Nissa, Vital Force

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Mythic Rare
Promo Set (000) None

Combos Browse all

Nissa, Vital Force

Planeswalker — Nissa

+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land.

-3: Return target permanent card from your graveyard to your hand.

-6: You get an emblem with "Whenever a land enters the battlefield under your control, you may draw a card."

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Nissa, Vital Force Discussion

hkhssweiss on Intet of Infinite Dreams (Combo)

18 hours ago

JohnnyCRO

I'm generally not too worried on permanents for Bloom Tender as generally Intet is there on the battlefield with Bloom out. If not 2 for 2 is still value with the general low curve of the deck. I actually have been trying to find more red permanents or spells to add in the deck, it's just that so many of the things that red provides are just outclassed by what the blue/green side of the pie can provide. unfortunately most of the time I use Bloom Tenders mana in conjunction with Intet's...My meta doesn't see Bloom Tender in a deck with 3 colors as lets say a 5C Najeela can do.

Going on to the next point, when Intet goes off it is generally pretty hard to stop even without the counter spell back up due to having Vexing Shusher and Boseiju. Consistently she can go off by turn 5-6, but I already accepted that she can't be a true competitive tier, but I can definitely see this build as being high powered. She can't consistently pull the T3 threatening rule.

Card Choices:

  • Bring to Light I actually agree with you on this, this has been my flex spot and been actually testing it out. This was actually to mainly get my wheels as the most important thing for Intet is consistent CA or having a fully stock hand. There is the time that this can get you an extra turn due to Mana Confluence/City of Brass but the chances are unlikely to have both in play the same game.
  • Dack Fayden I agree on the same sentiments, he hasn't been spectacular, but he has his uses when I steal artifacts, but that's just it. He can help me dig but I might as well use Faithless Looting for sheer efficiency.
  • Nissa, Vital Force As I said with Bring to Light, CA is key, she does make all my land ramp spells into cantrips as well, 5 is a lot and my usual rule of the thumb is that in any competitive EDH deck 5 cmc cards have to do one of two things, A) Give an tremendous advantage or B) Wins you the game. She gives a lot of advantage in being a unkillable CA and being able to activate a turn after. She would be the last to cut if I'm given the choice atm unless there is a better consistent CA engine.
  • Heroic Intervention Now I haven't truly tested this card out as of yet as this card was swapped in from a Mox Diamond, I saw the potential and this was pre-anti counter spell mindset. So yes this card can be cut to test a counter suite package.
  • Red Elemental Blast/Pyroblast These would be more meta call cards as I would run Dispel or Flusterstorm over them. This would be the only type of deck I'm reluctant to run Swan Song however due to Intet needing a combat trigger to proc, same with any Brago decks as well lol
  • Krosan Grip currently at the moment, I'm not having any problems with this nor do I have any problems casting it and it always comes in clutch when I need the split second the most. There are plenty of Paradox combo decks in my area as well as Jhoira decks so indeed the split second is a meta call but I like it in this deck as of now.

  • I do appreciate the insight, and I am not as stubborn about the anti-counter spell as I was before like 3 years ago. My current goal is to refine Intet as far as possible, so right now these are the changes I'm going to include into Intet but I want to know your thoughts.

    These changes seems reasonable to me.


    I have a couple questions for you since you seem to have a good head on your shoulders and as well as some great perspective and MTG experience.

    1. In forgoing hard land ramp, would you think cutting cards like Kodama's Reach/Cultivate for fast rocks be better? or would you say the other way around and cut the 2 cmc ramp spells for the 2 cmc rocks as with the 3 cmc ramp they replace itself. I have already cut out Skyshroud Claim months ago and I haven't entirely missed it at all.
    2. What red permanent/spell do you know that can help this version of Intet? I been doing research a lot and I could of missed some. That has been my biggest dilemma aside from tuning Intet to the most optimal version of herself. There is a entire lack of red and basically the red is in here for the Wheel of Fortune and Vandalblast, I used to run Chaos Warp as well but that has been cut out as sometimes it can benefit the opponent more, slight chance, but a chance nonetheless.
    3. Thanks again for your insight, I have a feeling that after these next couple discussions Intet will be reborn into a new iteration of herself, I'm looking forward to hearing from you!

