Return to Nature

Return to Nature

Instant

Choose one —

  • Destroy target artifact.
  • Destroy target enchantment.
  • Exile target card from a graveyard.
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Trade

Have (1) Taki117
Want (1) DuneEcho

Printings View all

Set Rarity
Core Set 2021 (M21) Common
Theros Beyond Death (THB) Common
Throne of Eldraine (ELD) Common
War of the Spark (WAR) Common

Combos Browse all

Legality

Format Legality
Penny Dreadful Legal
Duel Commander Legal
Historic Legal
Modern Legal
Tiny Leaders Legal
Pioneer Legal
Block Constructed Legal
Pre-release Legal
Vintage Legal
Commander / EDH Legal
Magic Duels Legal
Pauper EDH Legal
Brawl Legal
Legacy Legal
Highlander Legal
1v1 Commander Legal
Pauper Legal
Unformat Legal
Oathbreaker Legal
Arena Legal
Leviathan Legal
Canadian Highlander Legal
Standard Legal
Casual Legal
Frontier Legal

Return to Nature Discussion

bushido_man96 on Instant Speed is Winning Speed

1 week ago

I like Return to Nature over Nature's Claim, since it is modal. I also like Snap; although it's a temporary removal, getting to copy it and untap 4 lands can be handy. Might of Oaks is a fun combat trick card.

Kaleo42 on Lost and Confused with cEDH Rashmi

1 week ago

Updated list finally, but still a work in progress.

+Tamiyo, Collector of Tales, Shark Typhoon, Spellseeker, Tale's End, Fierce Guardianship, Return to Nature, Arcane Signet, Uro, Titan of Nature's Wrath, and Mystic Sanctuary

-Exploration, Mystic Remora, Back to Basics, Teferi, Mage of Zhalfir, Unwind, Thought Vessel, Seal of Primordium, Walk the Aeons, matched the fetches to the ones I actually physically have in the deck.

Playing less turns spells as they were too large of commitments and brick draws early on and the addition of sharknado means I have another viable and versatile wincon.

9-lives on Felidae Cult

2 weeks ago

Ahh I just read the rulings on Druid's Deliverance and it says "Combat damage dealt to creatures or planeswalkers you control won’t be prevented." Damn. I thought it did that. Are there any better cards like Winds of Qal Sisma that don't require a 4 Power card as a prerequisite?

And even if I don't pull the combo with Watchers of the Dead and Return to Nature, even if I draw either card, I'll still do damage to their graveyard, and with Return to Nature I will still choose a specific card. The thing is that if I have a combo of the two, I will effectively make them choose the best two of their strategem with Watchers of the Dead, which then signals to me what to get rid of with Return to Nature. If I had more graveyard removal, I would be able to rid him of all useful cards. But a graveyard is ever-growing, so they will just make more cards fall into their graveyard, so it's not really a big deal to use unless I know their strategy, which Watchers of the Dead reveals to me. It's more like a signal card rather than a card that is used to completely wipe their graveyard, otherwise I would use Tormod's Crypt and forget about spending two mana to give them two cards back. And, like I said, a vanilla 2/2 isn't too bad... especially if I plan on exiling it for graveyard removal anyways. Even if I don't exile it, it will be useful in chump blocking or dealing damage to a deathtouch or what-have-you.

BRG24 on Felidae Cult

2 weeks ago

Not sure I’m a fan of Druid's Deliverance. Fog effects are fine, but you need to make sure that you pick one that can be used aggressively, not just defensively. Deliverance can only ever really be used as a defensive fog since only ever stop damage going to your face. I would instead recommend Winds of Qal Sisma instead, since it can also be used aggressively. You can force your opponent to trade with your board, but then make the trade one sided by negating your opponents damage, while still being able to hit their creatures/face. And, the fog effect will still be able to protect your health in much the same way. Sure, the populate is nice, but as I’ve said before you lack decent targets and the ability to one sidedly trade a board is far better value.

