661
3/11/2025
Nature Finds a Way - Kellan, Daring Traveler Deck
Deck Size: 100
Commander
Legal
Est deck cost: $381.74
Salt sum: 26.53
661
3/11/2025
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Commander

Qty: 1 Price: $0.49
Kellan, Daring Traveler

Creature
Kellan, Daring Traveler // Journey On (lci) 231

Commander

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Nature Shall Rise Against Ya

Qty: 19 Price: $89.25
Ashaya, Soul of the Wild

Ashaya's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)

Creature
Ashaya, Soul of the Wild (dsc) 170
Avenger of Zendikar

When this creature enters, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.

Creature
Avenger of Zendikar (ddp) 1
Botanical Brawler

Trample This creature enters with two +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another permanent you control, if it's the first time +1/+1 counters have been put on that permanent this turn, put a +1/+1 counter on this creature.

Creature
Botanical Brawler (mom) 220
Crash of Rhino Beetles

Trample This creature gets +10/+10 as long as you control ten or more lands.

Creature
Crash of Rhino Beetles (cmm) 279
Felidar Retreat

Landfall — Whenever a land you control enters, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

Enchantment
Felidar Retreat (fdn) 574
Greensleeves, Maro-Sorcerer

Protection from planeswalkers and from Wizards Greensleeves's power and toughness are each equal to the number of lands you control. Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.

Creature
Greensleeves, Maro-Sorcerer (dmc) 27
Kamahl's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands. • Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.

Instant
Kamahl's Will (cmr) 238
Liege of the Tangle

Trample Whenever this creature deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.

Creature
Liege of the Tangle (2xm) 174
Lumra, Bellow of the Woods

Vigilance, reach Lumra's power and toughness are each equal to the number of lands you control. When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.

Creature
Lumra, Bellow of the Woods (blb) 183
Mossborn Hydra

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) This creature enters with a +1/+1 counter on it. Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.

Creature
Mossborn Hydra (fdn) 337
Rampaging Baloths

Trample Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.

Creature
Rampaging Baloths (fdn) 645
Rumbleweed

This spell costs {1} less to cast for each land card in your graveyard. Vigilance, reach, trample When this creature enters, other creatures you control get +3/+3 and gain trample until end of turn.

Creature
Rumbleweed (otc) 32
Scute Swarm

Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.

Creature
Scute Swarm (dsc) 197
Sylvan Awakening

Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.

Sorcery
Sylvan Awakening (dom) 183
Vengevine

Haste Whenever you cast a spell, if it's the second creature spell you cast this turn, you may return this card from your graveyard to the battlefield.

Creature
Vengevine (2xm) 185
Wayfaring Temple

Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever this creature deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)

Creature
Wayfaring Temple (plst) MM3-202
Worldsoul Colossus

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) This creature enters with X +1/+1 counters on it.

Creature
Worldsoul Colossus (grn) 215
Yasharn, Implacable Earth

When Yasharn enters, search your library for a basic Forest card and a basic Plains card, reveal those cards, put them into your hand, then shuffle. Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.

Creature
Yasharn, Implacable Earth (znr) 240
Zendikar's Roil

Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.

Enchantment
Zendikar's Roil (j22) 747

Nature Shall Rise Against Ya

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Explore new lands!

Qty: 9 Price: $36.33
Enter the Unknown

Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) You may play an additional land this turn.

Sorcery
Enter the Unknown (rix) 128
Exploration

You may play an additional land on each of your turns.

Enchantment
Exploration (2xm) 167
Explore

You may play an additional land this turn. Draw a card.

Sorcery
Explore (dmc) 131
Farseek

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

Sorcery
Farseek (pip) 197
Khalni Heart Expedition

Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment. Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Enchantment
Khalni Heart Expedition (cmm) 899
Rite of Harmony

Whenever a creature or enchantment you control enters this turn, draw a card. Flashback {2}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Instant
Rite of Harmony (mid) 236
Twists and Turns

Enchantment
Twists and Turns // Mycoid Maze (lci) 217Twists and Turns // Mycoid Maze (lci) 217
Undergrowth Recon

At the beginning of your upkeep, return target land card from your graveyard to the battlefield tapped.

