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

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."

Price & Acquistion Set Price Alerts

KLD

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Nissa, Vital Force Discussion

Jdawn24 on Mono Green Stompy

3 days ago

This is a good start on a budget mono-green decklist! I run a deck that's similar, only I splash red for Grand Warlord Radha.

My only suggestion would be to cut down on some creatures for a little more consistency.

For sideboard, it depends on if you play more against aggro or control.

For control, landing a Nissa, Vital Force has been great, and isn't that expensive for a solid planeswalker. You only need to plus her once to get her ultimate, which will outpace control pretty quickly.

For red aggro, Aethersphere Harvester is great for gaining life and stopping Glorybringer in it's tracks.

You can checkout my deck Gruul Warlord Stompy too, and see what you think!

multimedia on Filthy Fungus

5 days ago

Hey, really like the name :)

You're playing this deck at Standard tournaments? I find this hard to believe, but more power to you, hope you draw well. Currently the deck is 62 cards...

Consider more Migration, Swarm and Sapherd? These are the cards that create Saps before Tendershoot. You say the early game strategy is to create as many Saps are possible, but you can't really do that with only one Migration. It's the two drop that creates the most Saps. Consider cutting 2x Oviya and 1x Bontu for 3x more Saproling Migration? Cutting 2x Duress for 2x more Spore Swarm? Cutting the last Bontu for another Sapherd? Sapherd is nice because it's a three drop to take advantage of turn one Llanowar Elves. 4x Llanowar and 4x Sapherd makes this possible line of play more consistent.

I don't think you need both Bontu and Plots as sac outlets I think you can choose one and cut the other. I think Plots is a better overall card with Saps. Oviya looks out of place I don't think you need her. She's not helping the Sap strategy and even as a token producer she's not that good, too slow.

For the manabase if you can get 2x more Woodland Cemetery this is will help the deck a lot. I mention Cemetery and not Blooming Marsh because Cemetery is a safer buy since it will be legal in Standard until Sept. 2019. Marsh rotates out of Standard this Sept. However, if you get more Marsh it will also help the deck. If budget is a concern then I suggest 4x Foul Orchard. More Golgari dual lands that can make either green or black, less basic lands.

If you're playing or want to start playing in tournaments a 15 card sideboard helps. A sideboard is used to give you advantages in some matchups. Cards that are good for the sideboard are: Duress, Divest, Thrashing Brontodon, more Vicious Offering, Golden Demise, Nissa, Vital Force, Skysovereign, Consul Flagship, Driven / Despair, etc.


multimedia on Elves of Dominaria

1 week ago

Heroic Intervention is a fine sideboard card, but for this deck I would rather sideboard in threats for matchups where Intervention would be used such as Control. Intervention has the annoying problem with only protecting my creatures from Fumigate and not Settle the Wreckage because I don't get hexproof. In fact it doesn't do anything at all when I'm facing a Settle. I feel that boarding in a card that's useless to the number one way my opponent can stop my army in a matchup is not a good idea.

There isn't a card in green that can be used to combat both Fumigate and Settle with creatures. Need a green spell or creature that can give me hexproof as well as all my creatures indestructible :)

This is a reason that I'm turning to cards that can be mostly immune to both Fumigate and Settle for the matchup. Nissa, Vital Force, Lifecrafter's Bestiary and Vehicles. Out of these options only Vehicles are not immune to Settle, all of them are immune to Fumigate.


multimedia on Elves of Dominaria

1 week ago

Heroic Intervention is a fine sideboard card, but for this deck I would rather sideboard in threats for matchups where Intervention would be used such as Control. Intervention has the annoying problem with only protecting my creatures from Fumigate and not Settle the Wreckage. In fact it doesn't do anything at all when facing a Settle. I feel that sideboarding in a card that's unless to the number one way my opponent can stop my army in a matchup is not a good idea.

