Nature's Spiral

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Dominaria (DOM) None
2011 Core Set (M11) Uncommon
Duels of the Planeswalkers (DPA) Uncommon
2010 Core Set (M10) Uncommon

Combos Browse all

Nature's Spiral

Sorcery

Return target permanent card from your graveyard to your hand. (A permanent card is an artifact, creature, enchantment, land, or planeswalker card.)

Nature's Spiral Discussion

GhostChieftain on Board wipes & land destruction

1 month ago

Eternal Witness , Finale of Devastation , Creeping Renaissance , Deadwood Treefolk , Genesis , Greenwarden of Murasa , Hatchery Spider , Moldgraf Monstrosity , Nature's Spiral , Noxious Revival , Paleoloth , Praetor's Counsel , Regrowth , Reincarnation , Revive , Seasons Past , Skullwinder , Verdant Confluence , and Wildwood Rebirth are all reasonable options and I am sure I am missing a few since I was going through this quickly at 2 am.

With mono g I would say get 3 or 4 of these and focus on keeping a full grip of cards even if it means cutting a few of your worst wurms to make it so you get to your good wurms faster. A Duskwatch Recruiter  Flip is more helpful to you than something like Duskdale Wurm . Good draw and tutors make a deck much stronger than one just jam packed with big dudes.

There are also a few indestructible creatures that can be used if there are far too many board wipes to recover. Spearbreaker Behemoth , Impervious Greatwurm and Nylea, God of the Hunt are pretty fitting cards for wurms imo.

6 player games can be fun, but you are right, some decks don't really function well with that many. I always prefer 4 player games.

SideBae on Devouring Despair

1 month ago

So the main bonus of green in EDH is its access to mana dorks. Llanowar Elves , Elves of Deep Shadow and Orcish Lumberjack all belong in this deck, and you may want to find a place for Elvish Mystic , Priest of Titania , Fyndhorn Elves , Birds of Paradise , Deathrite Shaman , Arbor Elf and/or Bloom Tender . Note that Arbor Elf is especially powerful if you end up running cards like Wild Growth , Elvish Guidance and/or Wild Growth . Dorks will accelerate you early game and provide sac-fodder in the late game.

Regrowth is a strictly-better Nature's Spiral .

Faithless Looting is a really good source of card selection for one mana. You're probably going to want to run it, as it makes a lot of mediocre hands much more keepable.

Green Sun's Zenith is a great card to consider, especially since you're already running Dryad Arbor . If you cast Green Sun's Zenith turn one for X = 0, you can fetch Dryad Arbor right away. It's a good form of one mana ramp outside dorks and enchant-lands.

A lot of your dudes are gonna die in a sacrifice deck. In order to get card-advantage out of this, you should run Grim Haruspex , Midnight Reaper and/or Harvester of Souls . Unfortunately, these don't trigger with token-deaths, but they'll still help a lot. Deathreap Ritual is similarly powerful and triggers with token deaths, though it only triggers once a turn.

Speaking of card-draw, you have access to some good stuff there. Painful Truths is a three-mana draw-three I've been very impressed with, and Shamanic Revelation is also helpful. From a permanent-based point of view, Phyrexian Arena and Slate of Ancestry are the way to go.

A lot of your removal are one-for-ones (see Terminate , Hero's Downfall , Doom Blade , etc.). In general, I find one-for-ones are usually not very powerful in a format with three opponents, as you're facing three times as many cards as you have. Your Damnation is a great start; consider Toxic Deluge , Hull Breach , Decimate , Casualties of War , Windgrace's Judgment , Reckless Spite , By Force , Ancient Grudge , etc. I've found these to be more efficient, and therefore more powerful, than one-for-ones. Some one-for-ones, though, are so tough to counter or are so efficient as is that they're worth including: Nature's Claim and your Krosan Grip come to mind.

Runes of the Deus comes to mind as a good way to force through commander damage.

Command Tower , City of Brass , Mana Confluence , Reflecting Pool , Forbidden Orchard , Exotic Orchard and friends are all good ETB untapped lands to consider.

I've always liked Smallpox , both in general and in EDH. You might have luck with it in this deck; similar cards include Innocent Blood , Smokestack and the card Pox itself. If you choose to go the Smokestack route, Bitterblossom and/or Ophiomancer are worth considering. They might be worth considering anyways, though.

