Nissa, Genesis Mage

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Mythic Rare

Combos Browse all

Nissa, Genesis Mage

Planeswalker — Nissa

+2: Untap up to two target creatures and up to two target lands.

-3: Target creature gets +5/+5 until end of turn.

-10: Look at the top ten cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

Nissa, Genesis Mage Discussion

Yz2000 on Do Sorcery/Instant and Planeswalker buffs ...

6 months ago

I have a question in particular, involving Sharktocrab , who I've recently gotten in a booster pack.

His ability says: Whenever one or more +1/+1 counters are put on Sharktocrab, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.

I'd like to know if this applies only once for each set of counters, or for each individual +1/+1. Some examples are below.

Scenario 1: I use Primal Bellow , which gives +1/+1 for each forest I control. I have eight forests. Thus, the total buff is +8/+8. Does that mean that Sharktocrab 's ability is triggered eight times? And does that mean I would consider there being 8 +1/+1 counters on the card, or would it be considered one large '+8/+8' boost, lumped together?

Scenario 2: I use Nissa, Genesis Mage 's second Loyalty ability. −3: Target creature gets +5/+5 until end of turn. I'm not very sure if this would be a similar case. I figured Planeswalker Loyalty abilities might be slightly different from the first scenario, in some regard.

In general, I think I have some misconception on how buff/debuff counters work. This is partially due to the Adapt ability on other creatures, where they specify 4 +1/+1 counters. I'd be really grateful if someone were to clarify this with me, and also explain how Sharktocrab 's passive ability works. The rulings didn't say anything about that, when I referred to them.

Thank you.

WanderingSpirit on Go Not to the Elves for Counsel

8 months ago

Thanks for the feedback, ZendikariWol! Metallic Mimic is something to look into.

I don't run Coat of Arms because I don't really token much with the deck, and there are definitely others who do in my meta. Thay'd benefit more than I do using it.

I never even knew Kindred Summons existed! That's gonna take some testing for sure.

Mentor of the Meek would probably do some real work! Definitely gonna nab one.

As far as Nissa, Genesis Mage's role, she isn't ramp at all, but an engine. Her first ability is all Stax. It enables mana elves to tap again, additional Parlays from Selvala, Explorer Returned, and untaps lands to cast whatever gets drawn. If I'm using her - ability, I've probably already got the win. I don't run planeswalkers expecting to actually get their Ult off, but if someone actually lets Nissa stick, I will definitely punish them with a Genesis Wavex10

Give it a playtest, you might find it fun!

ZendikariWol on Go Not to the Elves for Counsel

8 months ago

Okay sorry if I'm not a ton of help here, I don't play elves with white.

Metallic Mimic and Coat of Arms would be nice to pump your guys up. Consider Kindred Boon for protection and certainly Kindred Summons. Sundering Growth isn't huge power but pretty nice. Mentor of the Meek may be worth it, despite the bad creature type.

Nissa, Genesis Mage is pretty terrible, I think. A simple Signet would serve you better for ramp, and for the ult, well, Kindred Summons.

MrPiesGuy on Basic Simic

11 months ago

Nice build there. My suggestions: Take out the Hydroforms and replace them with Simic Charms. Yes, Hydroform does make flying, but Simic Charm is much more adaptable, especially for an aggro/control build - bounce their big creatures to not only stop them winning but also to pave the way for your aggro, make your creatures bigger and stop the burn. I would also reccommend taking out Frilled Oculus, because if you want aggro there are creatures you can pump more than once a turn.Berserk is a good card if you can deal lethal damage with it. If you want aggro, I would recommend taking out some of the evolve creatures - they are for the long game as you play them but they don't get big until much later on, unless you are playing larger creatures every turn or have a big token combo on. Also on the aggro, if you want to go full on, take out all the evolve and control aspects and put in things like mutagenic growth and prdator's strike. Just look at the infect decks (like mine below) for some nice pump spells. Since you don't care about legality (although it works much better for infect), Invigorate is good for that little extra damage. On top of the pump spells, run Wild Defiance to really get the damage racking up. If you are looking for more control, run some walls (e.g. Fog Bank and Glacial Wall) to trigger evolve. For card advantage or pseudo-hexproof run Monastery Siege and Pore Over the Pages. For counterspells, run Counterspell, Rewind, Arcane Denial and Remand. If you have a higher budget, run Voidslime and Mana Drain instead of Rewind and Arcane Denial also, Venser, Shaper Savant. If you want elementals, any out of Nissa, Sage Animist  Flip, Nissa, Steward of Elements, Nissa, Worldwaker or Nissa, Genesis Mage is a really good option. Also on lands, if you have enough mana, run Liege of the Tangle and some unblockable spells (also see my infect decks below). Also, run more lands - 12 lands is NOT ENOUGH! I recommend a playset of Simic Signets and at least one Gilded Lotus, and possible Simic Keyrune and Thornwood Falls instead of or as well as Simic Guildgate. Run a minimum of 20 lands unless your deck is at least 1/3 mana rocks. This is a nice idea, so I hope I have improved it for you.

