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Nissa - Value seer

History(warning: long read):

This deck started way back when my old playgroup wanted to build a commander deck around the Phyrexian praetors. I had chosen Vorinclex, Voice of Hunger and while he is good in the 99, he is terrible as a commander. Too much mana and too hated, made him difficult to use. But I did like the strategy to ramp into fatties. At the time Nissa was in the 99. After the last game, she had over performed, and winning the game with her ult. So I decided to try her out.

As Mono-green commanders go, she sits 8th (according to EDHrec) which is understandable. Nissa is defiantly not a combo-commander, outshined by Yisan and Selvala. She is the 3rd in elves after Ezuri and Freyalise (and she is very low if you decide if we added multi-coloured elves). She isn't even the best ramper or lands matters decks, which are OG Omnath, Azusa and Titania.

So what does Nissa bring to the table? Answer is a value commander. She is a (relative) low CMC commander that has valve when she hits the board, grows in value the latter the game gets, and value if you re-cast her. You can get back in the game after a board wipe (I have come back from having my lands blown up TWICE in a game). Finally, Nissa isn't pigeon holed into a strategy, unlike some of the other commanders in the last paragraph, making her very good as a Green Good stuff commander (which is what this deck list is).

Of notes there are a few cards with the "top card of the deck" effects. These are to help make Nissa even better while using my deck as an extra card, giving the deck a sub-theme of top of the library matters.

Primer:

At its heart, this is a Mono-Green value ramp. It using the early game to ramp hard, and get control of the late game with some of the best big creates I can find. The deck is a fairly competitive one. Not top tier mind you, it's not winning against Food Chain and Doomsday etc. But does well against most fair decks. Probably a 7-8/10 power ranking, if that make sense.

Creatures: Winners:

Avenger of Zendikar, Rampaging Baloths, Walking BallistaThese creatures usually win on their own, or will get out of hand and win the game.

Value fatties: Garruk's Horde, Regal Behemoth, Soul of New Phyrexian, Soul of the Harvest, Terastodon, Ulvenwald Hydra, Vigor, Vorinclex, Voice of Hunger, Woodfall Primus

So when I first build the deck, I did have cards like Primordial hydra and other fatties a=that did nothing but attack. But they were cut for creatures that do more than attacking.

Eldrazi package:

Conduit of Ruin, Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger, Ulamog, the Infinite Gyre, World Breaker

In the sideboard, you will see heaps of Eldrazi's. There was a time when Spawnsire of Ulamog was mained, and had given me another wincon, but I play in several playgroups that don't allow "wish" effects. When I am allowed, Spawnsire come in for Kozilek.

Mid-range monsters

Nylea, God of the Hunt, Polukranos, World Eater, Rhonas the Indomitable, Scavenging Ooze, Silklash Spider, Tireless Tracker

Again, most of these offer value or removal. The Gods give me mana sinks. The rest of the creature offer either ramp (Oracle of Mul Daya, Sakura-Tribe Elder), Card draw/value (Duskwatch Recruiter, Eternal Witness) or removal (Acidic Slime, Ulvenwald Tracker)

**Instant/Sorcery’s**: Winner:

Genesis Wave

I mean, its Genesis wave.

Ramp and land tutor:

Not going over all of it, as most sat "get a forest/basic and put it into play" but of note that cards like Crop Rotation, Hour of Promise search for non-basics. Could use more of that.

Card draw and other tutors:

Green Sun's Zenith, Harmonize, Primal Command, Rishkar's Expertise, Praetor's Counsel, Chord of Calling, Worldly Tutor

Removal:

Only Beast within and Krosan grip. I have a lot of non-creature removal with my creatures. Sadly there isn't much creature removal in green.

**Artifact, Enchantments and lands**:

Scroll Rack, Sensei's Divining Top, Mirri's Guile and Sylvan Library all are there to make my top deck better. Khalni Heart Expedition, Zendikar Resurgent and Garruk Wildspeaker are even more ramp while the other Garruk is basically a draw spell.

The odd one out seems to be Akroma's Memorial. This is another card that can win me the game, especially after a gen wave. But I have with this plus 1-2 fatties.

**Lands**:

With a mono-coloured land base, I am less concerned about colour fixing, so there are quite a few colourless lands out there

LD:

Wasteland, Strip mine, Dust bowl

It's not a land destruction deck, these are mostly to keep cards like Gaea's cradle and Maze of ith of the table

Fetches:

Ahh the fetches. People ask "why are you running fetches in a mono-coloured deck?” There are 2 answers:

1) (Relative) cost free way to shuffle my deck, changing the top cards of my library

2) Random landfall trigger abilities

Ancient Tomb, Deserted Temple, Nykthos, Shrine to Nyx are way in increase the amount of mana I have access to Arch gives me card draw threw the mana base, Reliquary tower is here because green draw is based on what the power of my creatures are, and sometimes they are huge. Scavenger grounds, because you always have to have some graveyard hate and Winding Canyons so I can flash creatures in.

Suggestions

Updates Add

Been meaning to do this for a while, forever tweaking and slowly pimping. :)

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Casual

81% Competitive





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Date added 2 years
Last updated 1 day
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 4.35
Tokens 0/1 Plant, 5/5 Wurm, 3/3 Beast, Clue, 1/1 City's Blessing, 4/4 Elemental, Monarch, 3/3 Elephant, 2/2 Zombie
Folders Mono Green, Uncategorized
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