Back:Nissa, Sage Animist Flip
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
2 weeks ago
CaptSillva: I fully agree with Nissa, Vastwood Seer Flip, she would fit into this deck, however I do not have it so this was the reason why I left her out. Regarding the others , they are not bad. They can help me for having 7 lands in hand, so I will try out them in test games instead of one of the land searcher creature like Pilgrim's Eye or other. Thank you for the suggestions!
However I have doubts regarding your side note. I understand that one land means lots of mana in this deck, but I can not win the game with mana only. I experienced in my test games that I needed the help of non-basic lands. They can be counted in the 7 lands for the commander, and they can be used effectively in the game later. I can draw cards with them / provide haste with them to my 50/50 creature / remove creatures from combat / making my opponents unable to cause damage to me... Additionally there are non-basic land searcher cards in the deck, so I have more chance to have them in hand in the time of need. Moreover they can not be destroyed easily, so they really could help me out against black decks in which land destruction was not a built in feature. When I tried this deck out with more basic land I experienced that I drew basic land for turns and I could not accelerate my game / defend myself against the opponents. So this is why I changed my mind and changed some basic lands to non-basics - and the deck functioning better after this modification.
2 weeks ago
On a side note, I think you should consider cutting back a bit on none basic lands. This commander really cares about having as many forests in play as possible.The difference between having three forests and four forests for example is seven mana.
2 weeks ago
Unless you have a special reason for wanting Hua Tuo, Honored Physician as your commander I'd recommend changing to something else. Something like Polukranos, World Eater/Nissa, Vastwood Seer Flip/Oviya Pashiri, Sage Lifecrafter would offer you more value.
2 weeks ago
I'm curious how it's been running, because I think it could be more streamline. That being said, TL;DR at the bottom.
Your plan is to put in a bunch of Forests so your Twingroves and Elders are huge, but it feels like you have better options than Frontier Guide, Steve and Wood Elves.
I feel like you need to consider your curve here. The ideal plan is to go:
T1: Forest > Arbor Elf
T2: Forest > Wood Elves (get Forest) > Arbor Elf
T3: Forest > Twingrove for 2 4/4's
T1: Forest > Arbor Elf
T2: Forest > Dungrove
T3: Forest > Wood Elves (get Forest) > Sakura-tribe (sac for Forest), Dungrove is a hexproof 5/5 on turn 3.
Either way, 3 mana is very important, and I think you should run more 1-drops in order to hit 3 mana on turn 2. Options include Elvish Mystic, Llanowar Elves, Birds of Paradise which are creatures that work well with Harvest Season, as well as Abundant Growth and Utopia Sprawl which make your Arbor Elves better.
With that in mind, I think cards like Cultivate and Kodama's Reach are also considerable, since they put a land into play and ensure you have another one to play. You have Harvest Season, which is fine, but needs more 2 or more creatures to be better than a Natural Connection.
Onto the creatures.
Really my only problem here is Frontier Guide: it's too slow.
It takes 4 mana to use, taps it, and the land doesn't even enter untapped, which means you've paid 6 mana for a Rampant Growth... For that mana you can play Nissa's Renewal for 3 lands and 7 life (granted its not exactly the same, but if you're taking a turn off to put lands into play you may as well get 3 and some life to buffer). I would cut it, maybe get more Sakura-tribe elders to take its place or fill that space with the aforementioned ramp spells.
Then there are some miscellaneous cards...
Zendikar's Roil is okay, but I think you have better things to do when you have 5 mana. You could play an Overrun for that mana, and that ends games.
Beacon of Creation is interesting, and is in line with what you're game plan is, but I don't think you need 3. It could be better as a Chord of Calling or Overrun so those 1/1's are more threatening.
Another issue is your lack of card draw. Unlike a mono-green Genesis Wave deck, your game plan doesn't just involve mana, it requires a critical mass of lands. Fewer lands mean smaller Dungroves and Twingroves, while a hand full of lands may mean you are left digging for your finishers. To this end I see you've got Rishkar's which is good and scales well with your growing Groves, but I would also recommend something like Harmonize for more consistent card draw, or even Explore for a cantrip+land drop.
Lastly I want to point out the synergy Harvest Season has with Convoke. The previously mentioned Chord of Calling is a great toolbox card, and even some things like Nissa's Expedition and Gather Courage are possible options, the former which puts more lands directly into play and the latter which can make your 1/1 elves block Goblin Guides and not only survive but kill.
Overall, seems like a fun deck, very similar to my Nissa, Vastwood Seer
Flip EDH deck actually. Hope the suggestions help you out.
