Nature's Lore

Nature's Lore

Sorcery

Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.

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Legality

Format Legality
Pauper EDH Legal
Tiny Leaders Legal
Commander / EDH Legal
Canadian Highlander Legal
Highlander Legal
Legacy Legal
2019-10-04 Legal
Casual Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Custom Legal
Pauper Legal
Unformat Legal
Oathbreaker Legal
Duel Commander Legal
Vintage Legal

Nature's Lore occurrence in decks from the last year

Latest Decks as Commander

Nature's Lore Discussion

Azeworai on Land Twins

6 days ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

Doombeard1984 on The First Sliver - A New Challenger Approaches

1 week ago

So, let's have a look at the type of things you may want.

Lands: So, I can't afford OG duals really, but have found that shocks and fetches, coupled with the battlebond lands have kind of served me well. Fetches can get pricey, but you by no mean need them all. Having 5 or 6 fetches, all the shock lands (10 to 15 bucks each) and then filling it out with something like the battlebond lands can really sort you out. Cavern of Souls is always good, and can see you have one. Basically, lands coming into play untapped are much better. Quicker access to all that slivery goodness. Personally I would look to change those 3 colour tap lands and things like Rupture Spire piece at a time.

Ramp: So, as we are running 5 colour, we want to ramp and rock efficiently to get our board set ASAP. Chromatic Lantern is good, but I would replace the Pillar of Origins with an Arcane Signet. Its just better and less restrictive. For spells, Farseek, Nature's Lore, Three Visits and Skyshroud Claim all enable you to get land type lands. This will let you get your Breeding Pool or Godless Shrine as it has that land type. This is why shock lands (and to a lesser extent triomes) are so much better. You can even get these with the fetchlands too. Luckily, we also have Gemhide Sliver and Manaweft Sliver to turn all our slivers into our own Birds of Paradise

Slivers: So this is a big list here lol. I'm not going to try and write them all lol. I will say that I would cut several of the ones you have though. I would drop Virulent Sliver and replace with a Triumph of the Hordes. Combat tricks are good. Most of the Megantic Sliver effects I would drop I'm favour of things like Door of Destinies. Crystalline Sliver is great to protect your board a bit. Diffusion Sliver I can't see being relevant in a game of edh, and would rather take interaction like Counterspell etc. I think pairing back the creatures to the key ones is really important. Will free up space for stuff like card draw and interaction. Shifting Sliver is basically unblockable. Defo a good one. Necrotic Sliver means each sliver becomes a Vindicate at the cost of 2 and a sacrifice. Synapse Sliver is good to keep your hand full.

Other cards of note:

So just some good cards to consider.

Swords to Plowshares, Path to Exile, Kindred Discovery card draw is important, The Great Henge your commander makes this cost , Phyrexian Arena again, card draw. Wrath of God, Blasphemous Act or other destroy boardwipes. If your stuff is indestructible, all good. Yawgmoth's Will pricey, but such a good answer if you are boardwiped etc. Patriarch's Bidding you are likely to pay off better than most.

I think that's all I got for now. Please look at other decks with slivers as well to get a good idea of the stuff out there. Hope this is a good start of things to look at

DemMeowsephs on Shaman Mana Ramp

1 week ago

Hey there! I have a few suggestions you might just like!

  • Fauna Shaman: It's a shaman, it's a great tutor, and it's cheap in mana. Seems like it would fit in great!
  • Nykthos, Shrine to Nyx: Fits in great with any mono-colored deck!
  • Strip Mine: Great in any deck, especially in mono-colored ones where you almost always have the colors you need available anyway
  • Ancient Tomb: Could easily be that two mana in your commander's mana cost, and is great EDH staple.
  • Lignify, Song of the Dryads, Kenrith's Transformation: A great form of creature hate in mono-green. This can be horrible on someone's commander especially if they have no means of removing it. The same goes for a combo piece or just any great creature.
  • Heroic Intervention: A great way of protecting your pieces, since it would seriously suck if all the shamans got wiped out
  • Collective Unconscious: Another form of shamanic revelation, both of which are reasons to include Reliquary Tower
  • Triumph of the Hordes: Could be an entire other wincon if you have a bunch of shamans out
  • Wild Growth/Utopia Sprawl: Great ways to ramp in small amounts before you put your commander out
  • Sol Ring: It's not a shaman, but still one of the most powerful cards in edh. Definitely add it.
  • Three Visits/Nature's Lore: Just like the previous two, these are great ways to ramp before you put out shamans, speeding up your game by a ton
  • Jeweled Lotus: I hate that they made this card, but it could basically let you play your commander turn 1. Definitely add it if you have the budget.
  • Extraplanar Lens: Kill a forest, and double THEM ALL. You have a lot of basic forests, and I think this card could work very well for you because of that.
  • Nissa, Who Shakes the World: This one is much more debatable, but the regular ability is great for ramping and the final ability is just wonderful for you because of all of the forests you have.
  • Helix Pinnacle: You have so much ramp and Nissa as previously mentioned would be insane. This guy could be a great win con and act as something to pool all your mana into.
  • Nyxbloom Ancient: All your shamans tap for 6?!?!?! Seems great- especially since you can ramp to put it out and fit with the decks theme.
  • Caged Sun: Great in a mono-colored deck, buffs all the shamans, and gives you more mana. Could be a great option if you like these sort of doubling and tripling cards.
  • Wolf-Skull Shaman: You run a LOT of shamans, and this guy lets you take that fact and benefit it, giving you a ton of tokens over time.
  • Birds of Paradise: A great way of building the ramp base from early on, and works as a great blocker if you need to block something big over time since it has flying.
  • Burgeoning/Exploration: If you keep the amount of lands you have at the moment, using these guys could make you go crazy and have a bunch of lands. In a four player game, Burgeoning could give you 5 mana turn 2.
  • Arcane Signet: Another great way of supporting the mana base early on

