Vessel of Nascency

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Standard Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad Common

Combos Browse all

Vessel of Nascency

Enchantment

, Sacrifice Vessel of Nascency: Reveal the top four cards of your library. You may put an artifact, creature, enchantment, land, or planeswalker card from among them into your hand. Put the rest into your graveyard.

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Vessel of Nascency Discussion

abenz419 on Emerging Zombies

1 week ago

@Wendigo4481 Mana fixing and finding land drops really isn't an issue in this deck. Evolving Wilds and Traverse the Ulvenwald help fix my colors and with delerium (which I can have when I untap on turn 3 fairly often), traverse can tutor for any land (dual lands or sanctum) just like scrying but has the versatility to find a creature when finding a land isn't necessary. Plus, Vessel of Nascency, Grapple with the Past, and Champion of Wits all help me dig through the deck while simultaneously enabling the graveyard strategy and helping me hit my land drops. Sylvan Scrying would essentially be doing what all those other cards do, but without the versatility and without enabling the graveyard stuff. Once this deck hits 5 lands, it can basically do everything it needs to with ease. Whether it's popping off one of the graveyard enablers and being able to return something in the same turn.... or flashing in a Deep-fiend during upkeep to clear the board with a k-return and tap things down then bringing back the zombies from the graveyard. The sweet spot for mana is 5 and that's not really hard to do with the right colors having 15 cards in the deck that can help find me lands.

abenz419 on Sideboard help please

1 week ago

I've been playing this emerge deck for the last few weeks now.



It's a deck I played long ago and recently updated with Champion of Wits and fixed some numbers of certain cards. The two toughest matchups I have are against mono red aggro and zombies. My first 2 or 3 turns are usually spent playing things like Vessel of Nascency, Grapple with the Past, and Champion of Wits to start the graveyard value and get some card selection. This gives them 2 to 3 turns uncontested and can be the difference in the game if I can't wipe the board and stabilize in time. The zombie matchup is probably the toughest of the two because of their ability to come back from a board wipe with cards like Relentless Dead, Dread Wanderer, and their own Prized Amalgam.

What I'm looking for are some good options that I can bring in for these matchups that will give me some more interaction (so I don't get ran over just getting my deck set up) but also not hurt the synergy of the deck that it does rely on. If I take out too many graveyard enablers I never get the zombie value train going and it makes wiping the board with a Kozilek's Return more difficult. If I take out too many creatures it makes it easier to miss when I mill myself looking for something to return from my yard and subsequently harder to emerge in the large eldrazi. If I take out too many eldrazi I'm never able to trigger k-return in my graveyard which is essentially my main way to interact with my opponents board. This is why I need sideboard options that are matchup relevant but won't affect the synergy's the deck has.

Collective Brutality is a good example of the type of thing I'm looking for. I can pitch something I want in my graveyard to escalate and choosing -2/-2 and the duress-ish mode is good against both decks typically killing a creature and pulling some kind of burn or removal from their hand. It does hurt being sorcery speed a little, but the value is there.

I need more cards like this that are relevant in those matchups because the Lightning Axe needs to be replaced. The 2 red sources are simply so I can hard cast the k-return in relevant matchups, but the red almost has to exclusively be tutored for with Evolving Wilds or traverse the ullenwald making it harder to cast a Lightning Axe early on and if it's not in my opening hand I'm more likely to tutor for necessary colors than I am the one mountain in case I top deck the axe later. Also, being able to permanently answer a Relentless Dead would be the biggest thing I could do in that matchup. Any suggestions?

multimedia on Mono Green Standard

1 week ago

Looks good, good luck at Game Day.

I recommend playing 4x Attune with Aether this gives you more energy production for Cub and more ways to get a Forest which you need only using 20x total lands which is pretty low. Druid of the Cowl is another option in place of Cub. Druid can help you ramp into turn three Hydra or turn four Flagship while also being a source of mana to use to cast Last Stand. Druid isn't affected by Last Stand's lands don't untap next upkeep restriction.

Looks like Deserts are pretty important for your deck to function to it's fullest. Both Hydra and Naga are pretty lackluster if Deserts are not active. You only have one way to get a Desert into your graveyard by cycling Indomitable and you have no way currently to dig for a Desert, consider more ways. I suggest Vessel of Nascency because it can do many things here. You can use it to potentially find a Desert while also potentially putting another Desert into the graveyard. It can potentially find Hydra or Flagship. It can help to fuel Excavator's ability to play lands from the graveyard. Eight Deserts is not a lot for how important they are, Vessel can help to essentially dig for Deserts. Vessel can also help to put Mouth into the graveyard which is my next suggestion.

