Nature's Lore


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

Printings View all

Set Rarity
Vintage Masters Common
Duel Decks: Garruk vs. Liliana Common
Masters Edition Common
Starter 1999 Common
Portal Second Age Common
Portal Common
Fifth Edition Common
Ice Age Uncommon

Combos Browse all

Nature's Lore


Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 100%

0.02 TIX $0.02 Foil

Isle of Cards

$1.63 Paper

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Nature's Lore Discussion

zombiewarfare on Omnath, Locus of Ramp

22 hours ago

I would run way more ramp. All I really see are Harrow and Kodama's Reach. I would add some combination of:Search for Tomorrow

Nature's Lore

Nissa's Pilgrimage


Skyshroud Claim

Explosive Vegetation

Nissa's Renewal

Rampant Growth

I would run them all, and do in my Omnath build, but I think at least 4 or 5 total ramp spells are needed. Perilous Forays is great as it allows you to sac an elemental to get the bolt effect and then get a new elemental with the Omnath trigger; pure value.For card draw I have found Carnage Altar and Shamanic Revelation great. The efficiency of Skullclamp could e increased with a few sac outlets. Magmaw is an elemental and a useful sac outlet all in one.Last suggestion is Clan Defiance. I am never lacking targets and this is almost always a 3 for one.

cryptoplasm on marsthesoos

5 days ago

I'd do the Nature's Lore, Stroke of Genius, Swan Song and a Merchant Scroll for 2 Inquisition of Kozilek? Ends up about a dollar in your favor.

VexenX on [List - Multiplayer] EDH Generals by Tier

6 days ago

Didn't see the comments, I was never tagged. I just went back and read them and thought they were kind of funny to be honest. I am guessing none of them played against a good Omnath deck. This is honestly the first time my decks power had been put into question.

Just so there is no confusion for p0megranates, I own the deck exactly as posted. I have even scanned copies of my altered art card to the list. I pride myself very much in this deck, I even got my hands on a foil Gaea's Cradle before the price spiked. If you want to play against it in person, I'll be at the GP Vegas this year.

I don't play artifact ramp because the deck profits from land ramp during every stage of the game. Sure Mana Crypt would be good, but I didn't realize every deck required one to be good.. Lol. Playing mana dorks in Omnath, Locus of Rage is a joke. I don't know why that list is even viable.

I didn't realize a curve of 3.8 was greedy in commander. I am about to remove World Breaker for Nature's Lore here soon. Also, Blasphemous Act kinda messes with my curve avg a bit (it is cmc 1 pretty much all the time). Akroma's Memorial, Stalking Vengeance, and Avenger of Zendikar might be worth removing if you care about cmc avg.

Gates88 Omnath interacts a ton. Just read the card itself. Also, I win way more from cards like Warstorm Surge/Purphoros, God of the Forge and sack outlets then I do with Craterhoof Behemoth and swinging in. I am sure your take on Omnath would work just fine, but it does not mean mine is not viable. This deck is honestly the most consistent edh deck I have seen. Play Land = win... Seems good.

Karzalar on Got Gods?

1 week ago

Hmm. I see what you're trying to pull, but I'd say you'd better try going with enchantments rather than weak two-drops creatures. It's up to your personal choice, though.

On the theme of gods :

Urza's Incubator each god costs 2 less.

Reaper King / Karona, False God / Chromanticore for devotion.

Shard Convergence, Farseek, Nature's Lore for nonbasic land fetching.

Prismatic Omen for color fixing.

Conqueror's Flail / Dragonlord Dromoka for people to not mess with you on your turn.

WrathofCod on Saskia's Blitzkrieg

1 week ago

Edit: Meant Nature's Lore, not Nature's Claim lol! Although it might not be a bad card to run, since it seems like you are lacking a lot of artifact and enchantment removal. Because of this, I would consider adding some more cards like Manglehorn, Kataki, War's Wage or Krosan Grip!

cityflower on

1 week ago

I think you have enough synnergistic things in here. You want more draw/get there cards. I'd suggest replacing the cheesy/unlikely combos (ie Tree) with things like Vampiric Tutor, Sylvan Library, Mirri's Guile, Nature's Lore, Skyshroud Claim, Phyrexian Altar etc.