I'm afraid that's all I have, just keep in mind, I recommended a lot of stuff that helps you PRE shaman ramp, and if you include too much of that you start drifting away from the shaman theme- don't do that. However just including a few of the better ones might help a ton. And so, good luck on your deck my friend it seems super cool, consider checking out some of my decks, hope this helps, and have a wonderful day. Happy tapping!

Jack-Frost on Omnath Locus of Nava

2 weeks ago

At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.

Recommendations:

Creatures:
Add:
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork

Cut:
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.

Lands:
Add:
Breeding Pool
Command Tower
Exotic Orchard
Fabled Passage
Field of the Dead
Ghost Town
Glacial Chasm
Hinterland Harbor
Reflecting Pool
Rootbound Crag
Steam Vents
Stomping Ground
Ketria Triome
Bring your land count to 38 or so

Cut:
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.

Artifacts:
Add:
Arcane Signet
Chromatic Lantern
Strionic Resonator
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic

Cut:
Icon of Ancestry- A waste of a slot. Not nearly enough benefit for the important deck slot it takes
Seer's Sundial- There are better ways to draw cards given your access to blue.

Instant:
Add:
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.

Cut:
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.

Sorcery:
Add:
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.

Cut:
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.

Enchantment:
Add:
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration

Planeswalker:
Cut:
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.

Maybe Cut:
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.

Maybe Add:
Mana Breach
Overburden

multimedia on Infinite Landfall = So Many Win Conditions

3 weeks ago

Hey, well done with your budget version of these partners.

Quicksmith Genius is a repeatable draw source with Rocks. With Toggo you can cycle through your library to find a Bounce land and win condition. Valakut Exploration is lots of card advantage with landfall. These cards with the Bounce land combo lets you draw your entire library for no mana cost to find a win condition.

Inspiring Statuary turns Rocks into ramp. Cinder Glade, Game Trail and Sheltered Thicket are playable budget Gruul lands. Glade and Thicket are dual lands that Three Visits, Nature's Lore, Farseek, Wood Elves, Skyshroud Claim, etc. can search for. Naya Panorama and Jund Panorama are other Fetch lands.

Good luck with your deck.

multimedia on Ghired Populate

4 weeks ago

Hey, consider Eldrazi Displacer with Ghired? Repeatable blink at instant speed, more Rhino tokens, protects Ghired in combat after he attacks, can tap down an opponent's blocker or remove an attacker, can protect Ghired from targeted removal, blink another creature who has an ETB trigger, etc. You will have to build the manabase around and use mana rocks for colorless mana sources for Displacer, but in my opinion it's worth it because you're not adding bad cards just for Displacer. Crop Rotation is helpful to tutor for a land that can make colorless.


Zealous Conscripts combos with Kiki to attack with infinite Conscript tokens. Quartzwood Crasher and Court of Grace are excellent repeatable token sources. Open the Armory, Idyllic Tutor, Eladamri's Call, Chord of Calling are tutors with prices that are within the budget.

Nature's Lore and Three Visits are two drop land ramp for a Forest dual land. Swords to Plowshares, Beast Within, Heliod's Intervention are helpful instant removal spells. Austere Command is a versatile board wipe.

Eternal Witness is good card recursion especially with Displacer. Feldon of the Third Path can create a token of any creature in your graveyard to then populate that token with Ghired. If you control Ghired Akroma's Will can wreck your opponents with your token army.

If interested I offer more advice in another comment including suggestions of cards to cut. Good luck with your deck.

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