Enchantment
Undergrowth Recon (mkm) 181
Wildfield Borderpost

You may pay {1} and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. {T}: Add {G} or {W}.

Artifact
Wildfield Borderpost (arb) 80

Explore new lands!

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Protect the Forest!

Qty: 3 Price: $5.17
Inspiring Call

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Instant
Inspiring Call (fdn) 226
Splendid Reclamation

Return all land cards from your graveyard to the battlefield tapped.

Sorcery
Splendid Reclamation (vow) 221
Trove Warden

Vigilance Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard. When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.

Creature
Trove Warden (j22) 259

Protect the Forest!

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Forest strikes back!

Qty: 5 Price: $6.55
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (blc) 206
Dusk

Sorcery
Dusk // Dawn (ltc) 166
Kenrith's Transformation

Enchant creature When this Aura enters, draw a card. Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)

Enchantment
Kenrith's Transformation (woc) 128
Lignify

Enchant creature Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.

Enchantment Kindred
Lignify (ltc) 252
Sundering Growth

Destroy target artifact or enchantment, then populate. (Create a token that's a copy of a creature token you control.)

Instant
Sundering Growth (c19) 203

Forest strikes back!

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Scouts

Qty: 18 Price: $92.74
Clifftop Lookout

Reach When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.

Creature
Clifftop Lookout (blb) 168
Delney, Streetwise Lookout

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

Creature
Delney, Streetwise Lookout (mkm) 12
Intrepid Adversary

Lifelink When this creature enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on this creature. Creatures you control get +1/+1 for each valor counter on this creature.

Creature
Intrepid Adversary (mid) 25
Jadelight Ranger

When this creature enters, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)

Creature
Jadelight Ranger (j25) 676
Jadelight Spelunker

When this creature enters, it explores X times. (To have it explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)

Creature
Jadelight Spelunker (lci) 196
Keen-Eyed Curator

As long as there are four or more card types among cards exiled with this creature, it gets +4/+4 and has trample. {1}: Exile target card from a graveyard.

Creature
Keen-Eyed Curator (blb) 181
Kinjalli's Dawnrunner

Double strike When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

Creature
Kinjalli's Dawnrunner (lci) 19
Nissa, Resurgent Animist

Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.

Creature
Nissa, Resurgent Animist (mat) 22
Nissa, Vastwood Seer

Creature
Nissa, Vastwood Seer // Nissa, Sage Animist (plst) ORI-189Nissa, Vastwood Seer // Nissa, Sage Animist (plst) ORI-189
Selvala, Explorer Returned

Parley — {T}: Each player reveals the top card of their library. For each nonland card revealed this way, add {G} and you gain 1 life. Then each player draws a card.

Creature
Selvala, Explorer Returned (blc) 259
Sentinel of the Nameless City

Vigilance Whenever this creature enters or attacks, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")

Creature
Sentinel of the Nameless City (lci) 211
Skyknight Squire

Whenever another creature you control enters, put a +1/+1 counter on this creature. As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.

Creature
Skyknight Squire (fdn) 301
Tireless Provisioner

Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." Treasure is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Creature
Tireless Provisioner (mh2) 180
Tireless Tracker

Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.

Creature
Tireless Tracker (inr) 318
Topography Tracker

When this creature enters, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.") If a creature you control would explore, instead it explores, then it explores again.

Creature
Topography Tracker (lcc) 95
Trailtracker Scout

{T}: Add one mana of any color. Whenever you expend 8, return up to one target permanent card from your graveyard to your hand. (You expend 8 as you spend your eighth total mana to cast spells during a turn.)

Creature
Trailtracker Scout (blc) 35
Verge Rangers

First strike You may look at the top card of your library any time. As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)

Creature
Verge Rangers (ltc) 180
Wood Elves

When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.

Creature
Wood Elves (moc) 316

Scouts

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Gear up!

