Nature's Lore

Legality

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

Printings View all

Set Rarity
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

Nature's Lore

Sorcery

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

Nature's Lore Discussion

enpc on Hydra Fight Club

12 hours ago

Needs more ramp. You're using cards like Caged Sun and Extraplanar Lens however you don't have Rampant Growth , Nature's Lore , Skyshroud Claim , Sakura-Tribe Elder , Into the North as well as cards like Fertilid . That way you can get full value out of mana doublers.

VexenX on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

3 days ago

Brynx: You make a good point about Sylvan Awakening ! It turns Omnath into a wincon on ETB, plus we can swing in with our horde of lands! Thanks for the suggestions!

KayneMarco: Is the +1 button working? Your voted didn't seem to stick. Regardless, thanks for the +1! Glad you like the build!!!

dingusdingo: The reason I am not running counterspells here is because I don't see myself leaving much mana up for Instant speed effects. I would have to change the whole list quite a bit in order to do that. Although adding cards like Leyline of Anticipation , Vedalken Orrery , Alchemist's Refuge , Seedborn Muse and Emergence Zone is not out of the question, that is not what this deck is trying to do right now. The more I think about it, it might be cool to make this deck a Flash ETB Temur deck! I would likely have to add those four cards as well as 3-4 counterspells. Which counters would you run if you were me? This would change the deck quite a bit, so I have to be sure if I really want to do this... (R.I.P. Prophet of Kruphix )

Right now this is what changes I am looking to make. Please let me know what you think!

CUT

ADD

I will also be adding Cavalier of Thorns and Cavalier of Storms once added to Tappedout.

mmogel on Kumena, Tyrant of the LGS

3 days ago

Right off the bat, 3.14 Average CMC is high for a deck like Merfolk, your curve looks good, just try to add more 2 drops, even if it's just ramp sources Fellwar Stone Mind Stone Coldsteel Heart Sapphire Medallion Emerald Medallion Farseek Nature's Lore Rampant Growth , etc.

Even without extra land draws, a turn 1 Exploration is amazing (but $$$), but there's no better feeling than a T1 Green Sun's Zenith for 0 to fetch Dryad Arbor .

Song of Freyalise could be fun

Overwhelming Stampede seems low power in a deck that doesn't have any huge beaters, Behemoth and Forerunners seems unnecessary when you could run a tutor in place of one. (Also Avenger of Zendikar plays really well with either).

Herald's Horn plays really well with Sylvan Library which also plays well with Descendants' Path

If you're on the market for other counterspells, Dispel Negate Arcane Denial and Disdainful Stroke are great in commander. And Pact of Negation is a commander All-Star if you afford it.

Force of Vigor has been performing amazingly in all my testing if you're interested in it.

Path of Discovery seems.. less than synergistic with no graveyard play.

Deepfathom Skulker or Edric, Spymaster of Trest would both feel right at home

For tutors, I think the most interesting options would be Chord of Calling Shared Summons (New card) Tooth and Nail and ofc, Green Sun's Zenith (T1 Dryad Arbor!)

enpc on Sisay's Hombres - No Paradox Combos

3 days ago

Your curve seems really heavy and you don't have much low end ramp. This is especially important with hatebears as you want to start locking out opponents as quickly as possible. You have green in the deck, but you're not taking advantage of dorks or land fetch, which seems dumb since you have Gaea's Cradle in the list. Llanowar Elves , Elvish Mystic , Avacyn's Pilgrim , Birds of Paradise (in your maybeboard already), Voyaging Satyr , Nature's Lore , Three Visits and Crop Rotation would all do work here. Weathered Wayfarer on the other hand is bad here - it's not ramp and Sisay can get anything good that it can. The other thing is that most of your ramp is coming from artifacts but then you're running Kataki, War's Wage . Mox Amber is also bad here - it doesn't ramp into Sisay by itself (i.e. you need a legendary and you don't have many cheap ones), so any one or two mana ramp card would be better.

Doubling Season seems like a waste of slot here. It helps a bit with token production, but I'm guessing the main reason you run it is so you can ult planeswalkers quickly, but you already have Kamahl for this (who is better). And again, increasing your dork density both givs you beaters and more mana to sink into him.

Bear Umbra is a combo piece - you're not winning the game with it here so more low end ramp is MUCH better. I also personally think that Heroes' Podium is too expensive for what it does, but I know htat a lot of Sisay decks get defensive about this card.

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

4 days ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

4 days ago

Thoughts

Cut Krosan Grip Zendikar's Roil Maelstrom Wanderer Sunbird's Invocation Blasphemous Act for sure.

