Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle your library.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
|Have (2)||DudeMan1031 , metalmagic|
|Want (2)||Cactusman , DuneEcho|
Printings View all
|Commander 2017 (C17)||Common|
|Magic Origins (ORI)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Nissa's Pilgrimage occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Nissa's Pilgrimage Discussion
6 days ago
Been on a Tatyova binge myself recently! Thought I would share some synergies that you may be interested in.
Might also wanna consider Nissa's Pilgrimage As your basic land count could probably benefit from another cultivate effect.
Meloku the Clouded Mirror can take alot of advantage of all your extra land drops if you ever feel that may be necessary.
Khalni Heart Expedition is just really easy to set off with all the extra land drops you can accumulate.
1 week ago
3 weeks ago
Some green ramp upgrades I've been looking into include:
Traverse the Ulvenwald - G to fix your mana or later G to Tutor a Creature you need for your combo or any land.
Once Upon a Time - Free or 1G and you can dig 5 cards deep to find another Land/Creature.
1 month ago
With Uro, Titan of Nature's Wrath, Arboreal Grazer and Growth Spiral, you want a TON of lands as they do basically nothing, if you can't play an extra land with them. Looking at most decks like this in both Standard and Pioneer, they usually play around 28 lands. I know it feels like a LOT, but you'd rather have too many than too few with that many effects, that put them into play from your hand.
Satyr Wayfinder seems like a great fit. He mills for your Uro and keeps your hand filled with lands. This way you might not have to add more either.
While Collected Company is a fun idea, I don't think it fits the deck. It's a tempo card that wants to, ideally, put two 3-drops into play. It can help you ramp, if you hit the right cards and have extra lands in hand, but most of the creatures aren't great hits for it and I think there will be a little too many feel-bad moments. I could very well be wrong though. Other (possibly) more consistent ramp options could be: Cavalier of Thorns (huge body, mills for Uro and ramps + selection from yard), Nissa's Pilgrimage (both puts one land into play AND your hand), Hour of Promise (makes blockers on top of 2 lands), Wolfwillow Haven (earlier ramp), Elvish Rejuvenator (a body and a land) and possibly many more.
Love the hell out of Tireless Tracker, nice one!
2 months ago
Replace Nature's Lore for Sakura-Tribe Elder, bring at least 1x Krosan Tusker, cut at least 3x Wretched Gryff and 2x Tangle Golem for 2/3x Fierce Empath at least 1X Ulamog's Crusher and some mainboard Pulse of Murasa to retrieve STE and depletion lands, if you pack 4x pulses, you'll probably won't need the food lands, which can slow you down. Nissa's Pilgrimage and Arboreal Grazer are some cards to consider too, along Land Grant. Nissas nets you 3 cards, grazer ramps and stops aggro for a while and land grant is free. Chimeras seem a tad fragile,maybe you can use something like Blastoderm which is also retrievable with Pulse.
3 months ago
Ok, this is pretty close to optimal, great job. Cards you might still consider:
4 months ago
Hey, a $100 Azusa deck is impressive seeing how she is 1/3 of the cost of the entire deck :)
Fierce Empath + Temur Sabertooth is a budget interaction to consider adding. A problem with Azusa is you have tons of lands, can make lots of mana, but you can't use the mana. Empath can help because it can tutor for any 6 CMC or higher creature, putting it into your hand. Sabertooth is a powerful green support as a mana sink since it can bounce your own creatures who have ETB abilities to protect itself and then you get to cast those creatures again to trigger the ETB abilities again. Bounce Empath to then tutor for another creature.
Genesis Hydra is another creature who has good interaction with Sabertooth and benefits from having lots of mana. Hydra can put an enchantment or Planeswalker if you reveal one onto the battlefield which can be powerful for green. For ten mana you can repeat the ETB ability of End-Raze Forerunners with Sabertooth. For nine mana repeat Regal Force's draw. Castle Garenbrig, pay four mana to make six mana to use to cast creatures or activate abilities of creatures. Being able to activate abilities with this mana makes this land very good for green and with Sabertooth.
Soul of New Phyrexia can make all your permanents indestructible this includes all your lands/enchantments/artifacts/Planeswalker as well as creatures and you can pay for this ability with Garenbrig. Elemental Bond + Garruk, Primal Hunter can be budget repeatable draw and Bond/Garruk has interaction with lots of high powered creatures.
Some budget upgrades to consider:
- Sakura-Tribe Elder > Diligent Farmhand
- Wood Elves > District Guide
- Regrowth > Revive
- Skyshroud Claim > Wild Wanderer
- Nissa's Pilgrimage > Kodama's Reach
- Garruk's Horde > Thorn Elemental
- Winds of Qal Sisma > Serene Sunset
- Beast Within > Desert Twister
- Rogue's Passage > Cryptic Caves
Cards to consider cutting:
- Gingerbread Cabin
- Strength of Cedars
- Sight of the Scalelords
- Baloth Woodcrasher
- Feral Hydra
- Journeyer's Kite
- Tower of Fortunes
Good luck with your deck.
4 months ago
Hey, in the future please link to the deck you would like me to look at. Nice Gaea's Cradle :)
Why is this your favorite deck of the three? Why Hydras with Nissa? Some Hydras are fine, but with many you risk disrupting the main game plan of Vastwood Seer of getting lands. When you're established in the mid to late game and can make lots of mana, that's when most Hydras become options to cast. Before that happens, in the early game, you want to focus on getting seven lands to have Animist.
The early game is more important with Nissa as Commander then the late game. Animist helps you in the mid and late game, but you can't get Animist's repeatable value unless you get a lot of lands in the early to mid game.
The strength of Vastwood Seer is being a three drop who can flip fast into Nissa, Sage Animist, only needing seven lands. Vastwood Seer is all about lands, consider more lands? More lands and Vastwood Seer can benefit from more cards that let you play additional lands per turn. Consider expanding on this for upgrades?
Nissa's Pilgrimage is nice with cards that let you play an additional land per turn. Crop Rotation is among the best land tutors in Commander for Cradle because it's a one drop, instant and puts the land onto the battlefield. Nature's Lore and Wood Elves search for and put a Forest onto the battlefield untapped.
Other cards to consider adding:
- Avenger of Zendikar: huge threat, cares about how many lands you control, landfall is good with Animist and it uses counters.
- Kalonian Hydra: among the most powerful Hydras, when it attacks a Doubling Season counter effect for itself and all other creatures you control who have a counter.
- Hydra Omnivore: enchant it with Hydra's Growth to make a huge threat to all your opponents.
- Eternal Witness
- Nissa, Vital Force: her -6 ultimate is not difficult to achieve and it's powerful when you have lots of lands ETB. 5/5 Elemental land to attack for her +1.
- Tireless Tracker: landfall is good with Animist and she uses counters.
- Sakura-Tribe Elder
- Temur Sabertooth: mana sink to abuse creatures who have an ETB ability such as Genesis Hydra, Witness, etc.
Avenger, Kalonian Hydra or End-Raze Forerunners can be a win condition interaction. Finale of Devastation where X=10 or more, tutor for Forerunners/Kalonian. You must have Avenger/Plants on the battlefield before you cast Finale that way Avenger/Plants get the +X/+X haste bonus. Unfortunately, can't tutor for Avenger with Finale and get the +X/+X haste bonus with all the Plants only with Avenger.
Good luck with your deck.