Qty: 8 Price: $7.70
Adventuring Gear

Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Adventuring Gear (fdn) 249
Endless Atlas

{2}, {T}: Draw a card. Activate only if you control three or more lands with the same name.

Artifact
Endless Atlas (cmm) 947
Expedition Map

{2}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Artifact
Expedition Map (j22) 765
Explorer's Scope

Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Explorer's Scope (pip) 231
Glowcap Lantern

Equipped creature has "You may look at the top card of your library any time" and "Whenever this creature attacks, it explores." (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.) Equip {2}

Artifact
Glowcap Lantern (lci) 187
Lifecrafter's Bestiary

At the beginning of your upkeep, scry 1. Whenever you cast a creature spell, you may pay {G}. If you do, draw a card.

Artifact
Lifecrafter's Bestiary (mkc) 231
Seer's Sundial

Landfall — Whenever a land you control enters, you may pay {2}. If you do, draw a card.

Artifact
Seer's Sundial (cmr) 470
Trailblazer's Boots

Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) Equip {2}

Artifact
Trailblazer's Boots (otc) 269

Gear up!

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The Forest

Qty: 37 Price: $134.61
Canopy Vista

({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands.

Land
Canopy Vista (ltc) 298
Disciple of Freyalise

Creature
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Evolving Wilds

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Evolving Wilds (woe) 256
Fabled Passage

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (m21) 246
Fertile Thicket

This land enters tapped. When this land enters, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order. {T}: Add {G}.

Land
Fertile Thicket (ddr) 27
Forest

({T}: Add {G}.)

Land
Forest (ala) 248
Forest

({T}: Add {G}.)

Land
Forest (ddu) 31
Forest

({T}: Add {G}.)

Land
Forest (dom) 266
Forest

({T}: Add {G}.)

Land
Forest (m19) 279
Forest

({T}: Add {G}.)

Land
Forest (gnt) 67
Forest

({T}: Add {G}.)

Land
Forest (m20) 280
Forest

({T}: Add {G}.)

Land
Forest (stx) 375
Forest

({T}: Add {G}.)

Land
Forest (one) 276
Forest

({T}: Add {G}.)

Land
Forest (woe) 275
Forest

({T}: Add {G}.)

Land
Forest (mh3) 318
Forest

({T}: Add {G}.)

Land
Forest (mh3) 319
Forest

({T}: Add {G}.)

Land
Forest (blb) 377
Khalni Ambush

Instant
Khalni Ambush // Khalni Territory (znr) 192Khalni Ambush // Khalni Territory (znr) 192
Lush Portico

({T}: Add {G} or {W}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Lush Portico (mkm) 263
Makindi Stampede

Sorcery
Makindi Stampede // Makindi Mesas (znr) 26Makindi Stampede // Makindi Mesas (znr) 26
Plains

({T}: Add {W}.)

Land
Plains (c18) 293
Plains

({T}: Add {W}.)

Land
Plains (m20) 262
Plains

({T}: Add {W}.)

Land
Plains (eld) 253
Plains

({T}: Add {W}.)

Land
Plains (gn3) 123
Plains

({T}: Add {W}.)

Land
Plains (woe) 267
Plains

({T}: Add {W}.)

Land
Plains (woe) 268
Plains

({T}: Add {W}.)

Land
Plains (blb) 369
Prismatic Vista

{T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (spg) 38
Radiant Grove

({T}: Add {G} or {W}.) This land enters tapped.

Land
Radiant Grove (dmu) 253
Stirring Wildwood

This land enters tapped. {T}: Add {G} or {W}. {1}{G}{W}: Until end of turn, this land becomes a 3/4 green and white Elemental creature with reach. It's still a land.

Land
Stirring Wildwood (uma) 251
Sunpetal Grove

This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.

Land
Sunpetal Grove (xln) 257
Tangled Florahedron

Creature
Tangled Florahedron // Tangled Vale (znr) 211Tangled Florahedron // Tangled Vale (znr) 211
Temple Garden

({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Temple Garden (rvr) 300
Terramorphic Expanse

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Terramorphic Expanse (cmm) 428
Unclaimed Territory

As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.

