Nature's Lore

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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Have (1) Azdranax
Want (3) lyfeisweird , Quickflash , bluejay134

Printings View all

Set Rarity
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
Portal (POR) Common
Fifth Edition (5ED) Common
Ice Age (ICE) Uncommon

Combos Browse all


Format Legality
Highlander Legal
Magic Duels Legal
Pauper EDH Legal
2019-10-04 Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal
Penny Dreadful Legal
MTGO Legal
Canadian Highlander Legal
Vintage Legal
Pauper Legal
Tiny Leaders Legal
Noble Legal
Oathbreaker Legal
Casual Legal
Legacy Legal
Leviathan Legal

Nature's Lore occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

Green: 0.28%

Golgari: 0.1%

RG (Gruul): 1.04%

Nature's Lore Discussion

ArcaninArcko on It's seagulls in the sky ?

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.

Nature's Lore : Already in the deck. 2 mana to search any kind of forest and put that card onto the battlefied untapped is pretty good ! Rampant Growth : If i run less basic land, i prefer Farseek .

" 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 ?

Decidares on Return Of The Ur-Dragon: A Budget Dragon Primer

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!

MarkovBrewer69 on It's seagulls in the sky ?

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!

Non-Linear on The Periodic Table WIP

4 days ago

No Heroic Intervention, you're in blue, just play a counterspell in fact have a - Counterspell - Arcane Denial - Swan Song - Dovin's Veto - any of the confluences

Dread is a waste since it won't stay in your library, play Filth instead or Wonder

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

There is no ramp, don't bother with the two CMC sorceries Nature's Lore, Rampant Growth and Harrow you want the extra lands in your hand. - Cultivate - Kodama's Reach

Another wrath is good - Wrath of God - Damnation

You have little interaction - Vandalblast - Krosan Grip - Generous Gift - Reality Shift

And more importantly no win con - Overrun - Overwhelming Stampede - Biomass Mutation - Craterhoof Behemoth - Dragon Throne of Tarkir (since you probably wont swing with commander) - Bolas's Citadel

Chromium_Overseer on Converting Guided by Nature into ...

5 days ago

Your commander seems more ramp and card advantage than stompy, so run with it! I'd run Nature's Lore as the signature spell. If you want stompy, try Garruk, Unleashed.

Joe_Ken_ on Omnath Elemental Tribal v1.1

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.

multimedia on Zacama, Primal Calamity Ramp

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:

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.

Banana_F0st3r on Yarok Lands

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,


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