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)||Lastexile0 , uqj2131 , ZeroEntropy , Rabu|
Printings View all
|From the Vault: Transform (V17)||Mythic Rare|
|Magic Origins (ORI)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Nissa, Vastwood Seer occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Nissa, Vastwood Seer Discussion
2 months ago
This deck already looks great, but we thought it would be worth mentioning several cards that could increase its power even more:
- Courser of Kruphix / Oracle of Mul Daya / Burgeoning : more ways to play lands.
- Nissa, Vastwood Seer Flip; another way to play more lands and has a nice ultimate.
- Rampaging Baloths ; every land entering your battlefield comes with a 4/4 green beast token. This is great value for CMC6; especially when considering that Baloths itself is also a 6/6 trample creature.
- World Shaper ; when destroyed, it's another Splendid Reclamation .
- It is not particularly our thing (our play group frowns on (basic-)land destruction), but if yours is not we would also recommend Impending Disaster , Epicenter , Tectonic Break and especially Price of Glory as none of these will hurt you nearly as much as it will hurt your opponents. Also, Overlaid Terrain could be really good for you.
Mrs. and Mr. NV_1980
2 months ago
I would drop 3 of the medomai and diverse the legends for time of need. T2 need grabbing Nissa, Vastwood Seer Flip comes to mind so that you can play it t3. I would also drop the greaves all together. go up the 4th time of need. Put in some removal like Lightning Bolt . the war of the spark domri might be useful also. Overall though I like the concept.
3 months ago
Vigor is thematically a super fun idea for the deck, but unfortunately isn't how your deck plays (because your sig. spell is triumph of the hordes)
Reclamation Sage <- this on is highly recommended, giving you control, which only acidic slime really provides right now
Beast Within Similarly control, although I expect this to be mostly removing oathbreakers or problematic pillowforting (think Ghostly Prison or a rogue Blazing Archon (which you should have won before it comes out but hey, doesn't always happen))
Inspiring Call 1/1 counters are a subtheme, and I could see this being very beneficial
Dryad Arbor This is a dryad arbor deck. You like having the additional elf creature at pretty much all times.
Harmonize This is a little slow, but I could see it working out in your favor if your inital ramp has failed. sideboard: Mwonvuli Acid-Moss Land destruction is obnoxious, but there are some times when it's necessary Terastodon Your deck ramps enough for this card to be relevant.
3 months ago
You're talismans are good ramp but are strictly worse than basic signets. I would replace them. In a deck with hefty lifegain they might be better - but i can forsee taking a ton of damage from then.
The The Immortal Sun , Guardian Project , Mystic Confluence , Ulvenwald Hydra , Seedborn Muse , Rune-Scarred Demon Muldrotha, the Gravetide , Hornet Queen , Courser of Kruphix , Oracle of Mul Daya ...and anything with Landfall are my least favorite cards for the deck. I think Landfall is an entirely different style this commander can be played with - as in I think it would need support from the entire deck and need to abuse Landfall with more cards. Right now I think the deck has a bigger Control theme. Cards like Roil Elemental or Sire of Stagnation need to be protected - and need an entire support system of counters and Explore and Harrow and Scapeshift and Splendid Reclamation and Crucible of Worlds etc etc.
Also you can probably go down to 32 lands.
4 months ago
Burgeoning Exploration Solemn Simulacrum Skyshroud Claim Nature's Lore Farseek Abundance Sylvan Library Gush Kodama's Reach Sakura-Tribe Elder Sporemound Mana Breach Overburden Wood Elves Yavimaya Elder Llanowar Scout Nissa, Vastwood Seer Flip Burnished Hart Farhaven Elf Explore Splendid Reclamation Nissa's Renewal Boundless Realms Nissa's Pilgrimage Animist's Awakening Far Wanderings Life from the Loam Grow from the Ashes Collective Voyage Horn of Greed Ghirapur Orrery Rites of Flourishing Into the Wilds Temple of the False God Myriad Landscape Amulet of Vigor Ghost Town Urban Evolution The Mending of Dominaria Thawing Glaciers Cultivate Sylvan Ranger Manabond Skyshroud Ranger Coral Atoll Ensnare Fathom Seer Flooded Shoreline Meloku the Clouded Mirror Parallax Tide Planar Overlay Storm Cauldron Tidal Bore Thwart Trade Routes Tragic Lesson Uyo, Silent Prophet
4 months ago
CommanderPatsy thanks a lot! Will playtest how many lands I really need! 2-3 lands less seems fine, I addition I will probably cut Nissa, Vastwood Seer Flip since it is more or less a flavor card and not really impactful!
4 months ago
More points for discussion
I am no longer convinced that Omnath, Locus of Rage is the best fit for the deck his only real synergy in this case is when after paying his full cost (7 mana), resolving a Scapeshift , Splendid Reclamation before using a board wipe like Damnation or Blasphemous Act wherein all this time, Omnath, Locus of Rage himself is not removed. There seem to be just too many points of failure to too little reward in this case.
I believe that Avenger of Zendikar is in a slightly different boat as the plant tokens are put down as part of the resolution, and he is not reliant red mana as well as green mana to cast. The main mana accelerant in the deck is Cabal Coffers + Urborg, Tomb of Yawgmoth to try and resole a large Exsanguinate or Torment of Hailfire so colour fixing large cost spells is important. Most creatures are also based around synergies such as:
Land ETBs ( Tireless Tracker ).
I think that potentially Omnath, Locus of Rage and Turntimber Sower may be the cuts to fit in Mirage Mirror and Elvish Reclaimer as more utility rather than trying divert resources into what feels like a 3-card synergy for which the deck has limited (or precious) tutors.
When the deck was originally put together (from the precon) I was throwing around a whole bunch of cards and one that caught my eye was a foil copy of Reap and Sow I had lying around. Compared to Realms Uncharted and Hour of Promise it may appear underwhelming but it does have two important distinctions: the land enters untapped, and it can be a targeted land destruction spell if needed. Now specifically this could be used to destroy two lands if needed by entwining the costs and also retrieving a Wasteland or Strip Mine but I think that an unrestricted land search effect wouldn't be unwelcome. There is limited room for cuts until a bit more testing but I think that it could be a good supplemental effect. The only concern would be having an oversaturation of land search effects without payoffs.
4 months ago
- Oracle of Mul Daya
- Khalni Heart Expedition
- Grow from the Ashes
- Kodama's Reach
- Search for Tomorrow
- Skyshroud Claim
- Wood Elves
- Mina and Denn, Wildborn
- Ramunap Excavator
- Tatyova, Benthic Druid
- Nissa, Vastwood Seer Flip
- Eternal Witness
- Frontier Guide
- Azusa, Lost but Seeking
- Growth Spiral
- Splendid Reclamation
- Journey of Discovery
- Nature's Lore
- Ranger's Path
- Collective Voyage
- Dictate of Karametra