Land
Unclaimed Territory (lcc) 366
Windswept Heath

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (ktk) 248
Yavimaya, Cradle of Growth

Each land is a Forest in addition to its other land types.

Land
Yavimaya, Cradle of Growth (mh2) 261

The Forest

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Sideboard

Qty: 21 Price: $42.81
Ancient Greenwarden

Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Creature
Ancient Greenwarden (otc) 186
Beastmaster Ascension

Whenever a creature you control attacks, you may put a quest counter on this enchantment. As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.

Enchantment
Beastmaster Ascension (ncc) 283
Borderland Explorer

When this creature enters, each player may discard a card. Each player who discarded a card this way may search their library for a basic land card, reveal it, put it into their hand, then shuffle.

Creature
Borderland Explorer (plst) C18-133
Brawn

Trample As long as this card is in your graveyard and you control a Forest, creatures you control have trample.

Creature
Brawn (moc) 292
Cenote Scout

When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

Creature
Cenote Scout (lci) 178
Deeproot Wayfinder

Whenever this creature deals combat damage to a player or battle, surveil 1, then you may return a land card from your graveyard to the battlefield tapped. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.)

Creature
Deeproot Wayfinder (mom) 184
Dungrove Elder

Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dungrove Elder's power and toughness are each equal to the number of Forests you control.

Creature
Dungrove Elder (plst) M12-171
Genesis

At the beginning of your upkeep, if this creature is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand.

Creature
Genesis (mh1) 166
Guardian of Vitu-Ghazi

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Vigilance

Creature
Guardian of Vitu-Ghazi (rav) 212
Harmonize

Draw three cards.

Sorcery
Harmonize (cmr) 427
Murasa Ranger

Landfall — Whenever a land you control enters, you may pay {3}{G}. If you do, put two +1/+1 counters on this creature.

Creature
Murasa Ranger (plst) BFZ-178
Path of Discovery

Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

Enchantment
Path of Discovery (blc) 231
Risen Sanctuary

Vigilance

Creature
Risen Sanctuary (rtr) 190
Rude Awakening

Choose one — • Untap all lands you control. • Until end of turn, lands you control become 2/2 creatures that are still lands. Entwine {2}{G} (Choose both if you pay the entwine cost.)

Sorcery
Rude Awakening (gvl) 22
Second Sunrise

Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.

Instant
Second Sunrise (plst) MRD-20
Six

Reach Whenever Six attacks, mill three cards. You may put a land card from among them into your hand. During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)

Creature
Six (mh3) 169
Stocking the Pantry

Whenever you put one or more +1/+1 counters on a creature you control, put a supply counter on this enchantment. {2}, Remove a supply counter from this enchantment: Draw a card.

Enchantment
Stocking the Pantry (blb) 194
Undergrowth Champion

If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from this creature. Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.

Creature
Undergrowth Champion (j25) 736
Valor

First strike As long as this card is in your graveyard and you control a Plains, creatures you control have first strike.

Creature
Valor (tsb) 16
Vernal Sovereign

Whenever this creature enters or attacks, create a green and white Elemental creature token with "This token's power and toughness are each equal to the number of creatures you control."

Creature
Vernal Sovereign (clu) 51
Voice of Resurgence

Whenever an opponent casts a spell during your turn and when this creature dies, create a green and white Elemental creature token with "This token's power and toughness are each equal to the number of creatures you control."

Creature
Voice of Resurgence (2xm) 227

Sideboard

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Maybeboard

Qty: 230 Price: $576.95
Abandoned Sarcophagus

You may cast spells that have a cycling ability from your graveyard. If a card that has a cycling ability would be put into your graveyard from anywhere and it wasn't cycled, exile it instead.

Artifact
Abandoned Sarcophagus (c20) 236
Aeronaut's Wings

Equipped creature gets +1/+0 and has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Aeronaut's Wings (bro) 231
Aftermath Analyst

When this creature enters, mill three cards. {3}{G}, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.

Creature
Aftermath Analyst (mkm) 148
Ancient Den

{T}: Add {W}.

