Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
|Want (4)||BSwCDo , bryan93 , NMJohn , MarkTaylorTSax|
Printings View all
|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
6 days ago
Yarok, ah I see the confusion here: You think that Skyshroud Claim, Nature's Lore and all of the Fetch lands can ONLY search for a basic land - not a basic land type. Well let me school you a bit - so lands have super types - Basic and Non-basic. Then you have Land Types - i.e. Forest, Plains, etc. Non-basic lands can have any of the previously mentioned land types. Read Taiga for instance - what do you think it means when it says "Add either G or R to your mana pool. Counts as both forest and mountains..."? It's a forest. That means the previously mentioned ramp cards (Skyshroud Claim + Nature's Lore) absolutely can target it. They can also target Tropical Island, Bayou, and Savannah. So why would I include basic lands that only tap for one color of mana when I could fix my manabase and tutor for a forest? Hope you enjoyed class.
As for 1/1's i'm all for swinging in with a buffed up army of wittle baby slivers, but there are far more efficient ways of going about it - namely Brood Sliver + Bonescythe Sliver and/or Sliver Queen. Paying to create a 1/1 is so bad it's laughable. You want to know what also costs ? Freaking Slivdrazi Monstrosity. By the time you create 20 1/1 sliver creature tokens with Sliver Hive's 3rd ability you'd have spent 120 mana over the course of 20 turns.
1 week ago
@TheMaggotPrince Glad you enjoy the deck! I've thought about your question a lot, and I hope you're prepared for a lengthy reply. We are a midrange deck, which means control is consistently our nemesis. You have basically two options: kill them quickly, or play threats that they can't respond to effectively.
To address the first strategy, it really comes down to fine-tuning your ramp and your mana curve. All the action in our deck starts at 4-5 CMC. That means our ramp ideally needs to come down on turns 2 and 3, getting us up to 4+ mana a turn or two early. I get a lot of questions like "why no Commander's Sphere?", "why no Pir's Whim?". They're too slow! Farseek and Nature's Lore get us up to our critical mana threshold earlier, and more reliably. Which brings me to my next point: average CMC. Most Mayael decks are way too top heavy. If you can't impact the board before turn 6, you're in big trouble. I know the cheaper Mayael targets aren't as exciting, but they pull a lot of weight in the early game. I also put a big emphasis on haste, and pack a lot of redundancy for granting it. Being able to swing even once significantly devalues control's sorcery-speed answers. If your non-hasty Soul of the Harvest gets hit with a Vindicate, you essentially just paid 6 mana for them to discard a card - not a good rate. But if Soul gets in once? 6 mana for 6 damage and a discard is doing ok.
Next, we need to pack some resilient threats. This is far more open-ended, and will likely ebb and flow with your meta. Keywords like indestructible and hexproof are obvious good choices in most situations. ETB effects, like haste, will help you generate some value even if things get removed. I've also leaned harder into recursion lately, or at least creatures that have good death triggers. Cavalier of Thorns has become a frequent target of and sacrifice for Birthing Pod. Also, Mayael's ability becomes significantly more useful. It's instant speed, and also dodges most counterspells. Use this to your advantage.
The last bit of advice I can give you is don't over-commit to the board. As you mentioned, board wipes can be back-breaking for our game plan. Always assume they have one in hand (same goes for counterspells). Learn how to play around those answers, learn how and when to hedge your bets, learn how to apply pressure. Don't get discouraged, it takes practice. Best of luck, I hope that helps!
1 week ago
Don't just blatantly lie to the table. "I won't attack you next turn. [attacks next turn] What? It was an opportunity to kill you, so I took it."
I understand if you wanna proxy a Tawnos's Coffin or something, because you want the deck ready to play before you can afford some integral piece, but stop proxying absurd cards that would be in every deck if they weren't multiple Benjamins. There's nothing clever about incorporating ABU Duals and Mana Crypt into every manabase. Again, if you need a second Sacred Foundry to enable some weird combo, cool, but "so I have perfect mana with my Farseek, Nature's Lore, and proxied Three Visits" is not cool.
Be welcoming of letting others into your playgroup. I move a lot, and it's a hell of a lot easier when someone comes in and you actually make an effort to let them know when a new game is starting, or chat them up while they get a read on what kind of decks and playstyles are going on around them.
