Nature's Lore

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Nature's Lore

Sorcery

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

DawnsRayofLight on Dragon's Den

2 weeks ago

I definitely think Ancient Brass Dragon has a spot, it could help you reanimate your dragons (as well as whatever you grab from your opponents), I would maybe add that and maybe Goldspan Dragon

Three Visits and Nature's Lore over Cultivate.

Damn over Toxic Deluge

Augur of Autumn might be better than Realmwalker

Drop Aggravated Assault, Aura of Silence, Stinging Study (you have a good chunk of draw as it is), Imposing Grandeur, Spit Flame (there are better cards)

Mana Drain is nice, but I am usually not a fan of it in a deck with 4 or more colors

With this being 5 color, I am trying to debate the best early game package

maybe:

5 counterspells (from below)

An Offer You Can't Refuse, Swan Song, Wash Away, Dovin's Veto, Counterflux, Render Silent, Disallow

4-5 board wipes

Damn, Cyclonic Rift, Winds of Abandon, Supreme Verdict, Crux of Fate

7 2 drop ramps (need all)

Arcane Signet, Fellwar Stone, Farseek, Three Visits, Nature's Lore, Bloom Tender, Coiling Oracle,

4 spot removal

Anguished Unmaking, Assassin's Trophy, Despark, Beast Within, Generous Gift, Fracture, Bedevil, Abrupt Decay

Gidgetimer on "Maintain priority"?

3 weeks ago

It does seem that you have some poor luck with other players from stories I have seen you tell about your interactions. I have personally never seen anyone get nasty about shuffling if they mistakenly look at card from their library. That is pretty bad.

Again not to defend the other party, but I have cast Nature's Lore by tapping the mana, saying the name of the spell, and forgetting to put the card on the table, and then just picking up my library. So, I am inclined to go easy on people if they start resolving a spell without revealing it, because stuff happens. But this guy sounds like he was getting irritable about stuff that he should have been ok with if it was an honest mistake.

Eldmoi on Ur-gonomics

4 weeks ago

Thanks, I'll definitely take those suggestions into account! I look forward to playing this deck, hopefully I won't be taken out of the game first when I find a pod to play in and can make friends with other players at the LGS and play EDH on a regular basis. I'll look into some more shock lands and triomes with basic land types like Ziatora's Proving Ground and Ketria Triome and find copies of Nature's Lore and Three Visits. Replacing some more non-creature cards to add in other dragons also sounds like a good plan. After seeing it in Arena I was considering Moonveil Regent for some extra card draw but I could see adding Rishkar's Expertise as well. I'd like to have closer to 30-33 creatures and have more creature spells than non-creature spells so I'm almost there. Thanks again for the help, I didn't even know about a majority of the cards you suggested and I can see why they get so much play in EDH!

Decidares on Ur-gonomics

1 month ago

Hey Eldmoi, thanks for the info. There's a quite a bit I would recommend optimizing. The long story short is that most of the dragons I'd recommend are already on my budget primer that you've seen and my super budget deck list that was part of the primer but is also available here if you're interested here.

First of all, you need to make sure your deck has a decent amount of ramp to cast your awesome dragons within a reasonable amount of time. If you are on a budget then I'd recommend Cultivate, Kodama's Reach, and Sakura-Tribe Elder at the very least. Other options for cheap ramp are Farseek, Wild Growth, and Fertile Ground. If you want to further optimize ramp, then adding in Nature's Lore and Three Visits on top of some forest based shock lands (e.g. Stomping Ground or triomes (e.g. Ziatora's Proving Ground would be ideal.

Second, you want to optimize your mana base by minimizing the number of taplands and ensuring you have the colors you need. Any tap lands that tap for only 2 colors (e.g. guild gates) could safely be dropped for basic lands. Tri-lands like you mentioned are decent enough to start off, because they can tap for 3 colors, but even those are suboptimal in the face of options like Dragonskull Summit and Blood Crypt. Furthermore, almost 50% of your deck requires red mana, so I'd ensure your lands reflects that.

Regarding the planeswalkers you have, I'd say Sarkhan, Fireblood is the most useful (distantly followed by Sarkhan Unbroken and Kiora, Master of the Depths). I'd consider cutting the others.

Some things off the top of my head for instants and sorceries: I would consider Crucible of Fire to be a win more card. Lozhan, Dragons' Legacy is almost a strictly better Sarkhan's Unsealing. Damn and Farewell are really good board wipes that aren't as mana intensive as some you're running. Garruk's Uprising is a very potent form of card draw. Monster Manual is probably better than Thran Temporal Gateway in most cases.

Finally the dragons. There are so many good dragons to consider, many of which I've mentioned in my deck primer, and many of which are available on most dragon lists online, that I'll focus on highlighting dragons I would recommend removing:

  • Acid-Spewer Dragon - Overcosted and doesn't do much. Deathtouch isn't as useful on a dragon that should be big enough to kill most thing it hits in the first place.

  • Backdraft Hellkite - Most instant and sorceries you have are too expensive or are simply aren't as immediately useful (e.g. don't want to board wipe your own dragons). The most useful ones you run are removal, but at that point you can just play dragons that can inherently remove things like Steel Hellkite.