Flexluthor32 on Best. Friends. Forever.

5 days ago

Dually noted. I've made some changes to the deck since then, namely removing Altered Ego, Laboratory Maniac, Overbeing of Myth, Tatyova, Benthic Druid, and Fuel for the Cause.

That being said, the main strategy of the deck revolves around having Pir, Imaginative Rascal and more importantly Toothy, Imaginary Friend out. The deck revolves around +1/+1 counter synergy, but most wins will come from swinging for lethal Commander damage with Toothy. A lot of the cards are built to synergize around that. The clone effects are built to clone Toothy, the draw effects are built to grow Toothy, and Elixir of Immortality and Laboratory Maniac are in there in case I deck myself, which since the time of this, I have actually won with Lab Maniac. Elixir is in place in case I haven't drawn into an "unlimited hand size" card and have to discard down to hand size after drawing a ton of cards.

Darksteel Reactor wins games with all the proliferate and doubling effects, it's won me a non-zero amount of games within several playgroups (anecdotal evidence doesn't count for much, but it's all I've got.)

The Planeswalkers are in the deck for additional value. With Pir on the board, they enter with an additional loyalty counter and gain an additional counter when they uptick. Nissa, Vital Force can immediately ult after ETB which is more value for Toothy. Kiora, the Crashing Wave is a meta-call in my playgroup to stop Purphoros or other commanders that deal heavy amounts of damage. The rest are there for additional value, and again in personal experience have served well, for what it's worth.

BlissfulBeluga on Windgrace landfall/tokens

1 week ago

chilbi I've been eyeing those cards but as youve said theyre pretty expensive. Theyre cards im definitely going to pick up but slowly over time. I have Budoka Gardener but have been considering taking him out for Nissa, Vital Force since I didn't know what else to cut but I'll have to reconsider that. Sakura-Tribe Scout looks solid and I'll definitely take a look at adding her.

Gremyo on The Best Damn Omnath Out There

1 week ago

Lotus Cobra for ramp Sylvan Safekeeper for protecting omnath Blackblade Reforged because big ramp = big damage Boundless Realms for huge increases to ramp Heroic Intervention to protect omnath and your board even more Nissa, Vital Force Always a nice bit of recursion also you can untap the Growing Rites of Itlimoc  Flip that you should also grab.

Also cavern of souls is sort of dumb in this deck since you don't really have any strong tribal mechanics

Aaerys on Jund landfall token

1 month ago

You are definitely on the right path, here's some suggestions, playtest them and see how they go

Lotus Cobra, Ob Nixilis, the Fallen, Nesting Dragon, Seer's Sundial, Tilling Treefolk, The Mending of Dominaria, Creeping Renaissance and Nissa, Vital Force

Good luck!

ZendikariWol on Best. Friends. Forever.

1 month ago

All right. I'm not going to go into detail on cards to add unless you ask, but I am going to link one of my fairly similar decks at the bottom. I am going to focus on cuts.

But before we get to that, I'd like to address a couple glaring issues.

Your mana curve is devastatingly high. You are going to be playing nothing until turn 3 most of the time and that does not fly in commander. You should have your engine set up, or at least have a decent board state by turn 4. A lot of decks spend the first turns ramping and turn 4 is when shit begins. Your deck is looking more like turn 6.

Your deck has too much goodstuff to establish a reliable engine. There are a lot of cards here that really don't contribute to the theme. They're good, sure, but they could be better used in other decks and they could also be replaced with a card more applicable to your deck's theme.

Also you have VERY few cards that put counters on other creatures. I count 6. Note that that is just cards that place counters, not double them or add. I see a lot of circumstances where you have a proliferate effect or a counter doubler but have counters on maybe 2 creatures, and only because those creatures entered the battlefield with counters. You have a low creature count and most of them will either cost a lot of mana because they have an , or they don't place counters at all.

Now that that's out of the way, down to cuts.

Altered Ego is not that good. I mean it's not bad but it's pretty overcosted and it is downright awful in the early game.

Beast Whisperer is not going to be drawing you many cards, with a meager 26 creatures in the deck.

