Nissa's Expedition

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander 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.

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M15

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Recent Decks

Nissa's Expedition Discussion

Maliande on Double double( Naya tokens)|| partner Commanders

4 months 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)

6 months 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

6 months 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

11 months 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?

11 months 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

1 year 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

1 year 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.

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