Artifact Land
Ancient Den (c21) 276
Archaeomancer's Map

When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Artifact
Archaeomancer's Map (c21) 12
Arctic Flats

This land enters tapped. {T}: Add {G} or {W}.

Land
Arctic Flats (csp) 143
Arctic Treeline

({T}: Add {G} or {W}.) This land enters tapped.

Land
Arctic Treeline (khm) 249
Ardenn, Intrepid Archaeologist

At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)

Creature
Ardenn, Intrepid Archaeologist (cmr) 10
Argoth, Sanctum of Nature

This land enters tapped unless you control a legendary green creature. {T}: Add {G}. {2}{G}{G}, {T}: Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery. (Melds with Titania, Voice of Gaea.)

Land
Argoth, Sanctum of Nature (bro) 256a
Argothian Opportunist

When this creature enters, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Creature
Argothian Opportunist (bro) 167
Arid Archway

This land enters tapped. When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {C}{C}.

Land
Arid Archway (otj) 252
Armillary Sphere

{2}, {T}, Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.

Artifact
Armillary Sphere (cmr) 298
Ash Barrens

{T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Land
Ash Barrens (mkc) 248
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Baloth Woodcrasher

Landfall — Whenever a land you control enters, this creature gets +4/+4 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)

Creature
Baloth Woodcrasher (j22) 630
Baru, Fist of Krosa

Whenever a Forest enters, green creatures you control get +1/+1 and gain trample until end of turn. Grandeur — Discard another card named Baru, Fist of Krosa: Create an X/X green Wurm creature token, where X is the number of lands you control.

Creature
Baru, Fist of Krosa (fut) 142
Blade of Selves

Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Equip {4}

Artifact
Blade of Selves (clb) 301
Bladed Pinions

Equipped creature has flying and first strike. Equip {2}

Artifact
Bladed Pinions (som) 140
Blasted Landscape

{T}: Add {C}. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Blasted Landscape (plst) CM2-238
Blighted Woodland

{T}: Add {C}. {3}{G}, {T}, Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Land
Blighted Woodland (clb) 881
Blossoming Sands

This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.

Land
Blossoming Sands (mom) 268
Blossoming Tortoise

Whenever this creature enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped. Activated abilities of lands you control cost {1} less to activate. Land creatures you control get +1/+1.

Creature
Blossoming Tortoise (woe) 163
Bountiful Promenade

This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}.

Land
Bountiful Promenade (clb) 348
Branchloft Pathway

Land
Branchloft Pathway // Boulderloft Pathway (znr) 284Branchloft Pathway // Boulderloft Pathway (znr) 284
Brightwood Tracker

{5}{G}, {T}: Look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Creature
Brightwood Tracker (m20) 166
Brought Back

Choose up to two target permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield tapped.

Instant
Brought Back (plst) M20-9
Brushland

{T}: Add {C}. {T}: Add {G} or {W}. This land deals 1 damage to you.

Land
Brushland (bro) 259
Burnished Hart

{3}, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Creature Artifact
Burnished Hart (cmm) 373
Cadira, Caller of the Small

Trample Whenever Cadira deals combat damage to a player, for each token you control, create a 1/1 white Rabbit creature token.

Creature
Cadira, Caller of the Small (clb) 269
Campfire

{1}, {T}: You gain 2 life. {2}, {T}, Exile this artifact: Put all commanders you own from the command zone and from your graveyard into your hand. Then shuffle your graveyard into your library.

Artifact
Campfire (cmm) 374
Castle Ardenvale

This land enters tapped unless you control a Plains. {T}: Add {W}. {2}{W}{W}, {T}: Create a 1/1 white Human creature token.

Land
Castle Ardenvale (mkc) 253
Castle Garenbrig

This land enters tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.

Land
Castle Garenbrig (plst) ELD-240
Chromatic Lantern

Lands you control have "{T}: Add one mana of any color." {T}: Add one mana of any color.