Ok, I’m going to have another go at trying to explain why I don’t think Watchers of the Dead should really be mainboarded in this deck. First reason, in any matchup that doesn’t care about its graveyard, the card is a below average rate, vanilla two drop. And sure, it can become a decent size if you have any lords on the field, but so would any cat you ran instead, and any other cat would arguably be a bigger and more impactful threat, be that simply by being bigger or by having a more relevant ability. If you compare to Prowling Serpopard, the other card that is arguably a sideboard card, it’s stats are actually very good, so even if you play it as a vanilla 4/3, it can trade well and be an aggressive threat, and therefore is a much better include. Watchers also has no real ability to scale well into longer games, unlike many other two drops, including Adorned Pouncer, Ajani's Pridemate or Fleecemane Lion. These all have additional abilities that can come into play later down the line that are impactful and can caused problems for your opponent almost always. Secondly, let’s consider what the graveyard hate ability on Watchers is actually able to disrupt on a major scale. Since you are allowing the opponent to keep two cards, you will almost never hit one of their powerful cards, since they’ll opt to get rid of something else, and this ultimately does you very little good. It might cause some momentary problems for a delve or delirium deck, sure, but those decks will quickly be back online since they can very quickly fill their graveyards, and would still have their key pieces available to them. The fact that your opponent gets to keep two cards available to them, and that they get to pick them, makes this effect a very weak form of graveyard hate that I don’t think will ever really be enough to stop a graveyard deck. Also, when evaluating the impact of a card designed to counter something, you must always consider the card in isolation, in terms of how good it ultimately is at that job. Sure, Watchers might be good if you happen to also have Return to Nature to get rid of the biggest problem that they kept, but what if you don’t have that? Since your only running one of each, it is extremely unlikely that you will have both, so that “combo” will almost never actually happen. I know this probably seems like I’m being unduly critical of this one card, but I think it serves as a good example of how cards need to be assessed when making a deck. Consider the range of the cards possible value, from when it will be as good as it ever will be and also as bad as it ever will be, and then compare how often those events will occur. A card that is game breaking 1% of the time but is awful the other 99% is never going to be a better card than one that gets good value 70% of the time (sorry if this comes across as kind of a lecture on why I think you’re wrong, I know you’ll have your reasons for liking the cards, I’m just trying to kinda explain how I evaluate and develop opinions on cards in the hope that it is helpful to you).

9-lives on Felidae Cult

2 weeks ago

I have 28 creatures out of 70 cards total, which means it's 40% of my deck! I don't see why I need more creatures. If anything, I'm afraid I'll have bad luck drawing lands, as the lands only make up 34% of my deck. Enchantments, artifacts, or sorceries make up the remainder 26%. 34% is something I need to increase, and 26% need to decrease, but they're so useful! I would prefer to use both Return to Nature and Watchers of the Dead since the opponent is going to choose which two cards he/she wants to keep, effectively making Return to Nature a card that exiles the best out of the two. I know that I could just use Tormod's Crypt and take out their entire deck, but I get synergies from Watchers of the Dead, and don't have to use its ability unless necessary. Watchers of the Dead could become a 4/4 simply through my Companion and Feline Sovereign! That's pretty darn good! Plus, I need more 2 drops as they are cheap and will be useful early on in the game.

BRG24 on Felidae Cult

2 weeks ago

Unfortunately, Ajani's Pridemate will not retain its counters if it is brought back from the graveyard, as far as I’m aware the only creature in the game to be able to keep counters in the graveyard is Skullbriar, the Walking Grave. However, it will often grow pretty quickly again anyway, so I don’t think this is much of a problem.

Now that you’re running, Return to Nature, I’d be tempted to maybe cut the Watchers of the Dead from the mainboard, since you now have a far more effective form of graveyard hate. This would allow you to add the final copy of Ajani's Pridemate that I think would be better in almost every situation, but still keep the Watchers in the sideboard for when their effect is needed.

