Nature's Lore

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Nature's Lore

Sorcery

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

SaberTech on Mana Rocks or Mana Dorks?

1 week ago

So, the general advice that you might find online regarding mana ramp in commander is something like this:

  • Cheap ramp that searches for lands like Nature's Lore and Farseek is the best because land destruction isn't played often in commander and it thins your deck a little.
  • 2cmc mana rocks like Arcane Signet and Talisman of Dominance are the second best option because they aren't destroyed by most wrath effects that get played.
  • Mana dorks are the worst option for ramp because they generally have summoning sickness and are vulnerable to a bunch of the removal that gets thrown around.

There are other factors to take into consideration that adds nuance to the guideline above though. Like you already noted, decks that are built to get extra value out of creatures when they enter, die, or feed into other synergies could appreciate running mana dorks. Some mana dorks also offer additional utility like how Devoted Druid is part of a bunch of different combos. The biggest advantage that a mana dork can offer though is when it only costs 1 mana to cast while most of the other cheap options cost at least two mana. There are a couple reasons why being able to ramp turn one could be important to your deck:

  • If your deck has a bunch of important or strong cards that cost 3 mana to cast then being able to play ramp on turn one lets you cast those spells on turn two, speeding up your game plan by a turn at a critical point in your curve.
  • Maybe you have a bunch of important combo pieces or something that cost 2 mana that you want to cast on turn two if you can, so you don't want to spend turn two casting something like Arcane Signet or Nature's Lore. In that case, turn one would be the ideal turn for you to ramp if you can.

So take a look at the cards you run at each point in your deck's curve and determine how much of an advantage being able to ramp on turn one would be for you based on what you are running at 2cmc and 3cmc. That should help inform your decision.

As for mana rocks; One of the advantages of 2cmc mana rocks is that they only require generic mana to cast so you can cast one immediately off of a Sol Ring while card like Nature's Lore requires colored mana. If you are running a 5+ mana commander then the possibility of going turn one land -> Sol Ring -> mana rock means you could be casting some 5cmc commanders as early as turn two. If your commander is a strong value engine or is very aggressive then being able to play your commander that early is a strong advantage. If that is the case for your deck, then having a few mana rocks in the deck increases the odds of you being able to pull off that sort of fast play.

CommanderNeyo on That is not dead which can eternal lie

1 week ago

Since Arixthemes is 4 mana, I highly recommend 2-mana ramp spells - that way, you can play it on turn 3 instead of turn 2, starting your gameplan a whole turn early. Some I recommend are: Three Visits, Farseek, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, and Into the North (if you decide to put a few snow lands in there). Some artifact ramp would include Arcane Signet, Sol Ring, Simic Signet, and Talisman of Curiosity.

There is also limited card draw in the deck, if someone finds an answer to your threats you could be in serious trouble. A fun with with such large creatures is Greater Good, since you can use it in response to removal to draw a boatload of cards (pun intended). Also works well with your commander, turning him into card draw once you no longer need the ramp.

Profet93 on Ghalta, Stampede Tyant - Mono Green

2 weeks ago

sreeves5003

Sylvan Library - Great on it's own, amazing with abundance. Also note cultivator collosus.

Greater Good - Staple in any mono green stompy build. Sac outlet that prevents theft, exile, can fill up your GY and provide card advantage all in 1.

Nature's Lore/Three Visits > Rampant growth

Nissa's Pilgrimage > cultivate

You might want another target for crop rotation like Yavimaya Hollow - Regen (amazing instant speed with crop rotation), require 2x removal + poltical piece all in 1. I would swap out maze for it since maze doesn't given you mana and I dont see any cards to combo with maze (correct me if I'm wrong).

tooth and nail - Could add in Regal Force to go with avenger for tooth and nail to draw like crazy. Or just bring in a powerful creature + eternal witness to reuse.

Reliquary Tower > Thought vessel. Serves similar function but in a land slot, which can be tutored for with crop rotation. Moreover, the artifact is likely to get blown up. Having a land in it's place can help you become less mana screwed given your relatively high avg cmc and current 35 land count.

SaberTech on Zaxara, Exemplify Winning *Primer*

1 month ago

I was wondering what you usually use Whir of Invention to tutor up? I can see Midnight Clock as an option but almost all your other artifacts are mana rocks. You could run a cheaper spell like Nature's Lore instead if you are mostly using the Whir for ramping, or maybe the slot could be Blue Sun's Zenith if you want the slot to still be an X cost spell.

seshiro_of_the_orochi on Aragorn, Herder of Humans

2 months ago

You definitely get an upvote for sticking to theme and putting heart into ot.

But...

...this is four colours with hardly any ramp. As great as your mana base is, but you'll propably get mana screwed in two out of of three games. You have hardly any basics, so maybe try Nature's Lore, Three Visits, and Farseek. Together with Sol Ring and Arcane Signet this could work a lot better already. Tempt with Discovery could be great here, as well.

Profet93 on Life Springs Eternal

2 months ago

DemonDragonJ

Pardon the delayed response. Have you considered removing 1-2 lands given ur avg cmc of 3.62? You could add more draw or ramp in it's place, that way you are more likely to get the lands you need with less risk of being flooded. U r in green so it's worth noting.

Chromatic Lantern - The trap of lantern. If it helps you enough to warrant it's inclusion, then there is usually a landbase issue. With having only 2 colors, one of them being green, I don't see it's purpose in the deck. Any other 3 drop ramp spell or better yet, Mind Stone can take it's place. Alternatively, Nature's Lore and Cultivate are better alternatives as artifacts can be removed/nullified.

Elder Garagoth - I say add in him and see how he plays. A bit expensive IMO but worth seeing how it plays out.

Rishkar's Expertise - Great card for your commander, draw and tempo all in 1.

The Ozolith - While idk much about 1/1 counters or tokens, I think this could work in ur build.

Heroic Intervention - For the eventual wipe

NV_1980 on Arachnophobia, Webs of Fear (Shelob)

2 months ago

Hi there,

This looks fun but there's almost no additional mana sources in here, other than some of your artifacts. I would consider adding spells like Farseek, Nature's Lore and/or Three Visits to accelerate yourself a bit. Please also consider Sol Ring; it's more or less a staple in all EDH decks. Your ability to draw additional cards per turn is a bit limited too; maybe cards like Deathreap Ritual, Idol of Oblivion, Moldervine Reclamation and Phyrexian Arena can help you out there. These are all just the budget options; obviously there are more expensive choices one can make too.

Curse of Clinging Webs could be useful, automatic exile of any opposing creature that dies is useful against a number of opposing strategies, and the generation of spiders adds extra flavor to this deck. Maybe also consider Swarmyard; being able to regenerate your spiders is quite strong. Condering this is a golgari deck and you probably expect your spiders to die a lot, perhaps a card like Meren of Clan Nel Toth could be useful.

Hope the deck works for you.

Profet93 on Red-Glove Landscaping LLC.

2 months ago

Andramalech

I'm a guy but I get it, the description/list is still being updated. Lands usually are the last to be updated, even in a land deck.

Have you considered adding Berserk? Super powerful in your build, easy to cast and can even be used on opposing creatures for some surprise politics.

Nature's Lore/Three Visits > Rampant growth

I like how u run both Cultivator collusus and sylvan library, nice synergy. Speaking of sylvan library synergy, Life from the Loam might be worth considering for both it's own value + it's synergy with library. More synergy with life from the loam includes Realms Uncharted, but that's if you dedicate a lot more non-basics. You do have a lot of cards to recur lands so its worth noting.

Lastly, (I understand ur still updating the list, its just worth noting that) you have 97 cards in your deck currently.

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