Add in Nature's Claim Rhystic Study Mystic Remora Worldly Tutor Natural Order

Everything else that is 4+ CMC you should highly consider cutting too. Your average CMC is extremely high at 4.16. Even with land tutor density and high land count, you're going to spend turns 1-4 doing absolutely nothing to advance your game plan. You should consider that not all elementals have the same usefulness for generating a win, so you need to up tutor density and draw effects to smooth out your games. You should also really consider a counterspell package since you have blue.

Myriad Landscape is a nice idea but slow. Cut. I don't like any of your ETB tapped lands, they cost you turns and don't generate enough advantage for it to be worthwhile. I'm not wild about the ravnica bouncelands either, but they can combo with the commander for card advantage, so I think they're worthwhile enough.

I'm not a fan of Bane of Progress or Avatar of Growth . You should run cheaper, guaranteed effects that do those things in those slots. Bane resets its own counters if you blink it, and Avatar helps your opponents as well, neither of them is a fantastic beater.

Greenwarden of Murasa has a nice effect, but you should slot Eternal Witness instead. 3 CMC cheaper so its easier to combo with repeatedly. Greenwarden is tribal and can beat, but anytime you blink it, it can't attack, and its 6 CMC for a recursion effect.

Tyrant of Discord is another similarly flashy card at too high a price. 7 CMC for an unreliable wipe is just not worthwhile. You need your boardwipes to be castable when you're in a crisis situation, not a cherry on top of strong board advantage for a win. Cut.

You run a very high density of creature copys. Spark Double is great because you can copy the commander and get extra draws and counters. Not a fan of Clever Impersonator or Progenitor Mimic . I would much rather see extra creature tutors in those slots to create a strong board state, these copies currently feel like "win more" creatures.

You should consider some more 2 CMC spell ramp to help curve into a turn 3 commander. Nature's Lore and Three Visits are both great includes, there's also Rampant Growth for budget.

Not a fan of Blasphemous Act either. Run Pyroclasm or similar instead. Easier to cast as spot removal, and 2 damage is enough to take out the majority of threats or creature based ramp/draw that land on turns 1-4. It also doesn't wipe your own board when its cast later. Similarly, Decimate is slow to cast (4CMC sorcery) and can potentially backfire (you MUST choose a target for each, so you may have to choose one of your own). Replace with Naturalize or something similar.

There are certainly some other cards I'd like to see in this build too. Exploration Ghostly Flicker Displace Waterlogged Grove Fiery Islet Lotus Cobra and some counterspells. Also consider adding in some 1 drop mana producers even if they are outside tribal, Llanowar Elves Elvish Mystic Fyndhorn Elves Birds of Paradise Wild Growth Utopia Sprawl

SynergyBuild on New Hub: Tutorless

4 days ago

legendofa "a deck in the Commander/EDH format that specifically avoids using tutors to find combos or synergistic cards."

So, what if your deck runs 20 tutors ( Demonic Tutor , Vampiric Tutor , Worldly Tutor , Mystical Tutor , etc.) but actively doesn't find combos or synergistic cards. Maybe the deck just keeps finding random lands or bad vanilla creatures. It wouldn't be tutorless though.

If you just use a straight: "No tutors in the deck" (or more formalized variant of that sentiment) there still is an issue.

Tutors search A library for a card and place it into a more accessible location ( Vampiric Tutor , Entomb , and Praetor's Grasp all apply here separate in nature than Demonic Tutor ), but under a definition such as this, Cultivate , Rampant Growth , Sakura-Tribe Elder and a lot of other cards would fall under the definition that most people wouldn't consider tutors.

If you say only tutors that search for non-basic cards would be the definition of the tutors required to be not run, then effects like Primeval Titan (while banned in commander), fetch lands, Nature's Lore , etc. get banned. At the same time as this definition is too broad, it is also too narrow, some people would argue it isn't narrow enough, as many people just don't like shuffling, which land search effects most certainly do. Effects that shuffle though don't always tutor too, Soothsaying for example.

Point is, this hub seems overly difficult to define or use.

BoredMusings on A Naya Direction {Rienne EDH}

4 days ago

Overall, great deck! I would suggest Harmonic Sliver , Zendikar Resurgent , Guardian Project , Marath, Will of the Wild , Mirari's Wake , Creeping Renaissance , Selvala, Explorer Returned , and Nature's Lore and maybe Faith's Reward or Beast Whisperer . The deck needs a little bit more ramp and card draw to get the full potential of out valuing your opponents.

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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%