Artifact
Chromatic Lantern (rvr) 253
Cloak of the Bat

Equipped creature has flying and haste. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Cloak of the Bat (clb) 307
Cloudpost

This land enters tapped. {T}: Add {C} for each Locus on the battlefield.

Land
Cloudpost (mrd) 280
Cobbled Wings

Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Cobbled Wings (xln) 233
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (cc1) 8
Conduit of Worlds

You may play lands from your graveyard. {T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.

Artifact
Conduit of Worlds (one) 163
Desert of the Indomitable

This land enters tapped. {T}: Add {G}. Cycling {1}{G} ({1}{G}, Discard this card: Draw a card.)

Land
Desert of the Indomitable (hou) 172
Desert of the True

This land enters tapped. {T}: Add {W}. Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.)

Land
Desert of the True (c20) 268
Dowsing Dagger

Artifact
Dowsing Dagger // Lost Vale (plst) XLN-235Dowsing Dagger // Lost Vale (plst) XLN-235
Drifting Meadow

This land enters tapped. {T}: Add {W}. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Drifting Meadow (dmr) 245
Drizzt Do'Urden

Double strike When Drizzt enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample. Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.

Creature
Drizzt Do'Urden (afr) 220
Druid Class

(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

Enchantment
Druid Class (afr) 180
Druid of the Emerald Grove

When this creature enters, search your library for up to two basic land cards and reveal them, then roll a d20. 9 or less | Put those cards into your hand, then shuffle. 10—19 | Put one of those cards onto the battlefield tapped and the other into your hand, then shuffle. 20+ | Put those cards onto the battlefield tapped, then shuffle.

Creature
Druid of the Emerald Grove (clb) 226
Eerie Interlude

Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

Instant
Eerie Interlude (khc) 22
Elderwood Scion

Trample, lifelink Spells you cast that target this creature cost {2} less to cast. Spells your opponents cast that target this creature cost {2} more to cast.

Creature
Elderwood Scion (c18) 177
Elfhame Palace

This land enters tapped. {T}: Add {G} or {W}.

Land
Elfhame Palace (scd) 299
Elven Bow

When this Equipment enters, you may pay {2}. If you do, create a 1/1 green Elf Warrior creature token, then attach this Equipment to it. Equipped creature gets +1/+2 and has reach. Equip {3}

Artifact
Elven Bow (j22) 653
Embodiment of Insight

Vigilance Land creatures you control have vigilance. Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.

Creature
Embodiment of Insight (znc) 64
Emeria, the Sky Ruin

This land enters tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. {T}: Add {W}.

Land
Emeria, the Sky Ruin (plst) ZEN-213
Erinis, Gloom Stalker

Deathtouch Whenever Erinis attacks, return target land card from your graveyard to the battlefield. Choose a Background (You can have a Background as a second commander.)

Creature
Erinis, Gloom Stalker (clb) 230
Explorer's Cache

This artifact enters with two +1/+1 counters on it. Whenever a creature you control with a +1/+1 counter on it dies, put a +1/+1 counter on this artifact. {T}: Move a +1/+1 counter from this artifact onto target creature. Activate only as a sorcery.

Artifact
Explorer's Cache (lci) 184
Faith's Reward

Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.

Instant
Faith's Reward (cn2) 84
Fallaji Excavation

Create three tapped Powerstone tokens. You gain 3 life. (The tokens are artifacts with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Sorcery
Fallaji Excavation (bro) 178
Fallaji Wayfarer

Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.) Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for {1} or one mana of a color that creature is.)

Creature
Fallaji Wayfarer (dmc) 11
Fecund Greenshell

Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.

Creature
Fecund Greenshell (blb) 171
Field of the Dead

This land enters tapped. {T}: Add {C}. Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

Land
Field of the Dead (m20) 247
Fleetfeather Sandals

Equipped creature has flying and haste. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Fleetfeather Sandals (ths) 216
Forest

({T}: Add {G}.)

Land
Forest (jmp) 70
Fortified Village

As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}.

Land
Fortified Village (ltc) 311
Fountain of Renewal

At the beginning of your upkeep, you gain 1 life. {3}, Sacrifice this artifact: Draw a card.