I get where you’re coming from regarding Blessed Alliance, I just feel that for a creature based tribal deck you might be running just a few too many non-creature cards, so it might be a good idea to trim back on a few of them. The deck will win with creatures, and with so many spells in the deck it could be possible to have points where you are just drawing spells, which will never be good for you. You might replace Invigorating Surge with a second Brimaz, King of Oreskos, you might decide to only run 3 Anointed Procession, since it is a (relatively) expensive card that has no immediate effect, and this might give you the space to have an extra Leonin Warleader or even a Cubwarden. These are just a few possible ideas, I have no idea if any of these seem like good ideas to you, but I think since the deck is now 70 cards, increasing the creature count might be a good idea.

BRG24 on Felidae Cult

2 weeks ago

Hello again. When it comes to your “toolbox” idea, I think you’ve probably got everything covered, just as long as you keep extra copies of these cards in the sideboard for once you know you’ll need specific ones. About the only card I think might be worth considering for this is Selesnya Charm, which to be honest I can’t believe that I’d forgotten about. In terms of what it counters, it gives you the ability to deal with huge creatures and even get around indestructible, which makes it particularly good against big Eldrazi, Dinosaurs or Dragons. But where this really shines is in its flexibility, since it can also be an instant speed blocker if needed, or a pump spell that gets a creature through to end a game. For two mana I don’t think you can get much better. I might also consider Return to Nature over Sundering Growth, since it also has the potential for very effective graveyard hate, particularly against decks using the Theros titans, or any big reanimation targets. With Adorned Pouncer being the only source of a good populate target (a 1/1 is never really a good hit), the value of Growth seems inconsistent, and most of the time it will be a more limited version of Return.

Unfortunately, G/W doesn’t have access to all that many tutors, especially not in pioneer, and even then the green ones only really find creatures, while white finds enchantments. Idyllic Tutor can help grab Anointed Procession, but that’s probably not enough hits. The green tutors I could find were more expensive, both in terms of mana and money, but are both very strong since they also get the creature onto the battlefield. Chord of Calling can be good since you can ramp it out with your wide board, as well as use it to tutor up a win con on your opponents end step, effectively giving it haste. Finale of Devastation is the other alternative, but I feel it’s strictly worse since you’ll never cast it for 12 mana to get the extra effect. However, I wouldn’t really recommend running any of these, they just seem too inefficient to me.

As you have pointed out regarding Huatli, Radiant Champion, unfortunately most card draw in these colours is reliant on you playing out creatures, since most of the time these colours produce creature based strategies. It is important to remember though that tokens would also trigger her ability, so a Leonin Warleader could attack and draw you two cards if you have the emblem, or even more if you have Anointed Procession. I find that tokens are he best way to exploit these effects for maximum value, and since your deck makes so many I think it would be a good effect to have access to.

I would not call Initiate's Companion a ramp card, especially not in this deck. If I used the card, I would mainly do so to untap my Pride Sovereign in order to get around the exert, rather than untapping a land, especially since it ramps you into two spells rather than into a single bigger threat. Even then, the effect is very disruptable, since it needs to hit the opponent first to activate the ability and has no eveasion built into it. As a 3/1, it is also very easy to trade into, so I think it will very rarely give you good value. In actuality, you do already have a form of ramp in the deck form Oketra's Monument, and I don’t think you anything more than that.

Lurrus of the Dream-Den is another very good card, provided that you have enough things that you can bring back. Since both Fleecemane Lion and Ajani's Pridemate, and even Adorned Pouncer can all be big threats, being able to just bring them back is really powerful, but it can also feel pretty bad if your graveyard is just filled with bigger creatures.

On a final note regarding how companion works, while your companion card starts the game in a zone where your opponent can’t touch it, you do still have to cast it and have it on board to gain the effects, and in fact you also have to pay three to move it from it’s starting zone to your hand. I wasn’t sure whether I’d fully explained how the mechanic worked, so I just thought I’d clarify.

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