This Is Why I Have No Friends ***RIP*** Pauper Bant Infect $25

Lord_Grimm on Big Stompy

11 months ago

Though I see some ways to make creatures have it, not seeing enough 'Trample'. Very weak to chump or recursion builds as playing more than 1 or 2 big threats a turn might be tough, even at Instant speed. For example, Primeval Protector... seems like Ghalta, Primal Hunger would be a better fit in that slot. Could have missed a card or interaction, but only seeing 9 interactions for Panharmonicon. Might be worth cutting it all together, unless moving into an ETB strategy like MFarrar mentioned. Nissa, Genesis Mage is kind of confusing. Adding things like Genesis Wave and Primal Rage might be good adds if you'd prefer not to have Trample on all creatures built in. Agree with MFarrar about diverisfying the non-basic lands. Ghost Quarter, Maze of Ith, Temple of the False God, Reliquary Tower, Command Tower, Command Beacon, Nykthos, Shrine to Nyx, and Field of Ruin are just to name a few.

elgosu1337 on Lord Windgrace, the Doubler

11 months ago

Nesting Dragon should really be in the deck since each land gives you two Eggs which become four Dragons, or if you have both Parallel Lives and Doubling Season, four Eggs which become sixteen Dragons.

Some stuff to sacrifice the tokens like Ashnod's Altar, Phyrexian Altar, Viscera Seer, Altar of Dementia, Greater Good, Attrition, Emrakul's Evangel, or Descent of the Dragons could be pretty good. Pitiless Plunderer also gives more mana whenever your creatures or tokens die.

If you're running Doubling Season, Realm Seekers becomes even bigger (and is already useful to find important lands). Path of Discovery will also make your creatures even bigger or draw you more lands. Eternity Vessel would also double your life and make you very hard to kill. You could try planeswalkers like Liliana Vess, Garruk, Caller of Beasts, Nissa, Genesis Mage, Nissa, Vital Force, Xenagos, the Reveler, and Chandra, Flamecaller for their abilities and ultimates.

Jedne2 on Take on Me - Eric Prydz

1 year ago

Okay, take two with the new commander.

Shalai wants to go wide with a lot of tokens, then to pump them up with her ability, as you get a whole load of hexproof tokens that get +1/+1, so I will recycle the rhetoric I used with Trotstani about tokens. You should probably think about abusing a go-wide strategy.

I playtested this deck 5 times, you have a serious problem with a lack of card draw. I playtest until turn 8, and you were consistently running out of cards. If you wish to assemble your Avacyn, Angel of Hope + Platinum Angel + Shalai, Voice of Plenty + Tajuru Preserver combo, you need draw and tutors. For reference, my wizard deck combos off pretty reliably by turn 8, most combo heavy decks will combo off by turn 4 at the earliest, turn 10 at the latest.

Okay now to the cards:

I repeat myself with Soul Warden You'll want her two sisters, I named them in my last comment.

Elvish Mystic et al. is nice, you are in green, so you may want more ramp past a few dorks.

Shapers' Sanctuary erm... your commander gives everything bar herself hexproof. You won't be using this effect often at all.

Naturalize does too little. If you want enchantment/artifact hate, go for reusable rather than spot removal.

Elemental Bond and Triumph of Ferocity the draw is nice, but the card is better suited in a big stuff deck or in a deck with etb abuse, your deck isn't quite a bigstuff deck, but if you added more powerful creatures then it'd be better.

Krosan Grip same comment about naturalize, if you're going to keep one, keep this one due to split second.

Mirri, Weatherlight Duelist wants you to play in a go wide token strat too.

Aura Shards I'd be careful with playing with this, it is a very strong card.

Harmonize is fine, I do suggest you add more drawpower to your deck though.

Rhox Faithmender while great in a trotstani deck, does not do much for you in this deck, as you do not have all that much lifegain. Including the faithmender, you have 4 creatures which give you some form of lifegain.

Wrath of God interesting include, considering that you are very reliant on your own board state.

Genesis is sort of meh, you don't have much 'yard shenanigans so it's not really worth it. May as well just use Eternal Witness

Asceticism Your commander already does this. This is not useful in the deck. If you want Shalai to have hexproof, give her Lightning Greaves or Swiftfoot Boots

Terminus is fine, but again, you're very reliant on your own board state, so I'm not sure you want to include boardwipes...

Nissa, Genesis Mage is expensive and pretty bad compared to other nissa walkers. There are far, far better nissa walkers.

Elesh Norn, Grand Cenobite is a fantastic card, especially for tokens.

Reya Dawnbringer is very expensive for what she does. THere are cheaper ways to recur in white/green... if you even want to do that.

In the end, I feel like you've chosen two commanders now which really want to push you into a token strategy, and you've included some cards which are fantastic for token decks, and yet you have not built a token deck.

You really, really need more drawpower and ramp if you want to stay on your semi-combo big angels strategy.

If you want to go for angels, why not go angel tribal?

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Nissa, Genesis Mage occurrence in decks from the last year

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