Artifact
Fountain of Renewal (plst) M19-235
Frontier Guide

{3}{G}, {T}: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Creature
Frontier Guide (ddp) 12
Frontier Seeker

When this creature enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Creature
Frontier Seeker (otj) 13
Galadhrim Bow

Flash When this Equipment enters, attach it to target creature you control. Untap that creature. Equipped creature gets +1/+2 and has reach. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Galadhrim Bow (ltr) 167
Garruk Wildspeaker

+1: Untap two target lands. −1: Create a 3/3 green Beast creature token. −4: Creatures you control get +3/+3 and gain trample until end of turn.

Planeswalker
Garruk Wildspeaker (gvl) 1
Garruk's Uprising

When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

Enchantment
Garruk's Uprising (blc) 219
Gemstone Caverns

If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand. {T}: Add {C}. If Gemstone Caverns has a luck counter on it, instead add one mana of any color.

Land
Gemstone Caverns (tsr) 280
Generous Ent

Reach When this creature enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Forestcycling {1} ({1}, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)

Creature
Generous Ent (ltr) 169
Gilded Pinions

When this Equipment enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Gilded Pinions (snc) 238
Gilt-Leaf Archdruid

Whenever you cast a Druid spell, you may draw a card. Tap seven untapped Druids you control: Gain control of all lands target player controls.

Creature
Gilt-Leaf Archdruid (plst) MOR-124
Gingerbread Cabin

({T}: Add {G}.) This land enters tapped unless you control three or more other Forests. When this land enters untapped, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")

Land
Gingerbread Cabin (c21) 290
Glimmerpost

When this land enters, you gain 1 life for each Locus on the battlefield. {T}: Add {C}.

Land
Glimmerpost (som) 227
Grasslands

This land enters tapped. {T}, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Grasslands (cmm) 1002
Graypelt Refuge

This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.

Land
Graypelt Refuge (scd) 303
Great Desert Prospector

When this creature enters, create a tapped Powerstone token for each other creature you control. (They're artifacts with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Creature
Great Desert Prospector (bro) 7
Great Oak Guardian

Flash (You may cast this spell any time you could cast an instant.) Reach When this creature enters, creatures target player controls get +2/+2 until end of turn. Untap them.

Creature
Great Oak Guardian (scd) 186
Guildless Commons

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {C}{C}.

Land
Guildless Commons (cmm) 1003
Gwenna, Eyes of Gaea

{T}: Add two mana in any combination of colors. Spend this mana only to cast creature spells or activate abilities of creature sources. Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.

Creature
Gwenna, Eyes of Gaea (bro) 185
Halana, Kessig Ranger

Reach Whenever another creature you control enters, you may pay {2}. When you do, that creature deals damage equal to its power to target creature. Partner (You can have two commanders if both have partner.)

Creature
Halana, Kessig Ranger (cmr) 231
Hall of Tagsin

{T}: Add {C}. {1}, {T}: Add one mana of any color. {4}, {T}: Create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Land
Hall of Tagsin (bro) 263
Heaped Harvest

When this artifact enters and when you sacrifice it, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. {2}, {T}, Sacrifice this artifact: You gain 3 life.

Artifact
Heaped Harvest (blb) 175
Herald's Horn

As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Artifact
Herald's Horn (lcc) 304
Herbal Poultice

{3}, Sacrifice this artifact: Regenerate target creature.

Artifact
Herbal Poultice (lrw) 257
Hidden Courtyard

This land enters tapped. {T}: Add {W}. {4}{W}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Land
Hidden Courtyard (lci) 274
Hidden Nursery

This land enters tapped. {T}: Add {G}. {4}{G}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Land
Hidden Nursery (lci) 276
Hithlain Rope

This artifact can't be sacrificed. {1}, {T}: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact. {2}, {T}: Draw a card. The player to your right gains control of this artifact.

Artifact
Hithlain Rope (ltc) 76
Horizon Canopy

{T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice this land: Draw a card.

Land
Horizon Canopy (ima) 240
House Cartographer

Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.

