Back:Nissa, Sage Animist
Nissa, Vastwood Seer
Legendary Creature — Elf Scout
When Nissa, Vastwood Seer enters the battlefield, you may search your library for a basic Forest card, reveal it, put it into your hand, then shuffle your library.
Whenever a land enters the battlefield under your control, if you control seven or more lands, exile Nissa, then return her to the battlefield transformed under her owner's control.
|Want (4)||slayerwins1 , Lupus_Dei , kickinitwithschlomo , antoxitor|
Combos Browse all
|Commander / EDH||Legal|
Nissa, Vastwood Seer occurrence in decks from the last year
Recommendations View more recommendations
Latest Decks as Commander
Nissa, Vastwood Seer Discussion
2 months ago
One of my building conditions for a deck is that I have leastwise one Planeswalker. One that has continually impressed me is Ajani Unyielding. In Enchantress-style decks, or ones with few instants and sorceries, it often draws two or more cards each turn. The high loyalty and removal make for it to be difficult to kill.
Mu Yanling, Sky Dancer also protects herself quite well whiles bearing a game-winning ultimate. Making a 4/4 flying helps as well.
Vivien, Champion of the Wilds is another fantastic card. The instant speed is great in all matchups and, in the worst-case scenario, she cycles.
Lastly, and rather similar to Ajani, is Garruk, Caller of Beasts. In creature decks, he draws a whole lot of cards, flooding the board the very next turn. This card is great, and I am surprised people do not have it in more strategies. (I love it in Elves.)
3 months ago
Awesome stuff here, man. If my Azusa deck was a small child, this would undoubtedly be it's angrier, bigger brother. What I like most is the confidence this build exudes, you're very clearly stating "I am going to ramp, you won't be able to stop me, and then I'm going to cast massive spells." Green is my favorite color in Magic, and this list is Green to a T.
Personally, I'd like to see a little more interaction here, but it's worth noting that I was scarred by Winter Orb and Static Orb early on in my EDH tenure, so I'm usually over-prepared to blow one up. That said, Nature's Claim is (in my humble opinion) one of Green's best spells, and worth consideration here.
- Scute Swarm. We already talked about this little guy, and if you're adamant on the number of lands you run, I'd recommend cutting Seek the Horizon or Thaumatic Compass Flip (otherwise I'd say cut a Forest).
- Allosaurus Shepherd. It makes 90% of your spells uncounterable, and that effect is impactful at nearly any stage of the game. It allows you to play greedily and sink a ton of mana into your spells, which seem important in this build. I'd think about it and consider cutting my above suggestions, or Nissa, Vastwood Seer Flip.
- You can't go wrong with Worldly Tutor. Tutors = consistency.
- Scapeshift is a wonderful spell that will make your friends hate you. It's dangerous in my deck, and I think it'd be even more dangerous here given the number of lands you're running. Sacrifice any number of lands, go pull the best lands out of your deck, and make sure one of them is Field of the Dead. Suddenly, you've got an army of zombies, Gaea's Cradle, Strip Mine, Deserted Temple, Eye of Ugin, etc. I think you'd be fine to cut Life from the Loam, as you've already got plenty ability to play lands from the grave.
- Castle Garenbrig is a strictly better Forest in a mono-Green list.
- Dryad Arbor is surprisingly diverse. You can GSZ where X = 0 and go get Dryad Arbor, it taps for mana, it counts towards Gaea's Cradle, and it gets beefed by Finale of Devastation.
- Temple of the False God is actually pretty good in Azusa. I know, I know, it's a grossly overplayed card in our format, but as you already know, Azusa has no problem getting to 5 lands, and from that point on, it's a better Ancient Tomb.
- Petrified Field is neat with Realms Uncharted (if you don't already have the ability to play from the grave) and offers the ability to instant-speed get a land out of your yard. I find it to be pretty versatile.
- Wasteland isn't as good as Strip Mine, but it punishes multi-color decks. If you're like me and play in a tri-color meta, I think you'll find that it treats you well.
Hopefully I provided some decent food for thought. Either way, I think you have a great build here; I'm sure it's a blast to play!
3 months ago
Avenger of Zendikar (If you're going to spend big money for any card, make it this one!)
3 months ago
- Sylvan Library: after reading and rereading Valakut Exploration again and again I am just solidly convinced that in this deck that Valakut Exploration is just better in every way except cost and fixing for mana to play it in early game.
- Avenger of Zendikar: After much thought I just think Scute Swarm just plays a lot better due to it's lower CMC and greater value over time.
- Nissa, Vastwood Seer Flip: As a value engine it's underwhelming. It plays to the theme but you're only really upticking Nissa for the +1 on a vulnerable body (planeswalkers usually don't last very long in any multiplayer game).
- Valakut Exploration: Just a better Sylvan Library in this deck, I completely misread this at first thinking that the ability to play was tied to the enchantment being on the battlefield but even if this gets removed you can still play things exiled with it. All around a good card (also sweet art).
- Scute Swarm: The ability to effectively double its number with every landfall is a very enticing prospect. Less explosive than Avenger of Zendikar and you will have to time landfalls to get around summoning sickness (also sweet art).
