Oath of Nissa
When Oath of Nissa enters the battlefield, look at the top three cards of your library. you may reveal a creature, land or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
You may spend mana as though it were mana of any colour to cast planeswalker spells.
|Have (2)||NineNotesKnives , metalmagic|
|Want (3)||Cloudsleeper , Corruptions_Desire , shpadoinkle|
Printings View all
|Oath of the Gatewatch (OGW)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Oath of Nissa Discussion
1 month ago
Archetype sucks, it's too slow -- Supreme Verdict is all you need, really.
Basri really does nothing unless you already have a board of creatures.
Blind Obedience, while interesting in EDH, does nothing here. It literally does nothing. Trust me, I've tried to use it and I always end up cutting it.
Other than that, this can probably win games -- I'd personally put more removal in, though.
In my Sultai superfriends deck(I might splash white eventually tho for Elspeth, Sun's Champion) i have two main halves - black removal, and green/blue draw all the things. The digging engines are Narset, Parter of Veils and Oath of Nissa, which when combined can shift your deck at absurd rates. I also have 2x each Dig Through Time and Tamiyo, Collector of Tales. Combined, those two can dig quite a lot deeper than Oath/Narset but they're more mana intensive. One of my main win cons is looping my 1x The Eldest Reborn with Tammy, and you could do that with Elspeth Conquers Death or another saga.
1 month ago
I wouldn't cut Teferi, Time Raveler the card is much too oppressively good, especially as pioneer is in a state of flux and fair interactive decks could see a rise in popularity. Against some of those decks that card can quite literally say "I win" if you can build off of it. I do agree though that finding room for Teferi, Hero of Dominaria is something that should be done and honestly it is just strictly better than Jace, Unraveler of Secrets and thus that's the cut I would make, Teferi, Hero of Dominaria would give you a very nice way to win, whilst also allowing you to continue to play some interactive magic courtesy of its untap clause. It also essentially serves the same two purposes of the Jace just at a much more efficient rate, with a bonus by way of its emblem attached as a method to win the game.
I would also still encourage increased scrutiny of your manabase, I don't believe that there are enough turn one untapped green sources. I'd cut probably a plains and a mountain for 2 forest on main just to facilitate that addition, red at this point feels more like an auxiliary color than anything and nothing in particular is coming down early unlike Oath of Nissa.
1 month ago
It's coming a long nicely, there is still some work to be done though, I'd cut both Kasmina, Enigmatic Mentor and The Wanderer for wrath effects, ideally Supreme Verdict but there are other options such as Settle the Wreckage. Both the aforementioned walkers are very low impact and not particularly relevant ability wise, in other words, they are never going to be cards you are happy about drawing really.
I'm also not sold on a full playset of Quench that feels like it will just come back to hurt you as the game goes into the deeper turns you are more or less designed to dominate in. Instead, while I could see playing a single copy of quench I'd like some form of spot removal: Glass Casket, Declaration in Stone, Seal Away, Stasis Snare, Baffling End, and Detention Sphere all strike me as viable options here.
Finally, the mana needs to be re-worked, yes you are a jeskai deck primarily, but the most important thing you can do turn one in this deck is play Oath of Nissa, as such you want to be able to have access to green mana turn one. Ideally that will take the form of Breeding Pool and Temple Garden but that isn't very budget friendly. Instead, simply adding some basic forests to the deck will go a long way to better equipping the deck to succeed in the long game. With that in mind you may also want to find room for Fabled Passage if you have access to it as some form of mana fixing. Finally I'd cut a plains for a Raugrin Triome, just some additional cover as the game goes on, plus it cycles if you don't need it.
