Nissa's Expedition

Legality

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

Printings View all

Set Rarity
Magic 2015 (M15) Uncommon

Combos Browse all

Nissa's Expedition

Sorcery

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.

Nissa's Expedition Discussion

Ledobject on Emmara, Gathering Army

1 month ago

Thanks Pieguy396!

I agree for the most part. Patrol Signaler operates sort of like my commander if I can tap it during combat or with Cryptolith Rite , but it does cost me 1 mana for the token. Regeneration is underpowered for its cost, compared with Wirewood Lodge and Fanatical Devotion . Helm of the Host wants bigger tokens, although could create a copy of my commander to then create more tokens, but this might not be the right deck for it. Nissa's Expedition pretty much sucks as ramp.

But you think Nature's Chosen isn't worth running? It's easily lost to removal, but it does give me one free tap/untap cycle of my commander.

Maliande on Double double

1 year ago

I'm running a similar deck and have a few suggestions of cards that work really well in that deck:

Combo with Sidar Kondo - Avenging Druid - Centaur Rootcaster - Grenzo, Havoc Raiser - Spawnwrithe - Bower Passage - Chaosphere - Dense Canopy

Benefit from having many creatures - Ashnod's Altar - Nullmage Shepherd - Odric, Master Tactician - Hour of Reckoning - Nissa's Expedition - Appeal / Authority - Glare of Subdual (very powerful) - Eldrazi Monument (I know, puts your creatures over 2 power. But if you're flying and indestructible, who cares about details like that) - Cathars' Crusade (same luxury problem as Eldrazi Monument, and same solution)

Punish your opponents for having high power creatures - Fell the Mighty - Solar Tide - Meekstone - Noetic Scales - Elspeth, Sun's Champion

Generic goodstuff - Path of Ancestry (how are you surviving with so little land in the first place?) - Krosan Verge (if you put in the big dollar land cards, might as well fetch them. plus, it ramps too!)

Brian1 on I need more dice... (Abzan counters)

1 year ago

mana issue i like, casue thertically your striping ur deck of 3 cards at a time which limits less land pull so you can get your big guys out and spells...

keep the evolving wilds, I know the game is all about mana and get the fetch lands, but honestly, I go with evolving wilds and I use cards that strip my deck of lands so there all out on the field and i have nothing but creatures and spells to pull...i highly recomend for you

Generator Servant --you do get to slit the mana and have 2 creatures with haste, i confermed with a judge when this card cam out, next for raw speed power....Karametra's Acolyte Nissa's Expedition Explore Everflowing Chalice Khalni Heart Expedition Xenagos, the Reveler

now for the symic deck...the most fricken broken hydra i know..Heroes' Bane next is its mother Hydra Broodmaster id you can find away to bounc eit, the counters shed of and yo ucan poop tokens again...this gy is a beast Managorger Hydra Forgotten Ancient Gyre Sage Lorescale Coatl

my simic deck..great offenc and deffensive capabilities....http://tappedout.net/mtg-decks/03-04-16-evolution/

zombiewarfare on Mono Green Omnath Ramp

1 year ago

I love mono-green EDH and have worked on a few different builds.A few thoughts, Frontier Guide is painfully slow and I would cut it for Wood Elves which is great ramp and a body for utility. The cycling on Beneath the Sands is definitely appealing when it is a late game topdeck, but with your high CMC I would cut that for Nature's Lore as that is MUCH better in the early game when you actually want to ramp. Last change I would reccomend to the ramp package is to cut Nissa's Expedition for Skyshroud Claim, it is one CMC less and brings the lands into play untapped which can allow for some pretty explosive turns. For ramp and board presence I really like Elvish Mystic, Llanowar Elves, and the other one drop mana dorks. Looking at your list it seems that you will often be without any plays on the first two or three turns when building a small amount of advantage early can allow you to really pull ahead in the ensuing turns.

ImtheRealBear on

1 year ago

If you're trying to make a landfall deck I would cut some of the non landfall, for example Omnath, Locus of Mana, Hornet Queen, Plated Crusher and Savage Ventmaw are neat creatures but don't contribute to the theme. I would also play a full set of evolving wilds and fetch lands, Wooded Foothills, if they're in the budget.

I'd also recommend cutting Akoum Firebird. Six mana for the 3/3 flyer landfall effect is a lot, and add another avenger. Some nice landfall creatures could be Akoum Stonewaker, Embodiment of Fury, Roil Elemental. Another useful creature could be Farhaven Elf as it will let you trigger land fall an additional time while also ramping.

Nissa's Expedition is also a better version of Natural Connection. I don't know if it's your style but Eternity Vessel is a cool gimmick with landfall.

devastated-heart on Why Would I Only Want One Commander?

1 year ago

Hey there! I know it's been a while since I last commented, but I was looking through it again and I was thinking that maybe you could take out a few things for more Ramp spells? Like Rampant Growth, Cultivate, Harvest Season, Kodama's Reach, Explosive Vegetation, Nissa's Expedition, or Verdant Confluence. I find that Confluence works well no matter where it goes; and getting a turn to use both Expedition and Harvest Season tends to end up searching for upwards of six lands for . The rest are just cards I feel belong in every green deck to some extent. If you're feeling bold, you could even throw in a copy of Hour of Promise.

"Hard Ramp" gets Lands out of the deck so you aren't constantly drawing them and pulls you ahead of your opponents in the mana game. I'm not saying you have to find a place for all of these cards, but a decent number of them should be in the deck somewhere.

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Nissa's Expedition occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%