Back:Nissa, Sage Animist Flip
|Commander / EDH||Legal|
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|Magic Origins (ORI)||Mythic Rare|
|Promo Set (000)||None|
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Nissa, Vastwood Seer
Legendary Creature — Elf Scout
When Nissa, Vastwood Seer enters the battlefield, you may search your library for a basic Forest card, reveal it, put it into your hand, then shuffle your library.
Whenever a land enters the battlefield under your control, if you control seven or more lands, exile Nissa, then return her to the battlefield transformed under her owner's control.
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Nissa, Vastwood Seer Discussion
1 week ago
3 removals, like you said, is definitely way too low. Of course, doesn't have a LOT of removal, but you can consider those :
Scour from Existence, Bramblecrush, Desert Twister, Mwonvuli Acid-Moss, Reclaiming Vines. Land destruction is good for those who use Glacial Chasm, which is bad for your strategy. All Is Dust ONLY if you're in a pinch.
To a certain extent, you can go the route of making everything on the board an artifact with Mycosynth Lattice and all the green artifact/enchantment removal becomes effective against anything - even lands.
Also, an elf deck without Freyalise, Llanowar's Fury? BLASPHEMY! (I'm joking.)
Non-elf too good to pass : Eternal Witness.
Notable utility : Mirri's Guile is a free pseudo scry 3, every turn. Abundance if you do not need any other land drop OR if your absolutely need a land, you can choose... AND! If you got Sylvan Library out with it, it transforms it into a free Draw 3 every turn due to its replacement effect!
Hope this helps a bit!
2 weeks ago
Traverse the Ulvenwald is a nice card, but you'll have a harder time deliriazing it than you think. I'm only counting 6 lands you can sac, 1 artifact, and whether you get creatures to help with the delirium count is questionable. But actually, it is a cantrip in your deck, in regard to the question of how much card draw is too much.
Gonti, Lord of Luxury... hmmm... 4 mana for a 2/3 creature, with an ability that is only sometimes relevant. Feels great, if you get to steal Tarmogoyfs and Fatal Pushes, not so great when you get to play a Lantern of Insight. Also, you only have 1 land to support your opponents colors, so it wouldn't be very often you could play red or white cards.
Quicksilver Fountain - the dream of a lategame lockout is real! However, this is not how you do it. It also hits your lands, right? So you either have spend a card on smashing it, or it will lock you and your 3-color manabase out eventually... I think you could make a janky deck with this, but then it should be the focus of the deck, not just a throw-in. Also, watch out for playing cards that have no real effect for many turns - in general that is not good. Mimic Vat could be funny. I don't think Trophy Mage to find your 3 cmc artifacts is correct though - neither of them are essential to your winning strategy, and you have a pile of card filtering/drawing/cantripping anyway.
Nissa, Vastwood Seer Flip could be a funny addition to your deck - just 1. Card draw, an accompanying token-creature, a built in win-con... what's not to like? Maybe exchange some land for another basic forest.
3 weeks ago
Hey Man! I'm a big Karametra fan myself, and I can share with you a few lists. Here's mine that you can look at. Feel free to ask me anything you like concerning card choices, etc. And here's another list that takes her in a different direction for reference. I'll just leave here a few miscellaneous suggestions that should be helpful.
Tireless Tracker is amazing with Karametra, as well as some other general good green draw cards like Sylvan Library and Rishkar's Expertise. Nissa, Vastwood Seer Flip and Nissa, Vital Force also synergize well.
You'll probably want to run a few more enchantments in your deck to get Karametra active more often. This can be of any kind really, as long as they provide devotion. I like to use enchantments that provide other good utility to the deck like Song of the Dryads, Awakening Zone, and Quarantine Field. Hatebear-like enchantments can work too, like Stony Silence.
Knight of the Reliquary is great for fetching out any non-plains-or-forest utility lands, and it can ramp one mana in a pinch.
Hope this helps!
3 weeks ago
I would look into:
Fists of Ironwood, Cryptolith Rite, Burgeoning, Champion of Lambholt, Primeval Bounty, Rampaging Baloths, Lifecrafter's Bestiary, Karametra's Acolyte, Imperious Perfect, Llanowar Mentor, Night Soil, Nissa, Voice of Zendikar, Nissa, Vastwood Seer Flip, Slime Molding and Squirrel Nest
1 month ago
I'd been looking to slot Disallow in here for a while, I just didn't know what to cut for it. Made the controversial choice to remove Tooth and Nail for it - apart from Craterhoof Behemoth, I don't have a lot of game ending bombs so it always felt superfluous on top of the other tutor options I'm running.
I like Nissa, Steward of Elements and want to give her a shot, but I'm struggling with cuts. I really like Nissa, Vastwood Seer Flip so I don't think I'd make that swap. I'm also trying to find a home for Growing Rites of Itlimoc and maybe Vanquisher's Banner in here so I've got some decisions to make.
1 month ago
1 month ago
Haven't gotten to test that garruk before! In the past it has proven quite difficult to protect a planeswalker to the point where they are useful unless they do something for me the turn they hit the board. My meta has an excessive amount of nonland permanent removal.
In this case, he fills a 6 drop slot (which is already shared by 8 cards).
His + is pretty handy, but I forsee me shipping a lot of control cards I would have much preferred keeping.
His - only hits around 16 creatures (many of which are timing dependent, meaning I usually play them at instant on opponents turns) and a lot of the time I would have much preferred playing them with the 6 mana I had to invest in playing him. Since I can play any card in deck with 5 mana sources because of Kruphix's ability, id likely rather store that 6 mana or play the creature that turn. Even if he can repeatedly do the ability the subsequent turns, I don't see having enough relevant green creatures to justify the - and it would force me to play off tempo quite often.
