Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
|Want (3)||lyfeisweird , Quickflash , bluejay134|
Printings View all
|Mystery Booster (MYS1)||Common|
|Duel Decks Anthology (DD3)||Common|
|Vintage Masters (VMA)||Common|
|Duel Decks: Garruk vs. Liliana (DDD)||Common|
|Masters Edition (MED)||Common|
|Starter 1999 (S99)||Common|
|Portal Second Age (P02)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Nature's Lore occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
RG (Gruul): 1.04%
Nature's Lore Discussion
1 day ago
MarkovBrewer69 : Hey, thanks for your command and your sugggestions , i appreciate !
Yes, i will replace basic lands! (except one of each type). I want to speed up the deck because it's very slow and makes it more consistent on early game.
" I think going to 37 or 38 lands would help you. "
After several playtest I totally agree ! Do you have any advice on which cards I can replace ?
2 days ago
Thanks so much for the positive feedback, JRaynor! I'm glad to hear that you are enjoying your time with The Ur-Dragon.
One of the next things I need to do is get upgrade the land base, but it's a relatively big investment for me and this deck which I am trying to keep at least somewhat budget friendly. To this end, I am considering a compromise by only adding the green shock lands (Breeding Pool, Overgrown Tomb, Stomping Ground, Temple Garden) and subbing out some basic land ramp for forest ramp spells (e.g. Nature's Lore, Skyshroud Claim).
Let me know if anything, and happy hunting!
2 days ago
First off I want to say I like a lot of the choices you made for the deck! In five color decks it can be hard to get the mana you need. Cards like Nature's Lore, Rampant Growth, Kodama's Reach, and Cultivate may help you. I see that you are running fetch lands like Wooded Foothills , in which case try looking into the "triomes" from the recent Ikoria set as you can get them from the fetch lands. My best piece of advice would be to run more lands and less basic lands in general, if you can afford to. Many of your cards have high mana requirements even with the Ur-Dragon's ability. I think going to 37 or 38 lands would help you. I think in your deck you have too many basic lands which can make it hard to cast your green ramp cards. However, I do recommend having at least one of each basic land. I hope this helps you!
4 days ago
If your going to play Eerie Ultimatum play more self mill, this will also have better synergy with the commander
You don't draw enough cards either - Bonders' Enclave - Tatyova, Benthic Druid - any of the modern horizons cycling lands - Splendid Reclamation (sortof) - Mystic Remora - Rhystic Study - Omen of the Sea - Brainstorm - Nissa, Vital Force - Elemental Bond
5 days ago
1 week ago
I think some land ramp cards like Grow from the Ashes, Explosive Vegetation , Migration Path , Nature's Lore , and Farseek would be good for the deck since it can be hard to cast Omnath with his high mana cost and his double red, double green in the cost. They can also be useful once Omnath is on the board for making those tokens.
1 week ago
Hey, nice combos, everything looks good, except the manabase.
The manabase looks like an afterthought and the biggest problem with it is you need green much more than the other colors. Green in this case gives you the best access to the other colors therefore 11x Mountain is not helping the consistency of having a green source. My advice is cut many basic lands especially Mountains for dual lands especially ones that can ETB untapped turn one to make green mana for a mana dork.
Lands to consider adding:
- Stomping Ground or Sheltered Thicket
- Temple Garden or Scattered Groves
- Karplusan Forest
- Battlefield Forge
- Cinder Glade
- Canopy Vista
- Rugged Prairie
- Rootbound Crag
- Sunpetal Grove
- Naya Panorama
- Ash Barrens
- Boros Garrison
- Gruul Turf
- Selesnya Sanctuary
I see Farseek, Nature's Lore and Skyshroud Claim all good land ramp spells, but not taking advantage of them. These spells can search for a dual land that's two or more different land types, but there's not a dual land like that in the manabase. Temple Garden/Stomping Ground/Sacred Foundry/Canopy Vista/Cinder Glade/Scattered Groves/Sheltered Thicket these are dual lands that the land ramp spells can search for. If budget is a concern then Vista/Glade/Groves/Thicket give you this effect and I would include all these lands especially Glade/Vista to improve the land ramp.
1 week ago
Thanks for you suggestions.
In testing, I've found that the "getting lands into play" strategy faulty. The fetch lands combined with the spells like you've listed (Farhaven Elf, Wood Elves, Cultivate, Farseek, Nature's Lore, etc.) that depend on finding basics/Forests/etc. results in pulling all potential lands out of the deck early, which severely decreases the value of these lands and spells later in the game (as early as turn 3 in one match).
Shriekmaw's place in the mainboard is something I'm working on testing now, why I didn't think I needed it in the first place is beyond me.
Ob Nixilis, the Fallen I've found to not be worthwhile. By the time I could consider paying 3BB for it, I have found that I am more than able to close out the game with a loop that I've already established. Since my goal is to close out the game quickly, I'm doubtful that Ob Nixilis, the Fallen will find a place in my mainboard.
Thanks for your comment & keep on going bananas,