|Commander / EDH||Legal|
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|Masters Edition II (ME2)||Rare|
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At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay (Green).
Whenever a player puts a Swamp or black permanent into play, he or she sacrifices a Swamp or black permanent.
Whenever a player puts an Island or blue permanent into play, he or she sacrifices an Island or blue permanent.
Nature's Wrath Discussion
3 months ago
Sandwurm Convergence would be useful late-game. Brooding Saurian might be a good utility piece. Homeward Path is better but $$. Verdurous Gearhulk maybe? Rhonas the Indomitable and Predator Ooze might make good blockers.
7 months ago
Nature's Wrath looks very entertaining. My playgroup does often play blue and black and urborgs... I do like the extra land drops but I decided to use Skyshroud Ranger to do this so it will up my elf count. There's another elf that does this I think but the name escapes me right now.
7 months ago
Heartwood Storyteller seems like it would fit well in here.
Also with the mass amount of card draw you may want some more ways to slam your lands down faster: Azusa, Lost but Seeking, Exploration, Burgeoning, Gaea's Touch, Oracle of Mul Daya, Vernal Bloom (making them twice as valuable), etc.
Nylea, God of the Hunt is another non targetting trample enabler for Multani
1 year ago
Interesting deck. I never played monogreen, so I unfortunately lack experience in this color sheme, but it's the first time I'm seeing a pseudo-tax in monogreen that tries to mass fireball everyone!!! This looks terribly fun :P
A few questions that could raise updates:
Your list seems focused on dropping as much lands as possible, thus is 35 lands enough? Do you have moment where you draw just a few lands but have many "extra-drop lands" cards?
Preferred Selection seems overcosted (4 manas to cast) just for a semi-Sylvan Library, isn't it?
Nature's Wrath seems also overcosted (6 manas) for something that affects only U an B players. But maybe your meta is plenty of them?
Tangle is a fog I really like. It lets your opponent unprotected against other players that could take their chance with an open path. It helps distract attention away from you.
You should play Sol Ring at all cost, except for some weird theme reason, and even if you add Null Rod to your list (which is a really strong car against common manarocks and pesty artifact players -like me :p- )
Doubling Cube of course with this deck's strategy.
1 year ago
You can't counter everything. Eventually you'll Choke. Like a forest wrapped in Autumn's Veil, Green is ineffable and incorruptable. When Seedtime comes, you will feel Nature's Wrath. You may try to Bolt our Birds, but we will have our revenge. Your casters will snap and we will Prey Upon their weaknesses. Your Bitterblossom is caught in a spider's web, and your Doom Blades will break against our Blossoming Defense. If you Live Fast you will Die Young, and while you Brainstorm and practice Sleight of Hand alone we Attune with Aether and Commune with Dinosaurs. We will clip the wings of your God-Pharaoh, and any other dragons you bring will feel our Stinging Shots. When we walk through the valley of the shadow of death we do not fear, because Life Goes On. Our strength is unparalleled; we punch bears just for fun. You will be the Eternal Witness to our victory, for we have Gaea's Blessing.
1 year ago
mazrimtaim, Nature's Wrath and cards like it don't really punish greedy multicolored decks. Basically, I would rather be playing a Dimir deck rather than Mono-Blue or Mono-Black against Nature's Wrath because of the fact that I'll be playing more nonbasic lands that aren't islands or swamps than multicolored spells, which means it hurts multicolored decks less.
1 year ago
What about something like Nature's Wrath or does that go against your criteria?
2 years ago
odd mechanics in green:
Bellowing Tanglewurm, Beacon Behemoth, Avoid Fate, Cream of the Crop, City of Solitude, Brooding Saurian, Heartwood Storyteller, Gurzigost, Genju of the Cedars, Gaea's Liege, Freyalise's Winds, Fertile Imagination, Eyes of the Wisent, Engulfing Slagwurm, Elven Warhounds, Elephant Grass, Hermit of the Natterknolls Flip, Hidden Gibbons (and the other hidden creatures / enchantments), Dosan the Falling Leaf, Holistic Wisdom, Hornet Sting, Hunted Troll, Ichneumon Druid, Kashi-Tribe Reaver (and the rest of kashi-tri, if only for the lockdown mechanic), Lifeforce, Lignify, Lost in the Woods, Mammoth Harness, Meandering Towershell, Midsummer Revel, Mindbender Spores, Mortal Wound, Multani, Maro-Sorcerer, Nacatl War-Pride, Nature's Wrath, Night Soil (okay, this one is odd - because the colon is after the removal of creatures, it happens faster than players can respond or trigger to - it happens at the "cost" step of activating the ability), Noxious Revival, Panglacial Wurm, Permeating Mass, Planeswalker's Favor, Protean Hydra, Quirion Druid, Recycle, Revelation, Riftsweeper, Rite of Passage, Root Maze, Rootrunner, Rust, Scarwood Bandits, Sprouting Phytohydra, Sporogenesis, Spike Tiller, Sheltering Ancient, Selvala's Charge, Sekki, Seasons' Guide, Wave of Vitriol, Wonderlust, Vernal Equinox, Unyaro Bees, Typhoon, Tropical Storm, Tornado, Tempting Wurm, Tempting Licid, Symbiotic Deployment, Superior Numbers, Stunted Growth, Wild Mammoth, Wolfcaller's Howl, Worldspine Wurm, Xantid Swarm, and Yavimaya Dryad
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