His ult is certainly impressive, but I don't think I could protect him until he ulted.
The only walkers in deck currently are Nissa, Steward of Elements because she is an extremely useful hand fixer early game, with scry effects / Vizier of the Menagerie / Oracle of Mul Daya I can effectively use her neg, and her ult is repeatable in this deck when I play her for 20 mana. there is also Nissa, Vastwood Seer Flip that literally acts as a Wood Elves that has card advantage late game.
I've tested quite a few over the years, but there is always an issue if they cannot protect themselves efficaciously:
Nissa, Worldwaker People kept instant speed wiping when I used her ult, her other abilities were trace useful but I got tired of losing lands.
Garruk, Primal Hunter was in the original brew of this deck, essentially got taken out because he didn't affect the board overmuch and was a terrible topdeck if I couldn't massive draw the turn I played him.
Garruk Wildspeaker was pretty consistent, but didn't do enough except ramping me a little early game.
Tamiyo, the Moon Sage did a fair amount, but the ult takes forever to hit.
1 month ago
Cards that I struggle to see the relevance of:Dictate of Karametra seems bad to me, you don't play many instants so after 1 game your opponents will begin to see it coming and it only gives you a small advantage at first, your opponents can likely take a lot more advantage of it than you.
Elspeth, Knight-Errant seems like a very weak planeswalker and could easily be removed in order to facilitate better support.Garruk, Primal Hunter also seems weaker, his only relevant effect on landing being to make you a 3/3 which will get steam rolled by any creature strategy.
Gideon, Champion of Justice is terrible isn't it?How often do you find Kiora, the Crashing Wave to be a waste of 4 mana to prevent 1 source's damage?Ob Nixilis of the Black Oath is fairly irrelevant, you drop him and gain a teeny bit of life or get a 5/5 token but reduce his loyalty to ping-range or wait for an irrelevant emblem.The remaining planeswalkers are all okay or at least obviously usable when they drop or if they attain critical mass. Speaking of which, there are obvious upgrades that are missing here.Doubling Season, you just have to play this card. You can't not play this card in EDH superfriends if you have green access. It sets up planeswalkers to instant-ult and doubles tokens you produce to block with.Rings of Brighthearth means every planeswalker ability gets doubled. Unfortunately this does not double the counters added.
You could go harder into token doublers with Primal Vigor,Parallel Lives, and Anointed Procession, which might give you enough blockers over time to start building the justice league.If you are going instead to preventing damage to planeswalkers you need cards like:Moat, Magus of the Moat, Humility, Sphere of Safety, Contagion Clasp, Contagion Engine, maybe Privileged PositionYou need more tutors. Planeswalker-specific or not. Demonic Tutor, Vampiric Tutor for a start.It's usually good in blue to have one or two instant-speed responses like counterspells. The most relevant one I can think of is Fuel for the Cause although it's not a great one anyway. You seem like you have board control fairly well locked. This is probably your only answer to cards like Merciless Eviction or the new red spell from Ixalan I forget. Also, since you're always wiping the board and filling everyone else's graveyard why not run a Rise of the Dark Realms as an alternate win-con?
Obvious missing planeswalkers:If you choose to run very few creatures who are all extremely relevant, the duel deck Ajani, Valiant Protector actually acts as a pseudo-tutor for them, which could be very relevant with deepglow skate.
Ashiok, Nightmare Weaver can remove some serious threats, make players more wary about reorganizing the top of their library, and potentially net you blockers, dorks, etc. if it sticks. The ult is a win-con.
Elspeth Tirel can create token blockers, can setup to ult the following turn as a boardwipe, incidental life gain if you are going hard with tokens.
Gideon, Ally of Zendikar similar to Elspeth he makes tokens but his ult is more relevant to building a token-defensive board state, can be used right away, and if he sticks around he can beat face for damage while gaining loyalty. Rotating out of standard so he will be cheaper now.Jace Beleren, less of a "I win card" but less likely to be shot down right away in a political meta. Everyone drawing a card doesn't draw attention, and you can selectively choose to replace him in your hand with the minus as well if you just want to "cycle" him. The ult is fairly irrelevant so you can basically treat this as a semi-permanent draw engine.
If you upgrade your land base and throw in an urborg/cabal coffers combination you should go for Liliana of the Dark Realms since she can tutor for dual types, turn your swamps into super-engines and act as a removal for even indestructibles if you get there.Nissa, Vastwood Seer can also be good, she gives you land drop, she's relevant if you draw her late and flip her, you can potentially get tricky and flip her using lands like Evolving Wilds after you block an opponent, and her flip side provides ramp/filtration, a token blocker, or potentially a board of 6/6 creatures. also she re-enters so works with doubling seasonTamiyo, the Moon Sage can protect itself somewhat, or remove a threat on board which can politically let you leverage your opponents. Against creature-wide strats can draw you a full hand worth and its ult is very hard to fight against.
Teferi, Temporal Archmage combos with Chainveil if you replay it same turn and you NEED THIS ULT.Tezzeret the Seeker tutors for sol ring, nuff said.
Venser, the Sojourner resets your other planeswalker loyalties, I mean seriously flicker is always good. The ult acts as almost a win con.
Moi expensivo:Your mana base should be fetches and duals, enough said.Jace, the Mind SculptorKarn LiberatedUgin, the Spirit DragonLiliana of the VeilThe AbyssCaptain Sisay since all planeswalkers are retro-actively legendary.