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Nissa's Pilgrimage

Modern GU (Simic)



Welcome to Nissa's pilgrimage, where my favorite planeswalker is the spot light of the deck. The basic premise is to control the board state long enough to ramp into a Nissa planeswalker and keep swinging out with lands.

Ramp: The ramp package is lengthy, as we are casting many high cost spells. For this reason we play Arboreal Grazer, Noble Hierarch, Sylvan Caryatid, and more. I chose the caryatids for their hexproof. So for 2 mana we get almost permanent ramp. Hierarch is of course one of the best dorks there is, and can make our lands significantly stronger.

Control: For control I tried hard to think about blue and and green control spells that weren't to financially dense. That's why, not that it's a second best to begin with, is why I went with Ice-Fang Coatl. It does everything this deck wants. Adds a danger to the board state, allows us to draw, and can serve as removal against attackers. Next up is Mana Leak which serves as an all around counter spell, and can help us to protect our planes walkers from removal. Lastly is Simic Charm, which gives us so many options to work with, and all of them generally relevant.

Planeswalkers: nissa, stewerd of elements is probably my favorite nissa card. However, in this deck, all we care about is her scrying ability, and her ultimate ability. Best case scenario is we have the 8 mana available to play her and use her ultimate ability immediately, which generally ends games.

Nissa, Worldwaker Is a great card with two super useful +1 abilities. Her ability to untap four lands also serves to help us when casting our biggest spells, such as Part the Waterveil, or Nissa, Steward of Elements.

Nissa, Voice of Zendikar is perfect for early game stalls. Keep dishing out 0/1 blockers, and late game she can buff the whole team.

Nissa, Who Shakes the World, is probably the true star of the deck. Her passive ability is extremely useful for casting our big spells, her +1 gives us lands with 3 counters and vigilance and of course her ultimate ensures our lands stay alive.

Last but not least Nissa, Vital Force, who gives us a big, chunky 5/5 land for a turn, and for even more value her -3 is a built in eternal witness. Use that to get back any needed lands and planeswalkers.

Other cards: Part the Waterveil is mostly here for fun, but it turned out to actually be very useful. I only play one, because the only time I want to cast it is when I have the 9 mana needed for its awaken cost. This almost always ends games.

Uro, Titan of Nature's Wrath is the newest addition to the group, and I immediately fell in love. I managed to scoop TWO from drafting and trading, so I slotted them in. With all our instants and sorcerys, we shouldn't have a problem cast his escape cost. He in and of himself can be a game winner.

Thank you for checking out the deck and please give me some suggestions/recommendations!


Updates Add


Date added 2 years
Last updated 1 year

This deck is not Modern legal.

Rarity (main - side)

10 - 0 Mythic Rares

35 - 5 Rares

0 - 4 Uncommons

Cards 60
Avg. CMC 2.57
Tokens 0/1 Plant, Nissa, 1/1 Tentacle, Clue
Folders Uncategorized
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