1 month ago
Tibalt, Rakish Instigator- Moved to maybe may add to side board to stop life gain deck if they're a thing in pioneer
Tezzeret, Artifice Master- Moved to Maybe
2xAbsorb-I that TriusMalarky said to have Absorb but than i remembered Render Silent and put both on here for know I will get rid of the weaker one, gaining life is nice but stopping players from casting other spells is too nice to ignore but im sure how many deck will have more than one spell per turn to be played in pioneer
1x Ugin, the Spirit Dragon- For big finisher
2x Spark Double- Mostly for fill but being able to copy planeswalkers is a nice boon though for 4 mana might be too much
Still going to find room for Wrath effects
1 month ago
Cool idea! First and foremost you are going to want to find room for the recently unbanned Oath of Nissa as it will make casting your walkers much much easier. Looking at the walker arrangement you have, I would encourage you to focus in on 4-5 walkers that you think are the best for your play environment, while its objectively more fun to play a ton of different walkers, your deck will be far more consistent if you focus on a smaller number of walkers in this way. To this end, the one you have thus far identified in Saheeli, Sublime Artificer isn't very good in this deck as you are likely only casting one spell each turn, Saheeli really shining when you can cast a bunch of spells in one turn and then replenish.
I'd also say you want a way to ramp, Growth Spiral is cheap and very good, and can allow you to get to your high end walkers just a smidge quicker. Additionally, while not a ramp card, Fires of Invention could be a cool include to create some sort of incremental value with your walkers, casting 2 a turn for free and overwhelming your opponent.
Overall though the deck looks cool, superfriends has always been a fun way to play, good draws and I hope you stick with this, welcome to pioneer!
2 months ago
I was just building a Sultai Superfriends control deck. The unbanning of Oath of Nissa right after I decided to brew was nice.
I have some other smaller walkers as well, I was just trying to decide if Tasigur or one of these guys was better.
3 months ago
While you have good intentions with that suggestion, and I think it's interesting, I don't think that would work out in actuality. Let's take a look at each of the respective format's card pools. Modern's current card pool spans from 8th Edition-Ikoria; a 17-year span. Pioneer's current card pool stretches from Return to Ravnica-Ikoria; only a 7-year span. Modern has 10 more years of cards to choose from than Pioneer. And with that larger card pool comes with a wider selection of threats/answers and thus, a higher power level.
Don't get me wrong, Pioneer's power level is fairly high, but not as high as Modern's. That being said, I don't think most of the cards on Pioneer's ban list would make a lot of sense being on Project Modern's. And a lot of Modern players would stand to agree with me. Some of the cards on Pioneer's ban list, such as Once Upon a Time and Oko, Thief of Crowns make sense in the context of Modern because they're just that powerful. Those cards warrant a ban.
A lot of the cards on Pioneer's ban list would be nonsensical because they aren't extremely powerful or format-warping in the context of Modern. Felidar Guardian is a great example of this; playing it essentially relegates you to playing it in the same deck as Saheeli Rai, which automatically means you're playing a three color deck. And if you're in Jeskai colors already, you might as well be playing UWR control, which is just the better deck.
Another example of this is Oath of Nissa; the card's nuts in Pioneer, but sees very little play in Modern. Having essentially a Ponder in green in Pioneer is extremely powerful for a color that is already doesn't need much more help than it has. Mono Green ramp in Pioneer is still a house even without it. In terms of Modern, it's played in a couple fringe decks such as Mono Green Devotion or RG Moon Walkers, but no tier decks outside of that.
Another card, or a set of cards that would be nonsensical to be on the ban list is the Khans of Tarkir/Onslaught fetchlands: Bloodstained Mire, Flooded Strand, Polluted Delta, Windswept Heath, and Wooded Foothills. But these for a different reason. One of the hallmarks of Modern, and one of the reasons why people love it, is being able to construct an excellent mana base for a three-color or a four-color (or five color!) deck. Limiting Modern to only the five Zendikar fetchlands would greatly inhibit the construction of such decks. That being said, Modern players, who are already acclimated to having access to all of the fetchlands, would absolutely abhor their exclusion.
Also, I would like to iterate that we DON'T want to be stuck in a time capsule forever. We want to move forward with the sets Wizards is putting out; we are just putting a filter on the cards that enter the format. We acknowledge that there are some really cool, intriguing cards coming out of these new sets and we don't want to shy away from them.
4 months ago
I appreciate the comment Daedalus19876.
I did look at planeswalkers for a bit, but I prefer to keep this more of a creature focus build.
Growing Rites of Itlimoc Flip, Mox Amber, Oath of Nissa, Thran Temporal Gateway, and The Great Henge were all considered, but I found that deck space was quickly filling up and opted to cut them either due to price or I wasn't sure about their strength. Do you have any suggestions on what you might cut for one or two of these cards?