Spellbreaker Behemoth is an efficient creature that disrupts countermagic. Harsh Mentor , Pyrostatic Pillar , Eidolon of the Great Revel , Shattergang Brothers or Stranglehold are similar ways to punish opponents while having good cards on your side.

Finally, you should consider Overrun effects as secondary win-conditions. Using Natural Order to grab Craterhoof Behemoth while you have a wide board can easily win you the game; Green Sun's Zenith or Chord of Calling also do the job, though they're more expensive mana-wise and therefore worse. Triumph of the Hordes is a similar card that can snatch games, though it cannot be tutored as easily.

Ok! Good luck -- that's all I got.

birchmaster22 on Gruul Mana

5 months ago

First thing, try to narrow it down to 60 cards. You can have over 60 but it's best to have the bare minimum so you can get the cards you want. Secondly, more non-creature spells would do you good. Cards like Colossal Majesty and Nature's Spiral would be good for your deck (I'm pretty sure). The Colossal Majesty because you'll have a good amount of creatures with more than 4 power. Nature's Spiral for when you might need to get a big boy out of the graveyard. Ghalta, Primal Hunger would go good with Rhythm of the Wild . And then you have the classic Shock and Lightning Strike spells. Another suggestion would be the new War of the Spark card, Ilharg, the Raze-Boar , for flashing out creatures like Impervious Greatwurm for some massive damage.

These are just my suggestions, so heed them or ignore them, it's up to you.

Genesis26 on

6 months ago

A couple of things man.

I get the overarching theme is graveyard play, but there is a lot going on. I'd recommend you go directly midrange with it. 2x Enigma Drake , playset Incubation Druid , 1x Muldrotha, the Gravetide 2x Nicol Bolas, 2x Underrealm Lich 3x WORLDSHAPER! So 14 creatures. Flood of Recollection , Recollect and Nature's Spiral contradict Journey to Eternity  Flip and World Shaper .

Unmoored Ego doesn't fit here imo.

I know it doesn't help with a whole bunch of remove this but my point of the comment was maybe to give you a more focused brew to start with. I hope it helps. Also, tell me what you think of my Mardu mid-range Divine Afterlife

SeekerofSecrets on Heartbeat of Karametra

8 months ago

So I realized that Revive can replace Nature's Spiral and Opt replaces sheen in that second gifts pile, this puts you in a position to set up the original loop to put your deck in your grave. (I've tested all but 1 of the scenarios and will post them later)

I think That I like this somewhat better than fighting for sheen, simply because it adds additional redundancy to our overall deck with additional Revive . Revive has more synergy with the rest of the deck and I think provides additional utility. For instance it allows us to create a gifts package of Fog , Noxious Revival , Revive , and a random combo piece, to just blank creature decks until we get out combo online

also saying to my opponent, "now my deck goes into my grave" is absolutely hilarious X)

Thanks again for all of your help! you've helped me allot! please continue testing the sheen version though so we can see what's better with time

SeekerofSecrets on Heartbeat of Karametra

8 months ago

Holy crap man you cracked it! Nature's Spiral was the missing ling all along! this is one of the most complicated over the top modern decks that I've ever seen X) this is just one line... imagine the lines we'll learn if we continue to play it. Do you think that it's actually playable? my gut says a solid maybe

regardless I'll update and go through it tonight after class, thanks again!

Flooremoji on Heartbeat of Karametra

8 months ago

SeekerofSecrets Your right, or I forgot the loop LOL. I'm going to try with sheen. Let's see

Gift pile. 6 mana left Noxious Harvest, revive SP. 4 mana left. Harvest. 11 Mana left. SP. 5 mana left. Harvest. 12 mana left. gifts for SP, Sheen, heartbeat, and Nature's Spiral . 8 mana left. Assuming they give you NS and heartbeat: Heartbeat. 7 mana left. Revive for Harvest. 5 mana left. Harvest. 17 mana left. Cast Spirial, return sheen. 15 mana left Cast sheen. 12 mana left. Gifts for BSZ, Opt , Gifts and harvest. 8 mana left. They will likely give you Opt and BSZ. Noxious Revival Harvest. 8 mana left. Opt keeping harvest. 7 mana left. Harvest, copied with sheen. Infinite mana left. Gifts for return spells, (probably need more then one of each) win.

Flooremoji on Heartbeat of Karametra

8 months ago

Oh, I've got it! Remember Mirror Sheen ? That means you don't need to loop anymore after that, you can just make infinite mana! Hmm, might need a Nature's Spiral though.

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Nature's Spiral occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%