Sunseed Nurturer

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sunseed Nurturer

Creature — Human Druid Wizard

At the end of your turn, if you control a creature with power 5 or greater, you may gain 2 life.

Tap: Add (1) to your mana pool.

Kashai on Let's Party!

2 years ago

Yeah, Sunseed Nurturer/Mangara of Corondor/Magus of the Moat were all wizards left over from trying to fill a party. Sunseed Nurturer seemed especially interesting for the life gain but I can't believe I forgot about Soul Warden, def gonna switch it out but I dig Trueheart Duelist's embalm effect for the extra ETB trigger and for its defense. Also you are probably right about the removal and Lightning Bolt fits in great! Path to Exile is a strong addition as well but I'll keep it sideboarded for now while I figure out more what can stay in and what can be trimmed.

Thanks for the suggestions!

zapyourtumor on Let's Party!

2 years ago

Sunseed Nurturer seems out of place and not very good

I like Norin and all the ETB effects - you could consider maybe putting in some of the Soul Sisters Soul's Attendant and Soul Warden for more etb payoff and upping the norin count. You could put these in if you cut Sunseed, Trueheart duelist, and Mangara.

Deck feels light on removal. You have many good options in RW, like Lightning Bolt and Path to Exile maindeck, and Rip Apart/Wear / Tear sideboard.

Speaking of the sideboard, it looks super iffy. Magus of the Moat sucks because you have no flying creatures? Relying on Angelic gift does not seem good. I would cut both. Usher of the Fallen is also pretty mediocre. I'd put in some more hate cards in the sb like grave hate, artifact and enchantment hate, tron hate, etc.

Tzefick on New Alara

4 years ago

Ideas for the Naya mechanic:

'

Idea #1:

This one sort of resembles the mechanic you suggest yourself ZendikariWol

Caretaker:

Goes on smaller creatures and has no innate effect.

Mechanic works:

Whenever you cast a creature spell with power or converted mana cost 5 or higher, you may return "the caretaker" to your hand. If you do effect.

Effect could be anything from reduction of mana cost, gaining life, draw cards based on number of creatures with Power 5+, search library for basic land, tunnel vision for a new creature/aura/enchantment.

Flavor: In the first Naya shard we had a lot of creatures with a similar feel. Godtoucher , Sunseed Nurturer , Drumhunter . The flavor on Caretaker would be that you call upon these smaller humanoids of Naya, and to more easily lure out or secure a better standing with the Nayan gargantuans, you have the Caretaker tend to the Gargantuan - by not being accessible to you.

It could be done with sacrifice instead, although sacrifice doesn't seem all that flavorful for a non-black effect. Exile could be another choice but in general that would require the Caretaker effects to be really strong to warrant using your early drops as cannon fodder for a bigger and splashier one.

Next is kinda in tow with the above;

Gargantuan:

Goes on big creatures with Naya's signature power 5+ template.

Mechanic works:

Whenever a creature with power less than 5 enters the battlefield,

Effect could be fight (the Gargantuan fights), gain keywords like Trample, Lifelink, bonus P/T, First Strike, +1/+1 counters.

You could link the mechanics directly to each other to lower the power level but it would also lose all out-of-block relevance by replacing the "creature with power less..." with "creature with Caretaker".

The Caretaker cost to bounce back to utilize would also fuel the Gargantuan effect by effectively giving you a small creature to cast again.

Flavor: When you first summon the gargantuan, you would likely want to use a Caretaker to ease the cost or grant the gargantuan some additional benefit. That symbolizes that the Caretaker is no longer accessible for you until you conjure it again. However the Gargantuan has been summoned and bringing the Caretaker afterwards makes sure the Gargantuan is tended to.

I may not be able to describe it properly here but I think you get what I'm trying to say.


Idea #2

Let a specific mechanic take a back seat and let Beast tribal be the Naya theme.

Naya is already made up of big powerful beasts. A tribal theme would allow more varied creatures and not just the gargantuans. Reprint Contested Cliffs and make a non-keyword mechanic that interacts with creatures that matches to a majority of the beasts.

Possibly make an enchantment version of Herald's Horn something like

Enchantment

When ___ enters the battlefield, choose a creature type.

Creature spells of the chosen type costs less to cast.

Whenever you cast a creature spell of the chosen type, you may look at the top 3 cards of your library. You may reveal a creature card of the chosen type and ...

either the effect is to put it into your hand or to put it on top of your library and the rest on the bottom. Either let it filter into gas or grant conditional card advantage.

Possibly it could be a modal version with exaggerated effects and maybe cost .

Something like

When ___ enters the battlefield choose a creature type and choose Lush or Hunt.

  • Lush - Creature spells of the chosen type costs 2 less mana of any combination of , and/or .

  • Hunt - Whenever you cast a creature spell of the chosen type, you may look at the top 7 cards of your library. You may reveal a creature of the chosen type and put it into your hand. Put the rest on the bottom of your library.

While it's more tempting to straight up make Beast synergistic cards, I think it would be better if you try to set it up with a choice where possible. It puts a strain on the flexibility of the mana costs of these cards, as low mana intense cards will likely bleed over into other color shards. That's not inherently a problem but it does make Naya as a stand alone shard weaker, because it may function better as a support for something else. In the lore Naya was said to be rich in mana, food and life. That would actually make a lot of sense if it was something the other shards wanted to get in on and exploit.

There absolutely should be Beast synergistic cards also but again when possible open up the possibilities.

If there are a few Naya centric cards that specifically says Beasts as the synergy, it leads newer players to perceive that as the best way to utilize the Naya mechanics. It may also teach them through more skilled players, that even though there is a pretty obvious choice, that choice may not be the best option. Going with the aforementioned enchantment, it may be way better to use that enchantment with a completely different tribe, like Elf.

We do need a something like

Sorcery

Look at the top 5 cards of your library. You may reveal a land card from among them and put it into your hand. If you control a Beast you may put it onto the battlefield instead. Put the rest on the bottom of your library in any order.

'

PS I really hate the text formatting of TappedOut. It is so limiting and doesn't allow to make proper format that eases the reading, separation of texts.

Kogarashi on How do Sunseed Nurturer and …

5 years ago

You can double-check the Gatherer or Scryfall to see the updated oracle text, where Sunseed Nurturer now says "at the beginning of your end step" to bring it in line with current templating. "End of turn" was just the older phrasing that meant "at the beginning of the end step."

Kederekt on Palladia-Mors, Dragon Matriarch

5 years ago

Honestly, I don’t think you have nearly enough lands for this deck. I also don’t think you need the alt win con from mayaels aria. I would pull the aria, wayfarers bauble, darksteel ingot, mordant dragon, flameblast dragon, and zendikar resurgent. Either not good, not necessary, or too expensive. I would as the fetch lands and shock lands. You also don’t have nearly enough creatures. I would pull your overpriced ramp cards and your mana based artifacts and add Draconic Disciple, Drumhunter, Sunseed Nurturer, Exuberant Firestoker, and maybe other mana dorks. Also, replace rain of thorns with Decimate. Cheaper and more destructive. I think it’s a solid base I just don’t see it doing enough as quickly as you want.

Elf0491 on Mayael's Big Boy Club

5 years ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

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