbers, 4-6 for a defensive package, 8-10 for a control deck. Aim for 2-3 CMC max.

Hopefully that should give a bit of guidance.

SynergyBuild on Ezuri Claw of Progress

3 weeks ago

+1! Love the list!

Would greatly recommend Nature's Claim!

SynergyBuild on Ramp, Ramp, Draw. Draw, Swing, Win.

3 weeks ago

Well, the name of this deck doesn't hide what you are trying to do! I would recommend Mind Stone, Fellwar Stone or the like over Rampant Growth, though Nature's Lore is just as good.

Genesis Wave is super cheap and can do work in builds like this any day, commonly you hit so many lands you can still cast a ton of stuff it you dropped itw tith like 15 mana up, Rapid Hybridization and Nature's Claim are very powerful cheap removal in your color, if you want that.

You can also run Arcane Denial as a better version of Counterspell (the reason it is considered better than counterspell is because it replaces itself. With Counterspell, you are down a card and so if the opponent who's spell you countered, leaving two players above you in terms of cards, with Arcane Denial, only one opponent is above you in cards, the person who you countered.)

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