-2 Frontier Guide
-1 Acidic Slime
-2 Zendikar's Roil
-1 Beacon of Creation
3 weeks ago
I'd go up to 38 or 39 lands just to make sure you'll never miss a land drop. That said, I'd focus more on things that allow me to play more lands per turn. This is one of the few times I believe Exploration works better than Burgeoning.
I'd add Budoka Gardener and Sakura-Tribe Scout as cheap ways of playing extra lands as well. I'd replace Rites of Flourishing with Ghirapur Orrery (Rites is too dangerous in my opinion and a well planned Orrery will benefit you the most).
Nissa, Vital Force has an emblem that's pretty easy to achieve and very underrated. Might be a little off budget, though. Nissa, Vastwood Seer Flip could be awesome as well, but I suppose you are aware of that.
I feel like Second Harvest might be a little too situational (but I don't dismiss its potential...) and the same goes for Harvest Season. Splendid Reclamation is only good if you plan on destroying/sacrificing your lands and I don't see many ways to do that in the deck besides Liege of the Tangle (which, btw, I don't think it's worth its price)
4 weeks ago
also lass mal davon ausgehen dass es sich darum drehen soll, etb trigger auszunutzen und zu missbrauchen. ich versuche hier aufzulisten was in den jeweiligen bereichen an kreaturen mit etb gespielt werden kann, und karten die das ganze begnstigen und davon gebrauch machen.
for rampingstatt eigentlich karten wie Cultivate usw waeren also kreaturen wie Farhaven Elf, Wood Elves, Yavimaya Dryad, Ondu Giant, und Solemn Simulacrum besser, wg interaktionen mit panharmonicom, dem navigator usw. Sword of the Animist hatte ich kurz berlegt euch zu geben, ist auch interessant und nen blick wert. dasselbe gilt fr Nissa, Vastwood Seer Flip. auch dran denken; viel ramp heit auch, dass man sein deck schnell ausduennt und dann es auch wahrscheinlicher ist, zb den craterhoof zu spielen usw.
laendertechnisch wirds nochmal noetig, aber auch nicht gaaanz billig.
control / removalCyclonic Rift (ist einfach enorm wichtig und gut, auch wenn's keine kreatur ist, weil es nicht so viele boardwipes gibt in temur)Acidic Slime, Reclamation Sage, Terastodon, Woodfall Primus, Venser, Shaper Savant
TutoringWorldly Tutor ist es immer wert, alternativ Fauna Shaman oder Traverse the Ulvenwald, Mystical Tutor fr zb Tooth and Nail, Green Sun's ZenithWoodland Bellower - holt zb nen Reclamation Sage oder ne WittyFabricate um gut ans panharmonicon zu kommenGamble
allgemeinLightning Greaves, Conqueror's Flail, Siege Behemoth, Triumph of the Hordes, Elvish Piper, Xenagos, the Reveler - dieser Planeswalker ist der shit, gibt euch viel mana und seine letzte ability bringt euch extrem weiter, er wird den gegner einfach zwingen seine removals zu spielen.
was ich jetzt weggelassen habe ist Kiki-Jiki, Mirror Breaker und alles was mit seiner combo zu tun hat. wenns dann doch combo sein soll und irgendwann mal bissl kohle da ist, kann ich noch weiter helfen. dasselbe gilt fr alles was mit dem Navigator infinite geht so wie in meinem deck zb.
4 weeks ago
I think you have a decent start! I think you might be a little lacking on strict card advantage though. Since you won't be running Cryptic Commands, I might suggest Electrolyze, Nissa, Vital Force, Sarkhan Unbroken, Nissa, Vastwood Seer Flip, Nissa, Steward of Elements, and Keranos, God of Storms. None of them are terribly expensive. Electrolyze, I have found to be especially useful. I would also strongly suggest good ol' Lightning Bolt. It is a little expensive for a common. But few cards are as good as it is as setting up tempo through the early game.
1 month ago
Out goes Yaviamaya Elder. I hate this card... ok hate's a strong word. Its good and solid edh card. What I keep finding though is I get him late game and he's just not performing in this deck like I want.
In comes Nissa, Vastwood Seer Flip. What I'm hoping to gain from this two fold. An early game ramp and a mid/late game planeswalker that can provide something more then just single card draw. I have plenty of ways to make sure my mana is playing out right; Nissa just tutors a forest which is exactly what I want to do like 90% of the time.
We'll see how this goes in matches, but I'm hoping this is the better play here.