Nature's Revolt

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Seventh Edition (7ED) Rare
Tempest (TMP) Rare

Combos Browse all

Nature's Revolt

Enchantment

All lands are 2/2 creatures that are still lands.

Price & Acquistion Set Price Alerts

7ED

TMP

Ebay

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Nature's Revolt Discussion

oliveoilonyaasscureshemorrhoid on When I play Nature's Revolt ...

19 hours ago

I've seen this hard lock combo in a Derevi prison deck, and it was Linvala, Keeper of Silence or Elesh Norn, Grand Cenobite and a Living Plane or Nature's Revolt. Your opponents can't play lands with this combo, and can't even hold priority to try and tap for mana before the lands go to the graveyard. Gruesome.

Neotrup on When I play Nature's Revolt ...

1 day ago

A little more complicated. It also matters when you cast Enchanted Evening. Opalescence doesn't apply until after Enchanted Evening because of dependencies. If Nature's Revolt comes down after both, then lands will be 2/2 and 3/3s, but most will have died before you played it. If it comes down before either Opalescence or Enchanted Evening, it effectively does nothing to the combined board state (though could have been relevant when it was played).

cdkime on When I play Nature's Revolt ...

1 day ago

It depends on the order you cast Opalescence and Nature's Revolt.

If you play Opalescence first and Nature's Revolt second, all opponent lands would be 2/2s, and your would be 3/3a due to Mirari's Wake.

If it were the other way around, your lands would be 1/1s, and theirs would be 0/0s, dying when state-based actions were checked as a result of having 0 toughness.

elgosu1337 on if i cant win no body wins

1 week ago

Maralen of the Mornsong + Stranglehold prevents opponents from drawing cards. Elesh Norn, Grand Cenobite + Living Plane or Nature's Revolt prevents opponents from having lands.

I don't understand how your Garruk Relentless + Splinter Twin combo works.

pokepower116 on Xantcha, Woke Agent

1 week ago

Gleeock Oooh I love the deck! Nature's Revolt seems pretty disgusting in this kind of build... I secretly love it. I also didn't know about the "hunted" cycle! Seems really interesting and it looks like it might be exactly what this deck needs. I can make my opponents attack every turn, but when they have no creatures to attack with it doesn't really help anything. Also Varchild, Betrayer of Kjeldor looks even better now that I take another look at her; I'll have to consider her for this deck too.

As far as redirect spells are concerned, I'm not sure what I would use them on! There's nothing really that this deck plays that needs to be protected from targeted removal except from Xantcha herself and maybe a couple huge enchantments like Havoc Festival. I LOVE the redirect spells in my Zada, Hedron Grinder deck because they effectively work as counterspells for my opponents' counterspells, but not sure how they would really help in this deck. Can you explain a little further?

scumbling1 Thanks for showing interest!! It's still a little too early to tell what's good and what's not but I was able to play two games with her using a proxy for the commander (because my cards finally arrived a couple days ago!) and I'll give you my first impressions below before I give a "formal" update after I get to jam a few more games.

First game I played went pretty horribly. Got mana screwed but I think that was moreso bad shuffling and WAY too greedy of a keep (2 lands and a Star Compass). I was only able to get a Spellshock and Xantcha to stick in the early game. Xantcha was great because I was able to use her activated ability to try and draw myself into lands, but I had to go about 4-5 cards deep before I even found another land. By the time I was able to play Painful Quandary my opponent combo'd off and took out the table. The deck ran 9 mana rocks and 35 mana producing lands (excluding Glacial Chasm and Maze of Ith at the time, which I felt was plenty. I added Thaumatic Compass  Flip to help consistently get land drops and change into a functional Maze of Ith for the late game, but might also replace one or two of the weaker mana rocks with a 36th/37th land for more early game consistency. I'd want to play a few more games though since this was a greedy keep and the first game I've played.

Second game was MUCH better. My opening hand was 3 lands, Sol Ring, Last One Standing, War's Toll, and Manabarbs. Thanks to the early ramp I was able to get Xantcha and my damage dealers online much quicker. I drew into Eidolon of the Great Revel (which didn't really do much damage that game), Furnace of Rath, Spellshock, and Exsanguinate. Unfortunately, we made a ruling mistake that allowed me to do much more damage than I was supposed to. We didn't know that War's Toll's trigger doesn't draw the mana from your lands when you tap them. Because of that, Manabarbs ended up dealing about twice the amount of damage it was supposed to. With that all being said, I was able to play Furnace of Rath, have it survive a turn around the table, and then Exsanguinate (where x=7) for 14 damage and gain 52 life. Then for the remaining player, I cast Mob Rule to take the majority of their blockers and knock them out of the game. Even though there was the ruling error that caused me to deal more damage than I was supposed to, the deck was still sitting in a prominent position and probably would have won regardless. The only complaint I had with the second game was that it took until ~turn 4 before I felt like I was really impacting the game. I wish there were more cards like Harsh Mentor, Eidolon of the Great Revel, or Pyrostatic Pillar that I could replace some of the top-end cards with. I really wanted to order Polluted Bonds for the deck for the constant damage and lifegain, but considering the curve of this deck I think I'll hold off on it.

No more major changes slated until I get to play a couple more games with it! Like I said, would love to add more low cost cards.

elgosu1337 on mei Bam haut die her

1 week ago

Rude Awakening lets you animate and untap your lands. Living Plane, Nature's Revolt, Natural Emergence, and Life and Limb are some other ways to animate your lands permanently. Growing Rites of Itlimoc  Flip give you a lot of bonus mana when your lands are animated. Kamahl seems quite expensive to animate lands, even though his second ability is useful. Beastmaster Ascension can pump your lands for less mana cost (meaning you don't have to tap them for mana so you can attack with them).

It also feels like right now your strategy is split between animating lands and attacking, casting a big Scapeshift to burn opponents with Valakut, or using one of those X mana spells to burn them. If you want to focus on attacking with animated lands, it might be better to drop all those other wincons and add other cards to the deck.

Philoctetes on Playable Jund Lands-Matter Cards

1 week ago

Hey! This list is excellent and a great resource! My Sekā€™Kuar deck finds this quite useful.

Lord of the Flies: Sek'Kuar Lands Primer

A few cards that may be missing - I did my best to look through everything to make sure.

Animators- Natural Affinity Living Plane Nature's Revolt Natural Emergence

Basic lands to hand, recursion- Evolution Charm a sweet little piece of tech :)

elgosu1337 on Lord Windgrace Landfall Combo

1 week ago

You definitely need Amulet of Vigor since World Shaper and Splendid Reclamation return lands tapped. If you are going to dump most of your library into the graveyard, you need a few more ways to return multiple cards from graveyard to hand or battlefield, like Rise of the Dark Realms or Seasons Past. Lightning Greaves could be helpful to activate your Hermit Druid immediately.

Valakut, the Molten Pinnacle and Prismatic Omen can add a lot more damage to your combo.

You can try land animation enchantments like Living Plane and Nature's Revolt, which enable a game-winning attack with Craterhoof Behemoth and a haste enabler, kill opponents' lands with Massacre Wurm, and provide infinite mana and combat with Aggravated Assault.

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