Feed works with a lot of your creatures especially Hydra, Naga and the Vehicles. Gearhulk can also help make any of your creatures have 3 power. Feed is the best part of Mouth / Feed because you can cast it from the graveyard; it has potential to be pretty powerful with mass draw. Feed would give you much needed draw currently you're only getting draw from Indomitable Desert.

Consider cutting 4x Evolving Wilds for 4x more Forest. 8x Forest is a very low amount you will be mana screwed too much, especially playing five drops. Wilds has synergy with Excavator, but I don't think you need this synergy and Wilds doesn't work with Deserts. I also suggest adding 2x more Deserts giving you 10x total Deserts. I recommend 2x Hostile Desert.

You're playing some cards main deck that are better off in the sideboard such as Life Goes On, Appetite for the Unnatural and Gift of Strength. In my opinion your better off playing these cards only in the sideboard and increasing the amount of cards that are good in just about all matchups main deck like Blossoming Defense and Nature's Way. Blossoming is by far the best pump survival spell you can play for it's mana cost. Same goes with Way it's most likely the best pusedo fight spell because your opponent can't fight your creature back, it's only a one way exchange that favors you and it gives trample. It could be damn good with a 5/4 Snake or a 5/5 Hydra.

Good luck with your deck.


n0bunga on Thoroughly Standard Mill Deck

3 weeks ago

I think running Ipnu would be correct here. It's just too potent not to run. Plus, what creature in standard is more than 20 toughness? You can afford a few less Islands. Or even the Aether Hubs since you'd rather use on the Minister.

With those in the main, Unquenchable Thirst is a very strong enchantment.

You can probably afford the GY exile Desert as a side entry, especially because it kinda messes with Manic Scribe.

Your Minister seems pretty underpowered here; most energy packages run Glimmer of Genius and Aether Meltdown as they're non-exhaustible ways at generating energy, unlike Aether Hub. Might be something to consider, if that's the route you want to go.

Best advice I can offer is to visually map out the mill cards you have in your main. At a quick glance You've more than enough to mill close to 100 cards, without factoring in Fraying Sanity's multiplier and without incorporating Manic's Delirium Trigger. Startled Awake is the real deal, but I've found that you can get away with having 2; but definitely keep 4 Fraying Sanity, as the stack effects are just enormous.

And if you want to improve the potency of Manic's Delirium Vessel of Paramnesia is a nice fit.

I like where you're heading, and it seems to be in the right direction, but this could definitely use some fine tuning.

One thing to consider is to splash to run Fog effects like Commencement of Festivities and Haze of Pollen. This is the gameplan for standard (and Frontier) mill, as it allows you to stall aggressive decks while you're assembling your mill package. Not only that but it allows you to run Vessel of Nascency which tutors for your mill creatures, or Fraying Sanity.

If you'd like to take a look at any of the standard legal cards I have in my Frontier build, I absolutely encourage it:


Sandman, the Endless

Frontier* n0bunga

SCORE: 6 | 3 COMMENTS | 790 VIEWS | IN 2 FOLDERS


+1 from me, regardless. The stars rarely align for decent mill decks but it looks like we're here at the right time.

Geo67 on Sultai Reanimator

4 weeks ago

Cool deck.

I like the Ulamog, the Ceaseless Hunger in here, not sure about 4 of them tho. If you bring him back with liliana, death's majestythat's good news, with The Scarab God not as good.

Strategic Planning works pretty well and targets any card, you may try it in place of Vessel of Nascency.

MassiveZelly on Retreat to Oboro

1 month ago

Oboro costs one mana to bounce right? wouldn't that nullify the infinite combo? Playtesting it a few times though brought me to a possibly more consistent option, all the combo pieces are here, and oboro can stay, but you can do this same loop actually infinitely with two bounce lands. Dimir Aqueduct, Simic Growth Chamber, and Golgari Rot Farm for these colors. I also think Commune with the Gods should be replaced with Seek the Wilds as it grabs lands and creatures, I find that hitting an Oboro with Commune is an extreme non-bo, and that seek or Vessel of Nascency as mentioned above will do the job more efficiently. I think this is a very creative landfall deck that does a combo I never would've seen until now! I kind of want to make my own build of this and see how it works out! Take care, keep up the nifty things

MattStar on A Delirious End

1 month ago

Hi TankyHamster!

I'm liking the creativity I'm seeing here. It looks like you have a delirium sub-theme going on. You might like Oath of Nissa in place of Grisly Salvage and/or Vessel of Nascency, it's just cheaper, more efficient, and hits most of the same stuff. You might also like Sinister Concoction as a decent catch-all for creature removal, it can also turn on delirium on its own after a fetch land or Evolving Wilds, I know you're going budget. Dual card type creatures are always good for delirium/Emrakul too so you might like Nyx Weaver or Courser of Kruphix to stretch out the game a little bit.

I'm just spit-ballin here, thought I'd throw out some ideas. Good luck with the deck.

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