Nissa's Expedition

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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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.

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M15

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Nissa's Expedition Discussion

ImtheRealBear on RG Landfall Deck

1 week 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 month 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.

tntturtle5 on Angry Orchard Hard Cider

3 months 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

Or alternatively:
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.
+------------+
TL;DR
-2 Frontier Guide
-1 Acidic Slime
-2 Zendikar's Roil
-1 Beacon of Creation
-3 Lignify
-2 Forest

+1 Arbor Elf
+2 Llanowar Elves
+1 Wood Elves
+2 Chord of Calling
+2 Harmonize
+2 Overrun
+1 Primeval Titan

aholder7 on Token Convoke

4 months ago

you have 58 cards and 5 Scatter the Seeds so the deck is currently illegal. that needs to be fixed first.

ill go down the list for your cards

starting with creatures

Elvish Mystic: this card is good at ramping you to high cost cards, however the only cards you have that are high cost, already have convoke so this card basically is a 1 mana 1/1 with no effect.

Essence Warden: pretty good card in a token based deck. theres also Soul Warden and Soul's Attendant if you want more of this effect.

Midnight Guard: i mean unless your abusing it's untap effect such as attempting to cast multiple convoke spells a turn, this card is pretty underwhelming. I don't think you will be casting multiple convoke spells per turn due to the fact that they are all so expensive.

Nest Invader: 2 mana 2/2 for 2 is considered a sort of standard/base. this card is that with a free 0/1 which can be sacced for mana. this is pretty good. One thing i will note is that you cannot tap the token for convoke and sac it for mana for a convoke spell. However that's not the end of the world.

Seraph of the Masses: this card is a hopefully going to be a big angel that you can get out relatively cheap. if you have 5 tokens and 5 mana this thing can come down as a 6/6 flyer by tapping 2 guys. that not a terrible deal. however i think it would be more effective to make all of your tokens bigger threats with cards like Intangible Virtue. 5 2/2s can be much scarier than a 6/6. one reason for this is because there are lots of options for cheap removal. Terminate, Path to Exile, Doom Blade etc. are all methods of getting rid of your 6/6 that are cheap and often played. these do not work as well when you have multiple threats.

Siege Wurm: See above.

Sunblade Elf: At first I did not like the card but i'm starting to like it more and more as I look at the rest of your list. I think this card is fine for now since its a 2 mana 2/2 most of early game and it can pump the team late game which is great since you will likely have a lot of tokens.

on to instants

Might of the Masses: this card is itself a good card for this deck but pump spells in general tend to be weaker than you'd expect. That's because of instant speed removal. people can cast Lightning Bolt in response to the spell to kill the creature you are targeting which means you will be getting 2 for 1'd as you lost a creature and a spell to their 1 spell. now that's not to say that this card is bad. I just wanted to make you aware that it's power is a bit more fragile than you might first expect. it is stronger in my opinion than Seraph of the Masses since it is so much cheaper and demands an answer from your opponent immediately instead of seraph which waits around for a turn before attacking and usually requires you to tap several of your creatures.

Raise the Alarm: this is a good card for any token deck. Gather the Townsfolk and Servo Exhibition are decent in their own right as well.

Scatter the Seeds: yeah you want 5 in your deck. sadly you cannot play 5 in your deck. its a token maker card that can put down more tokens to replace the ones you tapped. so you really don't even care if you had to tap 3 creatures to play this.

Sprout Swarm: this card is very powerful even if it seems week. you can pay for the "Buyback" cost with convoke. it's also an instant so you can do it at the end of your opponent's turn. so if you have a bit of mana and a few tokens, its not unreasonable to make 2 tokens at the end of your opponents turn for essentially free, then do it again every turn. for that reason i think you should have 4 of these.

lets do sorceries next

Launch the Fleet: this card is good and bad. its good because it can allow you to make several tokens at a 1 to 1 ratio which is pretty good. however this card has some downsides. its limited not only by the number of creatures you control but the number of creatures you are willing to attack with. you will often times want to hold back your stuff until you have enough tokens to get around most of their defenders or perhaps they have a few strong attackers on their side and you really want to have some defends held back. so this card won't always let you make any tokens regardless of how much mana you have. so this card is fickle and a bit unpredictable which is bad in a card. tl:dr its complicated and im not certain if you want it or not.