1 week ago
I wouldn't be too bent out of shape if the mainstay tutors were banned. Those being Demonic Tutor, Vampiric Tutor, Mystical Tutor, Worldly Tutor and Enlightened Tutor. Maybe even Sylvan Tutor, Mystical Tutor, and Diabolic Intent.
Another powerful and abusable tutor is Survival of the Fittest, although it's more narrow and needs to be in a creature dense deck to be efficient. Birthing Pod is similar in the sense that it is a build-around card. Entomb and Buried Alive are also both very powerful but require other cards and specific strategies to be useful.
There are obviously tons of other powerful tutors I didn't mention, this was just my quick take. Try talking to your playgroup about banning tutors as a house rule, and have long discussions about which ones to ban and why. Try it out for a few weeks and see how you enjoy it :)
2 weeks ago
2 weeks ago
Hey, consider enchantment tutors? Enlightened Tutor, Sterling Grove, Idyllic Tutor, even Open the Armory and Heliod's Pilgrim for auras. Consider Siona, Captain of the Pyleas and Shielded by Faith? This combo would give you an alternative win condition that has synergy with the rest of your deck since Faith is fine with Rafiq. Sovereigns of Lost Alara + Eldrazi Conscription is good late game interaction with Rafiq.
I think lots of spells that only pump Rafiq once is wasting a lot of spots in your deck. Other than Berserk as well as Vines of Vastwood and Blossoming Defense which are also protection, the other spells could be cut especially the sorceries for cards that give repeatable pump/abilities, more draw, protection/opponent disruption.
Other cards to consider adding:
- Mystic Remora
- Grand Abolisher
- Argothian Enchantress
- Conqueror's Flail
- Wild Growth
- Utopia Sprawl
- Sigarda's Aid
- Eternal Witness
- Hall of Heliod's Generosity
Cards to consider cutting:
- Stealth Mission
- Larger Than Life
- Artful Dodge
- Arrester's Zeal
- Giant Growth
- Might of Old Krosa
- Mutagenic Growth
- Veil of Secrecy
- Might of Oaks
- Emerald Medallion
- Sapphire Medallion
Good luck with your deck.
2 weeks ago
A couple things:
1) minus 30 points for having monocolor cards in your deck. (joking, of course)
2) are you sure about all of your rocks costing 3 mana? You should definitely be running Sol Ring and should probably be running the signets (Boros Signet, Selesnya Signet, and Gruul Signet) and the talismans (Talisman of Unity, Talisman of Conviction, and Talisman of Impulse).
4) while you have plentiful board wipes, some removal for noncreature permanents may not go amiss. Good ol' Naturalize, Disenchant, Nature's Chant, Return to Nature, Hull Breach, Artifact Mutation, Aura Mutation, are all pretty solid selections, but you should def look into multicolor creatures that can do the same thing.
5) some sac outlets would be awesome for this deck!!
2 weeks ago
An area to ponder about improving is the the high avg. CMC which is 3.7. Currently here for ramp there's only seven reliable additional mana sources (Sol, Talismans, Wood Elves, Springbloom and Reach) which is low. What I mean by reliable are cards that don't require you to have another card to be ramp. Burgeoning, Azusa, Coiling, Risen, Uro are all good cards, but to be ramp sources they require that you either have a land in your hand or a land on top of your library which is not reliable.
Mystic Remora is a powerful one drop in multiplayer Commander. It's not ramp, but it helps as a way to keep making land drops because it will draw you a lot of cards. Dream Stalker can be a backup for Shrieking Drake for the combo. You have a backup for Cloud of Faeries, but don't have one for Shrieking.
Cards to consider adding to reduce the avg. CMC:
Cards to consider cutting to reduce the avg. CMC:
Plague is a nine drop, In Garruk's Wake is another nine drop and is better for this effect. Sire and Bonds have good triggered abilities with Yarok, but they only trigger when your opponents do something. This makes both of them in my opinion the least good of the five/six drops since you don't want to have to rely on your opponents to get value from a five/six drop. Splendid Reclamation is good with Scapeshift, but that's really it since you've cut mill and The Gitrog Monster.