
Nature's Lore
Sorcery
Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
Trade
Have (1) | Azdranax |
Want (1) | poopsmith3000 |
Combos Browse all
Legality
Format | Legality |
Leviathan | Legal |
Canadian Highlander | Legal |
Pauper EDH | Legal |
Pauper | Legal |
Unformat | Legal |
Commander / EDH | Legal |
Limited | Legal |
Casual | Legal |
Highlander | Legal |
Legacy | Legal |
Custom | Legal |
2019-10-04 | Legal |
Vintage | Legal |
1v1 Commander | Legal |
Duel Commander | Legal |
Tiny Leaders | Legal |
Oathbreaker | Legal |
Nature's Lore occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Nature's Lore Discussion
multimedia on
Atla Palani, Eldrazi Mommy
1 day ago
Hey, nice version of Atla. Did you make the Atla alter? It's well done.
Two drop ramp especially Arcane Signet is good with Atla because they can potentially let you cast her turn two with Sol's help or turn three. Consider adding Arcane, Gruul Signet, Boros Signet and Selesnya Signet?
Two drop land ramp can also achieve this with Farseek, Nature's Lore and Three Visits. Cinder Glade, Canopy Vista, but also Sheltered Thicket, Scattered Groves are land upgrades for the manabase that these land ramp spells can search for. Being able to ramp with a dual land really helps color fixing.
Open the Armory is worth adding because it can tutor for Skullclamp, Greaves or Staff, important cards to have more access too. Some other land upgrades to consider are High Market, Opal Palace, Forge of Heroes, Exotic Orchard, Path of Ancestry, Battlefield Forge. Opal and Forge are to put a +1/+1 counter on Alta that way when you combo with Mirror Entity she doesn't die. Adding these lands especially Market makes Crop Rotation worth adding.
Cards to consider cutting:
- Temple of the False God
- 4x Plains
- Blossoming Sands
- Graypelt Refuge
- Temple of Abandon
- Temple of Plenty
- Temple of Triumph
- Traveler's Amulet
- Desolation Twin
- Circuitous Route
- Explosive Vegetation
- Gruul Cluestone
- Selesnya Cluestone
- Rampant Growth
- Oblivion Sower
Good luck with your deck.
Omniscience_is_life on
Fynn, the Blightbearer
3 days ago
I'd cut Darksteel Ingot in favor of a Sol Ring, Wurm's Tooth for an Arcane Signet, Explosive Vegetation with a Nature's Lore, Land Grant by a Three Visits, replace Pulse of Murasa with Bala Ged Recovery  Flip, remove Tribute to the Wild for Force of Vigor, and exchange Entangling Vines in favor of Song of the Dryads. :)
Doombeard1984 on
By the old gods and the new
4 days ago
So for the activation of The World Tree, you need your mana base and mana fixing on point. All your ramp spells like Farseek, Nature's Lore and Skyshroud Claim. Also, a back up plan, as The World Tree is a single use effect. If that gets destroyed before you can activate it, you still gonna want a functioning deck. Shock lands, fetches, battlebond lands would all be good. As your land base will be varied, Field of the Dead might not be a bad addition.
A bit more info on what your overall gameplan is would be good to know
Azeworai on
Land Twins
1 week 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.
Fare thee well.
Jack-Frost on
Omnath, Locus of Nava 2.0
2 weeks ago
Cut:
Swiftfoot Boots
Rhythm of the Wild
Nature's Lore
Add:
Deadeye Navigator
Tatyova, Benthic Druid
Rhystic Study
Temur Ascendancy
Jack-Frost on
Omnath, Locus of Nava 2.0
2 weeks ago
Recommended cuts:
Creatures:
Bloom Hulk
Brighthearth Banneret
Cloudkin Seer
Embodiment of Spring
Leafkin Druid
Mulldrifter
Parcelbeast
Regal Behemoth
Skatewing Spy
Smokebraider
Tectonic Giant
Tireless Tracker
Wildwood Scourge
Instant:
Counterspell
Growth Spiral
Return to Nature
Wrap in Vigor
Sorcery:
Enchantment:
Artifact:
Planeswalker:
Lands:
Cascade Bluffs
Blighted Woodland
Myriad Landscape
Unclaimed Territory
Maybe Cut:
Fertilid
Forgotten Ancient
Bala Ged Recovery
 Flip
Add:
Creatures:
Courser of Kruphix
Living Lightning
Nyxbloom Ancient
Overgrowth Elemental
Ramunap Excavator
Roil Elemental
Seedborn Muse
Titania, Protector of Argoth
World Shaper
Birds of Paradise
Sylvan Caryatid
Instants:
Chaos Warp
Constant Mists
Disallow
Krosan Grip
Sorcery:
Genesis Wave
Life from the Loam
Nature's Lore
Three Visits
Splendid Reclamation
Tempt with Discovery
Enchantment:
Burgeoning
Trade Routes
Exploration
Chaosphere
Artifact:
Arcane Signet
Chromatic Lantern
Strionic Resonator
Mana Vault
Crucible of Worlds
Lands:
Breeding Pool
Exotic Orchard
Fabled Passage
Field of the Dead
Ghost Town
Glacial Chasm
Hinterland Harbor
Reflecting Pool
Rootbound Crag
Stomping Ground
Maybe add:
Mana Breach
Overburden
Archetype of Imagination
Cryptolith Rite
Doombeard1984 on
The First Sliver - A New Challenger Approaches
2 weeks 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
2 weeks 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!