Nissa, Vital Force
Planeswalker — Nissa
+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land.
-3: Return target permanent card from your graveyard to your hand.
-6: You get an emblem with "Whenever a land enters the battlefield under your control, you may draw a card."
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Nissa, Vital Force Discussion
1 month ago
Hey Vessiliana, nice to see you again! I tried Nissa, Vital Force for some time, but ended up cutting her for other stuff and till this day I'm having a hard time making room for new cards, I just don't know what to cut (apart from some pet cards like the Baloths or angry jellybean) since everything feels important somehow.
1 month ago
The Shadowed Boughs would be able to cheat out big things pretty quickly, given your landfall, the Vital Force is some good recursion, and the Voice of Zendikar is best when she can ultimate for you, but making plants to feed Korvold can work in a pinch. I would recommend all three, but maybe one of them?
1 month ago
Thoughts on Damn replacing Bontu's Last Reckoning . I tend to struggle with my artifact hating meta that saps my mana resourses and having a turn without untapping my lands is proving ruff even with the low cast.
I also tried the The Tabernacle at Pendrell Vale and Pendrell Mists , but they don't seem to have much impact in the games in my meta that features a lot of ramp, unless I face a token deck...then the token players just focus me down in a rage. So I"m going to take them out. Any ideas for how I can add more ramp into the deck. I did swap Nissa, Vital Force for Nissa, Who Shakes the World as I run the original Dual Lands and when played, the extra ramp from forests are nice.
2 months ago
Hey man awesome deck! Definitely a +1 from me!
I have a few recommendations for you:
The first 3 cards mentioned are going to be 3 of the BEST ramp spells in your deck. The last 2 will be 2 of the best draw spells in your entire deck. I think they’d be a good fit!
Could you check out my lands deck? I’d love some advice from you. It might also give you some interesting ideas! Please read the entire description though. Here’s the link:
3 months ago
Switched up a few cards:
Rampant Growth out for Fierce Empath - we have plenty of cheaper ramp and, quite honestly, one day i sacrificed Protean Hulk to chain into empath for Mossbridge Troll and realized I wasn’t even running it. Very embarrassing. Now it will not happen again.
Nissa, Vital Force and Vigor out for Beast Whisperer and Nissa, Who Shakes the World - the land count is low, and more and more of the ramp is creature based. Nissa, vital force wasn’t gonna draw us as many card as beast whisperer, and vigor wasn’t doing much that other cards couldn’t do, so we’re getting bigger ramp with Nissa, who shakes the world.
Lemme know if y’all have any suggestions or ideas with the new changes!
4 months ago
I’m looking to build my first Pioneer deck, and of course it’s prowess! I have some random cards mostly EDH stuff that I wanna trade for my new deck. If you’re interested in cards under $2 you can look through my binder, can’t promise everything is up to date though.
- 4x Steam Vents
- 3x Spirebluff Canal
- 3x Soul-Scar Mage
- 2x Sulfur Falls
- 3x Riverglide Pathway Flip
- 2x Sprite Dragon
- 4x Monastery Swiftspear (would prefer Time Spiral remastered but any will work)
- 1x Prismari Command
- 2x Shivan Reef *
- 4x Expressive Iteration
- 3x Aether Gust
- 4x Wild Slash
- 1x Alpine Moon
- 2x Crash Through *
- 1x Spikefield Hazard Flip
- 1x Annul or Annul *
- 2x Shock *
- 1x Fry
- 2x Lava Coil
- 8x Island and 8x Mountain *
4 months ago
I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.
I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:
- Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
- Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
- Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board
Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.
I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.
Cards I think you want:
Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.
Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.
Mana Drain - The much better counterspell
Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.
Cards I think you might not want:
Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.
Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.
Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?
Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.
Sylvan Awakening - why for?
Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.
Nissa, Vital Force - eh...
Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.
Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.
Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.
Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.
Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.
5 months ago
I have other stuff in my binder to add to the deal, I’m trying to complete my Kaladesh set so the cards must be from Kaladesh.