Nissa's Expedition: this card is good to help you get some mana out, however to pay for it you either need mana (and if you need to cast this we can assume you don't have that) or you need tokens, however if you need to cast this you probably don't have that many tokens, therefore you may need to tap all of your defender in order to cast this which leaves you wide open without giving you that great of a pay off.

Overwhelm: this card seems like a dream come true. a card that pumps all of you little guys and can be cast for cheaper with all your little guys. seems like the perfect combination right? the problem is that at 7 mana you NEED to tap several dudes to cast this, and for each token you tap to pay for this, that makes the spell that much worse since it's power comes from the number of attacking creatures you have. this card is a trap in my opinion.

Triplicate Spirits: Scatter the Seeds but with flying. see Scatter the Seeds for my opinion on this card.

enchantment time

Sigil of the Nayan Gods: this is basically Might of the Masses but sticks around longer. the problem is that this card is not an instant. masses could be cast after blockers were declared and you would be threatening to deal massive damage if your opponent didn't do something right then and there. this card has to be put on a creature before combat. now they just make sure to block it. it also suffers the same problem that masses did. your opponent can play a simple kill spell and all your set up is wasted. cycling is a nice addition but does not make up for the fragility of the card.

Spirit Bonds: this card sadly does not trigger when a token comes in, which means that it's useless for half the cards you play. you also have to pay mana to get more tokens. which means you have to pay a total of 4 mana for 2 tokens which is a lot worse than just playing Raise the Alarm.

maybe board

Hornet Queen: too expensive for what it does.

Whisperer of the Wilds: 2 mana Elvish Mystic that needs some set up to become a slightly cheaper Greenweaver Druid. i'd suggest passing on this one.

dreamistt on

5 months ago

My Suggestions:

I think your mana base is a little messy.

As for ramp in itself:

  • Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
  • I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
  • Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.

Cards I don't like/I don't find useful enough:

Other suggestions (mostly more creatures to use as a toolbox):

Darth_Savage on Soup's Green/Blue Deck

6 months ago

My first thought is that you have nowhere near enough land, even in a mono colour deck the minimum is 19-20, in a two colour deck 21-24 is normal. My second though is that your mana curve is off, you don't have enough 1 and 3 drops and too many 5 and 6 drops.

Ok, that out of the way, there is a simpler question; how do you plan to win?

Hunt the Hunter, Savage Punch or Prey Upon are far more efficient than Hunt the Weak and they're not the only examples.

Cards like Arbor Elf and Sylvan Caryatid are great in multi-colour decks and green is the king for cheap creatures that provide this effect, again it is more efficient than using Nissa's Expedition...

Hope this is of some help, as I said try to work out the focus of the deck and definately add more land.

iannau on

7 months ago

Cut the GrindclockCut Living Totem

Creatures:Add Elvish Mystic x4 (it's a staple)Add Llanowar Elves x4Add Ant Queen

Inst & Sorceries:Add CultivateAdd Nissa's Expedition

thewinterwower on Gahiji's Unstoppable Dragon Army (Help Needed!)

8 months ago

Skyshroud Claim > Nissa's Expedition

Claim is significantly better and 1 mana less than expedition, and both lands go to play untapped. Alternatively Kodama's Reach because it's in your side board.

I second the replacing of Fog with Boros Charm. I like Deflecting Palm because I think it's hilarious to be able to redirect an aetherflux shot (even if it's super conditional), but it may not be that worth. Maybe sideboard it?

I don't like Angel of the Dire Hour, the cmc is super high and is not worth it in my opinion. I'd replace with a board wipe or spot removal like Condemn or Swords to Plowshares.

Beast Within should be in the deck already, idk why you have it sideboarded. It's staple green removal.

I also don't think Mentor of the Meek does anything for you. You don't have many 2 power creatures at all, and not enough token generation for it to come in handy immediately. There aren't nearly enough token generators for Emmara Tandris to be of any use either, and she's hella expensive cmc wise. Iroas, God of Victory is way better at 4 mana.

Instead of Tenacity run either Overwhelming Stampede or Overrun, or something like Pathbreaker Ibex or Craterhoof Behemoth. Triumph of the Hordes is another good one and is the same cmc as tenacity.

Maybe replace Birds of Paradise or Rampant Growth with Somberwald SageYou might wanna look at Anger or Urabrask the Hidden as haste enablers also.

Dunno if all of these get your deck under cmc 4.1, i kinda just started giving suggestions lol.

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