Given that you have 2/3 of the combo in your deck already, I'd throw in an Avenger of Zendikar.Also a must include is Eternal Witness.

Here are some (in my opinion) strict upgrades:

I'd suggest maybe the Butcher of Malakir, Grave Pact, etc combo.

  • Diabolic Tutor &

  • Harmonize --> There are much better of these two, and I think you have enough effects that do these two.

Other than that, I like it a lot. You have a good shell here. Make sure you know your game plan - you're playing a very midgame board state reliant stax/control deck, where you can basically control what's on the board. You have a lot of awesome early game that transitions well into the mid/late. You have a handful of wonderful outs late game.

I might throw in an Exsanguinate as a really awesome finisher. If you're unafraid of countermagic/have a Boseiju, Who Shelters All untapped - you can sac your entire board into ashnod's and just blow up the game with exsanguinate.

Karzalar on Kneel Before the Gods

1 week ago

Almost no ramp in a five-color deck with only 35 lands and average converted mana cost 4+? How does that works out for you?

Because some ramp spells can be really specific, but good in your case. Thinking about Farseek, Shard Convergence, Nature's Lore...

JaysomeDecks on Animar, Lover of Animals

2 weeks ago

7 more possible cuts, and none of them particularly bad cards. But if you're looking to free up space for something that may end up better, these are at least possible to pull.

  • Beastcaller Savant and Rattleclaw Mystic. So here's what's I think about 2cmc ramp creatures in Animar: they aren't good. They come out on turn 2, so they don't get Animar out any faster, and they don't contribute a counter. If you need them for mana-fixing, then I would honestly suggest land-ramping with cards like Nature's Lore. That way, if you get hit with a field wipe, you won't lose a lot of your mana as well. 1cmc tampers like BoP are fantastic, cause they can get Animar out faster, but I personally have just never been a fan of 2cmc dorks. Rattleclaw Mystic is a particular favorite with this deck just because people think "he gives you exactly what you need to play Animar." And he does. On turn 4. And his flip ability only produces 1 extra mana. I would personally get more use out of a Cultivate or a Kodama's Reach that both ramps a land onto the battlefield and puts another one into your hand so you can continue to make reliable land drops. Plus, one of those literally fixes all of your color problems as well. And sure, the creatures can come down after Animar to strengthen him, but odds are if he needs to be cast again, they won't be there to help him. (He really only is removed by wipes) Anyhow, that's just my opinion. I'm sure they're not horrible cards, and ramp is ramp. But I could see swapping them.

  • Fauna Shaman. My biggest argument against this card is that Animar likes to dump your hand onto the field. This means her ability isn't always usable. Or if you don't particularly want to discard a certain card. It's something to think about as you play it, whether this card is one you get a lot of use out of or not. It could work great for you. Or, you could find it sometimes comes up short. One to keep an eye on. You already run a few tutors, so this one may not be necessary, or could possibly be filled by Chord of Calling.

  • Cloud of Faeries. Small card. Flying blocker. Free +1/+1 counter and maybe even nets you 1 mana. Not a bad card. Doesn't recur, doesn't combo, isn't strong. Possible cut choice. It's honestly not bad for some cheap early counters, but Increasing Savagery might be better here.

  • Heartwood Storyteller. Yea, not many people will draw off of you. But they can still draw off of each other. And while you'll get more creatures, it could very easily give the wrong people the right cards. You have a decent bit of draw, and this is somewhat risky. (There's a reason hug decks run it) Just a thought.

  • Craterhoof Behemoth. I know Animar plays a lot of creatures, but it isn't a token deck. Do you often have more than 5-7 on the field? Rather, has this card actually won you games? If so, fantastic. Keep it. If not, it's a possible cut.

  • Balefire Dragon. Love this card. It's super cool. It kills most of one person's creatures if it deals combat damage to them. If you read that positively, fine. If not, cut it.

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