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
Freeform 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
PreDH 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.

Optimator on Boots for the Beatdown

2 weeks ago

True Conviction could be some sort of limit break. Or Big Guard or Enemy Skill Materia.

For your lands, why not do alters of :

Jetmir's Garden - Temple of the ancients? The Crater? Wall Market? Another version of Aeris's church garden or home garden? The Ancient Forest?

The inclusion of Jetmir's Garden also makes Three Visits and Nature's Lore a lot better. Fetch lands too, but I understand the desire not to run fetches. It also turns on all three Check lands.

Sacred Foundry - Stomping Ground - Temple Garden -- Temple Garden would be extra-thematic for Coral Valley or The Temple of the Ancients

Bountiful Promenade - Spectator Seating - Spire Garden

Commercial District - Elegant Parlor - Lush Portico

You have all three Check lands in, so of course having duals with land types is extra desirable. Check lands also go extra-well with Fetch lands, but you may not have room if you're keeping the cool precon lands.

I feel like if you're going all-out with this deck, why not have the good lands? Aggro decks need them more. Swap the cycling duals and the always-tapped duals? (Radiant Grove etc). You could also swap the Snow duals, though it is fairly thematic for those lands to be Snow lands. Still, you have no Snow payoffs to worry about.

I feel like Wooded Bastion and Sunscorched Divide could be upgraded easily enough--although I do kind of like how the Sunscorched Divide and Wooded Bastion complete the cycle from the precon. I've always found the Shadowmoor filterlands to be a bit unreliable in three-color decks. Not awful, mind you. Still, I think you'd be way better off swapping the alters over to shock lands or Battlebond duals.

You could turn Wooded Ridgeline into Stomping Ground and keep the art and flavor text.

I love the inclusion of the "Slowland" cycle (Sundown Pass etc)

DatShepTho on Prossh's Pit - EDH

3 weeks ago

I think you would enjoy using some more efficient deck smoothers such as:

for ramp:

for card advantage:

for removal:

...by cutting less mana efficient cards such as...

I also recommend trying custom tags to separate card purposes. Apart from lands, ramp, draw, and removal, I would make the other categories "enablers" for cards like Awakening Zone and "payoffs" for cards like Dictate of Erebos

You might notice you're not running too many ways to generate enough tokens and a tad too many sac outlets or payoffs that aren't triggering often enough.

NV_1980 on A Kithkin disappointment

1 month ago

I love this! Definitely a deserved +1! It could use a bit more ramp though. Granted, most of the deck's spells are really quite cheap, but to keep pace with most commander decks these days, requires you to cast two spells per turn (or use a similar number of activated abilities requiring mana) on average. Especially once you hit the mid-game. So, I'd recommend adding stuff like Farseek, Nature's Lore and/or Three Visits. To protect your force, Heroic Intervention could be really nice in here. Lastly, I think Split Up would really fit your strategy.

Doombeard1984 on The First Skep

2 months ago

Good morning Tulsasaurus_Rex, and thank you for sharing your hive with us.

I have a brood of my own, and much like yourself have had an affinity for Tribal decks, and especially Slivers for the better part of nearly... 2 decades (dang... now I feel old). So I would like to maybe make a couple suggestions if thats ok?

Creatures:

Non-Creature spells:

So these I am less sure on what to remove, but will give some explanation as to why I think they may help:

  • Eerie Ultimatum - Can see you have Patriarch's Bidding in your maybe board, but I offer this is way better. You get all your things and you opponents get nothing. You even get all your other non-Slivery things.
  • Boros Charmfoil - You are playing Slivers, and therefore you are going to attract a board wipe. Boros Charmfoil is the classic "go-to" for making your board indestructible, all for the low price of .
  • Removal - Going to mention a few cards here that are just good. Assassin's Trophy, Swords to Plowshares, Path to Exile. Trophy is another hit anything card, and Swords and Path both exiles tricky creatures your opponents have. All super low cost, to let you spend your mana on better things.
  • Card advantage - So I think something like a Mirri's Guile or Sylvan Library just lets you have some card selection of advantage every turn. Lets you make sure you are hitting those land drops, or if you are flooded, you can make sure you are getting gas to help power your deck forward.
  • Ramp - Id be looking at maybe Three Visits and Nature's Lore as they can get you any forest type shock land into play, and if you want untapped by paying the 2 life. Id also look at other mana rocks (Ichor Elixir and Fractured Powerstone don't seem that great). Any of the Talismans (Talisman of Hierarchy, Talisman of Unity etc - there is a full cycle) would give you access to colours at only , and up until recently I ran Chromatic Lantern to help with smoothing out any mana issues. Yes it costs , but can be really useful with how mana intensive Slivers can be where is concerned.
  • Blasphemous Act/Austere Command - I love these cards. Sometimes you will need to answer a board. Austere Command is modal so gives you lots of flexibility. And if you have Sliver Hivelord on the board, your Sliv's are safe. Blasphemous Act can win you the game if you have a Spiteful Sliver with a board state. Means you can ding 13 damage to any target should this fire, and again may be safe with a Boros Charmfoil or a Sliver Hivelord.

Hope this helps, and have given you a +1. Please feel free to hope on over to my Hive and have a browse (Sliver Overlord - Predatory Super-Organisms)

Mortlocke on The Song of Phyresis

2 months ago

NTMA, the aforementioned cards dont care about the Supertype - in this case "basic" or "non-basic", what they care about is the Subtype which would be "Forest", "Island", etc. Nature's Lore for example only cares about the tutoring of a "Forest", not if it's basic or non-basic. Same case with the fetchlands like Polluted Delta - Search for an Island or a Swamp, it cares not if the card is a basic or non-basic.

SaberTech on Mana Rocks or Mana Dorks?

3 months 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.

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