  • Crosis, the Purger - Hard to save mana to take advantage of its effect. It'll feel bad to take advantage of its effect in casual metas anyways. If you really want to run a dragon like this then Teneb, the Harvester might be more fitting but even then I wouldn't really recommend it, because of the mana investment needed to make it work.

  • Dragonmaster Outcast - Not a good early game play and easy to kill later on.

  • Dream Pillager - This dragon is overcosted and is mostly a means of pseudo card draw. I'd just play an actual card draw card instead like Ancient Craving or Sign in Blood or Rishkar's Expertise.

  • Kargan Dragonlord - Costs too much to do too little. We have so many dragon options, even in budget decks, that vanilla dragons simply aren't worth it.

  • Malfegor - Discarding our hand isn't good to do unless it involves redrawing more cards (e.g. Knollspine Dragon).

  • Necromaster Dragon - Summoning vanilla 2/2 zombie tokens for 2 mana isn't good value in a dragon deck, and you have to go through combat to get it off. In a world where Ancient Gold Dragon exists, it's hard to justify an effect like this. Dragon Broodmother and Lathliss, Dragon Queen and Miirym, Sentinel Wyrm would be far more effective token generators.

There's always more we could do to optimize any deck, including mine for sure, so I'd be happy to comment more later if you'd like. But I also want to emphasize that as long as you and your playgroup are having fun, you really can't go wrong :)

Unlife on How do you, personally, balance …

1 month ago

I am inherently lazy, so I usually start with an eqully balanced manabase and the rest of my deck here on tappedout. So for 3-color its 3 shocks, 3 checks, 3 pain, 3 temple, Command Tower, Temple of the False God, Reliquary Tower, and equal balance of basics and whatever triome is required.

Once its all plugged in, then I start making balance decisions, but I've found more often than not, I have the best luck with an equal balance of my colors plus various ramp. Alterations are most oftne made with the addition of filter lands, and some minor adjustments to my ramp to grab more specific lands/colors.

For example, if I've got a temur deck thats heavily weighted toward green, I may cut a temple and a pain for a GU and GR filter, and swap Rampant Growth for Nature's Lore. But I never do any math, its mostly just looking at that deck and trusting my gut.

Hopefully this is helpful, I use a similar process when making 4-color manabases as well.

Hi_diddly_ho_neighbor on Commander Legends: Battle for Baldur's …

1 month ago

Ancient Gold Dragon is pretty sweet. It's nice to see white get one of the strongest iterations in the cycle. I think the black one is still the best though.

Ancient Bronze Dragon is a bit underwhelming, but green having the weakest of the cycle is good for once.

Wild Magic Surge will be Chaos Warp v2.0. This is an instant staple in all mono-red decks, as well as probably Rakdos and Izzet decks. Not sure G or W aligned red decks will want it since they can already deal with most permanent types. The card definitely has a higher worst-case-scenario probability than Chaos Warp does, but I think it's flexibility will outweigh the negatives.

I really like Vexing Puzzlebox. It's a nice payoff for dice rolling decks that isn't too powerful.

Windshaper Planetar is interesting. On one hand, it's a better Portal Mage/Illusionist's Gambit, on the other hand, it costs 5 mana. Not sure how to rate this one yet.

Barroom Brawl is freaking hilarious and I love the card. Probably not terribly strong, but I think it creates a fairly entertaining play pattern.

I think Earthquake Dragon is going to be really strong in certain decks. This will reliably be a 3-5 cmc 10/10 with Flample in dragon tribal decks.

Eldritch Pact seems cool. My Balthor the Defiled deck may want this for mass card draw late game. It's also a decent finisher for mill decks after a Traumatize is fired off.

A few more decent reprints like Nature's Lore and Traverse the Outlands are trickling in, but I really hope they spoil a few more tomorrow.

I am pretty sure I know the answer to this already, but I'd like some quick clarification on Acolyte of Bahamut. Your commander has to be on the battlefield for the ability to take effect correct? So if it were paired with Ganax, Astral Hunter, it couldn't actually be used to reduce the cost of Ganax correct?

bushido_man96 on Who wants some keyword soup?

1 month ago

If you want to lower the curve, I'd start with cards like Deadbridge Chant and Selective Adaptation. Neither are very good, and the Chant has never performed for me like I wanted it to. Running two mana ramp is a good way to go, too, but it tends to get pricier. Three Visits, Rampant Growth, and Nature's Lore are good two mana ramp cards. Your next alternative is to sub in some cheaper CMC reanimation spells, like Animate Dead, Dance of the Dead, Necromancy (pricy), Reanimate (pricy), Stitch Together (situational, but probably manageable in this deck), and Exhume.

Something to keep in mind, though, about your curve, is that although it's floating around 4, you aren't planning on casting quite a few of the spells in the deck. So your decks CMC is inflated, so to speak. Just bear that in mind.

DawnsRayofLight on Omnasty

1 month ago

DROPS

1x Cavalier of Dawn

1x Cavalier of Flame

1x Flamekin Harbinger

1x Geode Rager

1x Realmwalker

1x Smokebraider

1x Horn of Greed

1x Vanquisher's Banner

1x skullclamp

adds

1 Land

1 Nature's Lore

1 Three Visits

1 Scute Swarm

1 Bloom Tender

1 Rampaging Baloths

1 Nyxbloom Ancient

1 Emiel the Blessed

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