There isn't a card in green that can be used to combat both Fumigate and Settle with creatures, this is a reason that I'm turning to cards that can be mostly immune to both these cards for the matchup. Nissa, Vital Force, Lifecrafter's Bestiary and Vehicles. Out of these options only Vehicles are not immune to Settle, all of them are immune to Fumigate.


multimedia on The Consuming Mire

1 week ago

It's not worth it including this combo. Both cards don't do enough by themselves for Saps. Gruesome Fate at sorcery speed is really bad. 20x lands is not enough land to take advantage of Awakening. With this low amount of lands Awakening will be stuck in your hand far more than you'll be casting it and there's better cards here to play if you have three or more lands.

Deck looks good, I like the changes you've made :) Have you been having land problems? 20x lands is on the low side when a five drop, Tendershoot is one of the most important cards in the deck. For the sideboard consider Nissa, Vital Force? I think you want a noncreature threat for control matchups that's immune to Fumigate and Settle. Duress and Plots help a lot vs control, but they aren't a threat like Nissa is. If not removed she can take over a game.

Thrashing Brontodon is another very good card especially with Llanowar Elves because it's a three drop. Currently you don't have any way to destroy an artifact or enchantment if one makes it onto the battlefield. Duress can take either and Divest can take an artifact from your opponent's hand, but if one makes it into play then it could be problematic such as Seal Away, Ixalan's Binding or a massive Walking Ballista.

Speaking of Ballista if you can make room and cost for 2x Ballista they will strengthen the deck a lot.


multimedia on dino

1 week ago

Hey, one of the best mono green Dino decks I've seen so far :)

I suggest making either Steel Leaf Champion or Thrashing Brontodon a 4 of. The reason for this is because of Llanowar Elves. Playing a three drop as a 4 of gives you more chances to consistently hit the amazing curve of turn one Llanowar into turn two three drop.

Rhonas the Indomitable is in the sideboard I suggest moving him main deck. He's pretty amazing with Dinos because he can give them trample and many of them have power 4 or more.

Remember that cards in Amonkhet, Hour of Devastation, Kaladesh and Aether Revolt all rotate out at the same time from Standard this September. If you're including Amonkhet and Devastation cards in the deck then you might as well as also include Kaladesh and Revolt cards.

In my opinion three of the best sideboard cards for mono green are Lifecrafter's Bestiary, Nissa, Vital Force and Crushing Canopy. I suggest adding all three of these to the sideboard as 3 ofs.

Blossoming Defense is a very good card for green. Llanowar Elves makes it even better because he gives you more opportunities to play a creature and leave him untapped to protect the creature with Defense. I suggest adding 3-4x Blossoming cutting Thunderherd Migration or Drover of the Mighty. I don't think you need both of these cards for ramp it's too much ramp you risk drawing only mana dorks and Migrations and not actual Dinos to use the ramp with.

Good luck with your deck.


Zopolo on Jund Kicking the Ramp

1 week ago

Hey Force_of_Willb, thanks for the suggestions!

I'm in total agreement with the Territorial Allosaurus and Ranging Raptors inclusion. I may start by adding respectively two and three copies of each, making room by cutting the three copies of Beneath the Sands, Nissa, Vital Force and Josu Vess, Lich Knight. Cutting this last one also means that the deck does not need three fetchble Swamp, one could turn into a Forest to increase the chances of playing Llanowar Elves on turn 1.

I'm not interested in more threats such as Untamed Kavu tho, and I don't really like including more mana dorks too: I think I already have the best ones in the right numbers for the kind of spells I'm running.

Including more creature and removal effects also means that Vraska, Relic Seeker has better chances to stick into play, therefore I'd like to avoid cutting that beauty.

Soulus101 on GW Sylvan Awakening

1 week ago

I considered deserts and fixing, but because they can't be fetched I opted for straight-up basics... I'm also not sure what I'd take out for Charge and the like, although I feel the need to push that last bit of damage through.

One of the struggles I have is card draw; I often end up hoping for a top deck to win, and feel like I need more card advantage, hence Nissa, Vital Force, but feel like I need more.

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