- Bala Ged Recovery Flip: Graveyard recursion/land, I really want to give this a try as second Eternal Witness that also doubles as a land, not fetchable and can't be tutored with Traverse the Ulvenwald so I don't expect a massive performance bump, but redundancy of such a key effect is always welcome.
- Ancient Tomb: Early game mana, you don't take damage while a Glacial Chasm is out, all in all just a way to get going.
Umming and Erring
- Valakut Awakening Flip: Instant speed hand refresh. Would be much better as a discard effect. Not sure if this is worth it or what it would replace.
- Cragcrown Pathway Flip: When I looked over the land base I just think that since these cards don't have a basic land type, that they're not that good. They're not fetchable and don't add anything new to the deck.
- Valakut, the Molten Pinnacle: I've wanted to add this back into the deck since Dryad of the Ilysian Grove was printed. It adds the ability to bolt and could be an effective utility land, however there's the issue of figuring out which utility land would be cut to fit it in.
3 months ago
MindAblaze, I used to run Nissa, Vastwood Seer Flip in my old Omnath, Locus of Rage build and removed it, because to me it felt slow for what it does. I did go ahead and add Wrenn and Six and removed Dualcaster Mage which eliminates the win con I had in here, but it doesn’t seem like it’s needed anyway. Shout out to rkjunior for that as well.
Jensu08, yeah, I’ve had turns where I have had insane amount of landfalls, especially when Ashaya, Soul of the Wild is out and I’m casting/flickering creatures. So I think Tunneling Geopede gets added at some point. It’ll be one of the next things I’ll probably make room for.
3 months ago
3 months ago
Like the deck. Thought the deck could possibly use Rabid Bite for potential removal as the plant tokens will end up big due to all the landfall triggers. Also, Nissa, Who Shakes the World and her ultimate will bring a huge landfall mass, while her plus one could give those lands extra use (and you can clearly get them back if someone blows them up). Nissa, Vastwood Seer Flip is another good card as it would be very easy to flip in your deck's case and is a really good planeswalker for land decks. Nissa, Voice of Zendikar can make you more plant tokens that can benefit from Phylath while ticking up her loyalty. The explore mechanic would benefit your deck as well in my opinion. Proliferate might be useful your decks case, however I cannot seem to think of any at the moment in your decks colors.
4 months ago
This is a very interesting deck I think. It’s different in that almost half your deck is lands. Also, you have a lot of different ideas going on here: land matters, power matters, eldrazi aggro, with a sprinkle of going wide. That probably creates a challenging deckbuilding balancing act. You might be spreading yourself too thin by having all those things in one deck. Especially because you have so few spots for supporting themes because your high land count. My main tip is: see if you can reduce the amount of themes for a higher focus and synergy. I've found that taking out one or two of such themes out and use them as the inspiration for a new deck can be very rewarding.
What I also noticed is that your list is quite a “glass cannon” kind of build. If it works, it works well, but I expect it is also relatively susceptible to be blown out by interaction. You also don't run a lot of interaction yourself. That’s not really my thing, as my meta would punish me too hard for trying. This tells me we play in very different environments, so take my suggestions with a grain of salt ;).
There a few cards here I would consider to cut:
- Zendikar Resurgent, Shamanic Revelation: These don’t synergize with your themes very well. You only run about 20 creatures, so resurgent is not going to draw that many cards. And with only 4 token makers, shamanic revelation is not really ideal either.
- Mind's Eye: I don’t think this card is worth running in edh anymore. Especially in green. Very slow and expensive.
- Boundless Realms: You don’t run a lot of landfall pay-offs. Perhaps a card that is a payoff by itself is a better use here.
Cards I would consider adding for better consistency
- Lightning Greaves: protects Azusa early and facilitates your eldrazi win-con later.
- Crashing Drawbridge: Another great haste enabler to facilitate your eldrazi aggro plan
- Dryad Arbor, Green Sun's Zenith and Finale of Devastation: in this deck I imagine you want access to Ramunap Excavator probably every game, so running GZS and FoD are a no-brainer imo. Adding Dryad Arbor is the icing on the cake to also have 2 more rampant growths in your deck for when Cow or Ramunap are already in your hand. I’d probably cut a few of the land tutors to make room for them: Sylvan Scrying and Realms Uncharted. I would also rate creature tutors over Seek the Horizon, because ramunap + any fetch draws you more lands.
- Ancient Greenwarden: another ramunap effect that can be tutored up and has a high power.
- Nissa, Vastwood Seer Flip: I like this card for increasing consistency.
Lastly, I would make a choice between growing tall and going wide. The power matters theme is probably a better match than the going wide one, as your Eldrazi aggro plan is already matching with that (however, landfall supports the going-wide route very well, so you could really go either way). Here are some contenders to consider if you decide to go for power matters:
- Return of the Wildspeaker: alternative to Shamanic revelation if you decide to embrace going tall.
- Prowling Serpopard, Wayward Swordtooth, Kogla, the Titan Ape: utility and hate creatures that support your strategy, while also providing a high power for your power matter cards.
Hope there are some ideas here that match with your vision for the deck.
GL & HF!