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 (2)||kaladrishintheeternal , Corruptions_Desire|
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|
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Nissa, Vastwood Seer Discussion
5 days 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!
1 week ago
Here's my take on your Deck
I think you got about 10 ramp spells which seems fine, if they would all be very reliable. Bosk Banneret,Deathrite Shaman and Nissa, Vastwood Seer Flip are designed for a very specific kind of deck to be a reliable source of ramp. 33 lands are also low in my opinion, i usually have 37/38 lands im decks. Carddraw spells are very low in this deck. in my opinion i would add about 10 carddraw spells. With your ramp more reliable and a higher rate of land-cards and carddraw-cards to guarantee your landdrops, you should be able to get your creatures out.
I get the feeling that your deck also needs to be more focused. you have the treefolk tribal strategy on the one side and the token strategy on the other side. if you focus only on one of these two you get the full potential. Here are the links for those two strategies on EDHREC.
If you like to, you can check out my Doran-Deck. It is somehow similar to yours and maybe you find a card that you want to include in your deck.
2 weeks ago
FRICK THOUGHT OF MORE:
Magus of the Candelabra (easy combo, all you need is any effect that taps for like a few more mana), Illusionist's Bracers with Arbor Elf or a bunch of other untappers. Nissa, Vital Force and Nissa, Vastwood Seer Flip are value from top to bottom.
Vorinclex, Voice of Hunger doubles your creature mana too now, and was pretty decent before at least ;)
3 weeks ago
Arcum Dagsson -> Elvish Piper/Nissa, Vastwood Seer Flip/Tooth and Nail/Caravan Vigil/Mana Reflection/Quicksilver Amulet/Summoner's Egg/Fool's Demise/Curator's Ward/Lightning Greaves/Conqueror's Flail/??
Some additional protection for your combo pieces comes to mind. Maybe just another counterspell. But Arcum doesn't belong in the deck IMO
3 weeks ago
So, it's been suggested that I change the commander of the deck from Nissa, Vastwood Seer Flip to Nylea, Keen-Eyed for synergistic reasons. It would allow me to change some of my lines of play and wincons to more instant speed wins. But I love Nissa and want to know what you all think?
1 month ago
Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.
Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.
In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.
If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.
With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:
Vital Force ultimates quickly and draws much.
Vivien Reid draws and murders. She's great but slow.
Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.
For what I would cut:
Chandra's Ignition is cute but an eleven-mana kill.
Boundless Realms just ramps you more at seven mana.
The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.
So, more lines of attack outside of combat, disruption, and defensive options.
Good luck! It all comes down to choice.
2 months ago
Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.
If you opt for a strategy more anent utility lands, there is a multitude of options that become available.
Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.
For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.
'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.
Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.
One more interactive spell would be nice. Beast Within does the job.
There are some things I'd recommend you ablate:
Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.
Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.
Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?
Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.
Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!
Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!
The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)
In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.
Good luck and happy cartography!
2 months ago
What sort of numbers should I be aiming to increase my ramp to and what quality? I've got 5 artifacts and Farseek plus Dryad of the Ilysian Grove for fixing. I can probably cut Nissa, Vastwood Seer Flip as she doesn't grab that much.