Nature's Claim

Nature's Claim

Instant

Destroy target artifact or enchantment. Its controller gains 4 life.

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Printings View all

Set Rarity
Iconic Masters (IMA) Common
Eternal Masters (EMA) Common
Conspiracy (CNS) Common
Worldwake (WWK) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Nature's Claim occurrence in decks from the last year

Modern:

All decks: 0.01%

Green: 0.1%

Commander / EDH:

All decks: 0.08%

Green: 0.45%

Golgari: 0.31%

GU (Simic): 0.66%

Nature's Claim Discussion

Daedalus19876 on The Best Artifact Colors: Golgari

18 hours ago

Without reanimation, Sheoldred, Whispering One seems bad. Your removal package isn't bad, but I'd highly recommend Force of Vigor and Nature's Claim to handle artifacts and enchantments. Vampiric Tutor is also awesome if you can afford it.

I've also seen some Glissa lists run Attrition + Ornithopter as a lock combo.

I'm curious what Thornbite Staff is for, I feel like that's a potential cut.

I agree with the above suggestion to run the Baubles.

Hope this helps!

SideBae on Graveyard Shift

5 days ago

Hey man! Welcome to magic. I have a few suggestions... feel free to ignore any/all of them.

  1. Dorks are one mana creatures that tap for mana. A lot of the time people don't like them, because before you play with them you don't realize how absurdly powerful they are; people are wrong. I highly suggest running at least a handful of these guys, like Llanowar Elves, Elves of Deep Shadow, Birds of Paradise, Deathrite Shaman, Fyndhorn Elves, Elvish Mystic... In general, ramping turn one is REALLY strong, since it lets you play a turn ahead of everyone else. Though they aren't one mana, you could also consider some cards like Priest of Titania or (if you're rich) Bloom Tender, which are also pretty strong.

  2. Slate of Ancestry is an interesting card to consider. You're running a lot of creatures, so I think in general using Slate of Ancestry will be card-positive for you. Note also that if you discard a creature card with it, Meren of Clan Nel Toth can just get it back for you.

  3. Plaguecrafter: This guy is messed up, and he gets you an experience counter from sac-ing himself. Also, once you're at 3 exp, you can just keep recurring him.

  4. Abrupt Decay/Assassin's Trophy: Personally, I like Abrupt Decay more since I play in a meta with a lot of counterspells and low-to-the-ground decks, but both are good. Being able to kill any card type is generally pretty powerful.

  5. Casualties of War/Windgrace's Judgment: Like (4), these can kill anything. I am preferential to Windgrace's Judgment because it's an instant, but again, both are powerful cards.

  6. Nature's Claim is a really efficient piece of spot removal for things like Rest in Peace, Grafdigger's Cage or Leyline of the Void. I suggest running it.

  7. If you're in a counter-heavy meta, Veil of Summer is an absurd card.

  8. Finally, running Ancient Tomb is worth considering. It's pricy, but the price is lower these days than it has been in a while; the ramp it offers is really, really good.

Cards I'd consider cutting:

Eldrazi Monument: Your experience may be different from mine, but I feel like this card is probably a win-more type thing in that it's only really good if you're already winning the game. You're probably better off just running card draw by something like Phyrexian Arena or Slate of Ancestry.

A few lands: If you run the dorks mentioned in (1), generally people don't play more than 33 lands.

Butcher of Malakir: The effect is good, but you already have Grave Pact and Dictate of Erebos. I think the third piece of redundancy is probably too much.

Black Sun's Zenith: Like Butcher of Malakir, I think you have plenty of ways to make your opponents lose creatures already. You're probably better off running more universal removal, like Windgrace's Judgment.

Algae Gharial, Flesh Carver, Scavenger Drake: While these aren't bad, you can probably do better. I think overall they don't have enough punch to end up in a final decklist.

Also, since you're a new player, I'd like to point out edhrec.com is an excellent resource I use a lot. You should check it out if you haven't already.

Good luck!

Wiggyman on Hot Chicks with Fat Dudes

1 week ago

Oh man, I didn't expect that to be a real edit you made. I think it'll work great! Now that you did it:

Easy replacements for Nature's Claim are Knight of Autumn and Reclamation Sage, so those might be a good include. Any replacement for Beast Within will obviously be much worse, but Meteor Golem and Mold Shambler are what I can think of off the top of my head. And I honestly can't think of anything to replace Natural Order or Tooth and Nail.

Other things: You're running 16 noncreature spells. Nikya of the Old Ways might limit you a bit, but I think it has enormous potential and might be worth a look.

I've also found that Captain Sisay is busted in this kind of deck if you have $15 that you're willing to spend.

I still love the deck!

TheRedGoat on The Deckwatch [Home Base]

1 week ago

If I understand it right, you'd also want Return to Nature for multiplayer over Nature's Claim because you don't have to tell people what your target is while it is on the stack. Right?

Profet93 on The Giant Green Bean and his Grumpy Green Gang

1 week ago

Hall of the Bandit Lord - haste

Ancient Tomb > temple

Yavimaya Hollow - protection

Heroic Intervention - protection

Return to Nature > naturalize > other naturalize. Don't forget about Nature's Claim

Return of the Wildspeaker > soul's majesty

This deck just seems like green goodstuff

GhostChieftain on Es-cop-ay

2 weeks ago

Rather than just cantrips you can also do things like removal Berserk, Pongify, Nature's Claim, Rapid Hybridization etc. There also appears to be room for more countermagic.

Life from the Loam seems very strong with your fetch lands and a commander that draws as well as utilizes graveyard.

Daedalus19876 on The Deckwatch [Home Base]

2 weeks ago

Nature's Claim to always kill that T1 Sol Ring.

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