Hooded Hydra is also fairly overcosted, though it's not as bad as many other cards in the deck.

Laboratory Maniac is BAD, unless you're drawing enough cards to deck yourself out, and if you are then it'll probably get shot down and you'll lose the game. Not only that, but you will never deck yourself out because you would totally die first.

Lifeblood Hydra is either very overcosted, or it's not gonna die. For my reasoning, consider the curve. You cast it at 4 mana, it's a 1/1. Cast it at 5 and it's a 2/2. Cast for 6 and it's a 3/3. I would say that a 4/4 for 7 mana with that ability is BARELY worth it and anything bigger than 7/7 (10 mana) is not going to easily die. Do you want this to stick around? If so, it's overcosted. Do you want it to die? If so, still overcosted. It could stick around for a couple turns, eat a big attack IF an opponent is playing voltron and the voltron doesn't have trample, flying, or unblockable, and then die. That is the only use I could see for it.

Overbeing of Myth is goodstuff and not really all that good unless you have unlimited hand size.

Tatyova, Benthic Druid is great but this is not a deck that can take advantage of its power.

Walking Ballista doesn't seem like a ton of value. It can ping down a small creature or two but with very, VERY few cards that consistently provide counters to creatures it won't last long.

Fuel for the Cause is just plain bad. First of all it's a 4-mana counterspell. A 3-mana counterspell is pushin it but 4?? That means you're leaving 4 mana up HOPING to get something worth countering, rather than playing another spell every turn. Not only that but how many of your dudes have counters on them cuz most of them either enter with counters or aren't going to get them.

Darksteel Reactor is laughably slow.

Elixir of Immortality is a confusing addition. What does it do? Do you play against mill often? I will repeat that you are NEVER drawing enough cards to deck out before someone kills you.

Lux Cannon is also laughably slow.

Death's Presence is a good removal failsafe, but it costs a lot of mana and your creatures aren't dying in combat. So unless your opponents are packing a fair amount of removal this isn't doing a lot of work.

Rite of Replication and Spitting Image are bad because they DON'T copy counters (love the tricksy idea with Toothy tho), so whatever you're copying is probably an opponent's creature or one of few creatures you control that DON'T have in their costs.

Garruk, Caller of Beasts is super bad. His + is likely not to hit anything in such a creature-light deck, his - is equally bad. His ult is insane but you'll never get there because insane ults draw hate. Your opponents would just kill him.

Jace, Unraveler of Secrets is not great here. His + is fantastic but has nothing to do with the theme. His - is fairly weak. His ult is also a game winner, but once again, the opponents would just kill him.

Kiora, the Crashing Wave is bad in this deck. + is bad, - is decent but unreliable, and ult is kinda strong but not anything crazy and it would take a bit to get there.

Nissa, Vital Force has nothing to do with this deck. Her + isn't bad, but her - is and her ult is not gonna do you a whole pile of good.

Nissa, Voice of Zendikar is not bad here, but there are much better places she could be.

Here's my relatively similar deck, if you'd like to take a look.


Buttermilk Pancakes

Commander / EDH ZendikariWol

2 COMMENTS | 27 VIEWS | IN 3 FOLDERS


mrfab13 on Modern Werewolves

1 month ago

Ancient Grudge Atarka's Command seem like well rounded SB cards.

i feel like the deck will struggle against control if they are hitting board wipes like terminus, cryptic tap, and all the generic control BS sadly i dont know any cards that will just let you beat this Guttural Response and Savage Summoning. Changeling Berserker is interesting, a big hasty warewolf that gives you ressiliance to every single removal card but can elad to blowouts i really dont know if there is a 'i win' card, mabey some more gas like Nissa, Vital Force or Tireless Tracker but idk, you definity need somthing though

Happymaster19 on Vraska’s Hunger [Modern G/B Vraska Value]

1 month ago

biorose671

I do need to get around to putting a sideboard list together. I imagine against miracles we would bring in Nissa, Vital Force as a value walker that can apply pressure. Maybe a Pithing Needle for Celestial Colonnade, Azcanta, the Sunken Ruin, and the planeswalkers. Can’t do much about Terminus itself. Only improve our ability to rebuild.

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