Creature
House Cartographer (dsk) 185
Hunter's Insight

Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.

Instant
Hunter's Insight (cmm) 296
Inscribed Tablet

{1}, {T}, Sacrifice this artifact: Reveal the top five cards of your library. Put a land card from among them into your hand and the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.

Artifact
Inscribed Tablet (dmu) 232
Jaddi Offshoot

Defender Landfall — Whenever a land you control enters, you gain 1 life.

Creature
Jaddi Offshoot (ima) 171
Journeyer's Kite

{3}, {T}: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.

Artifact
Journeyer's Kite (ddi) 65
Jungle Basin

This land enters tapped. When this land enters, sacrifice it unless you return an untapped Forest you control to its owner's hand. {T}: Add {C}{G}.

Land
Jungle Basin (cmr) 484
Juniper Order Ranger

Whenever another creature you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on this creature.

Creature
Juniper Order Ranger (moc) 330
Kalonian Twingrove

Kalonian Twingrove's power and toughness are each equal to the number of Forests you control. When this creature enters, create a green Treefolk Warrior creature token with "This token's power and toughness are each equal to the number of Forests you control."

Creature
Kalonian Twingrove (m15) 182
Kamahl, Fist of Krosa

{G}: Target land becomes a 1/1 creature until end of turn. It's still a land. {2}{G}{G}{G}: Creatures you control get +3/+3 and gain trample until end of turn.

Creature
Kamahl, Fist of Krosa (dmr) 166
Karoo

This land enters tapped. When this land enters, sacrifice it unless you return an untapped Plains you control to its owner's hand. {T}: Add {C}{W}.

Land
Karoo (plst) VIS-165
Kaysa

Green creatures you control get +1/+1.

Creature
Kaysa (all) 96
Kazandu Mammoth

Creature
Kazandu Mammoth // Kazandu Valley (znr) 305Kazandu Mammoth // Kazandu Valley (znr) 305
Keeper of Progenitus

Whenever a player taps a Mountain, Forest, or Plains for mana, that player adds one mana of any type that land produced.

Creature
Keeper of Progenitus (ala) 135
Khalni Garden

This land enters tapped. When this land enters, create a 0/1 green Plant creature token. {T}: Add {G}.

Land
Khalni Garden (plst) DDR-28
Kitesail

Equipped creature gets +1/+0 and has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Kitesail (mom) 261
Kor Cartographer

When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.

Creature
Kor Cartographer (khc) 28
Krovod Haunch

Equipped creature gets +2/+0. {2}, {T}, Sacrifice this Equipment: You gain 3 life. When this Equipment is put into a graveyard from the battlefield, you may pay {1}{W}. If you do, create two 1/1 white Dog creature tokens. Equip {2}

Artifact
Krovod Haunch (mkm) 21
Kurbis, Harvest Celebrant

Kurbis enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.

Creature
Kurbis, Harvest Celebrant (mic) 27
Lantern of Revealing

{T}: Add one mana of any color. {4}, {T}: Look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, you may put it on the bottom of your library.

Artifact
Lantern of Revealing (clb) 318
Lantern of the Lost

When this artifact enters, exile target card from a graveyard. {1}, {T}, Exile this artifact: Exile all cards from all graveyards, then draw a card.

Artifact
Lantern of the Lost (vow) 259
Lantern Scout

Rally — Whenever this creature or another Ally you control enters, creatures you control gain lifelink until end of turn.

Creature
Lantern Scout (bfz) 37
Life from the Loam

Return up to three target land cards from your graveyard to your hand. Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)

Sorcery
Life from the Loam (uma) 172
Lightning Greaves

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}

Artifact
Lightning Greaves (cmm) 398
Llanowar Scout

{T}: You may put a land card from your hand onto the battlefield.

Creature
Llanowar Scout (dom) 170
Lucky Clover

Whenever you cast an Adventure instant or sorcery spell, copy it. You may choose new targets for the copy.

Artifact
Lucky Clover (plst) ELD-226
Marble Diamond

This artifact enters tapped. {T}: Add {W}.

Artifact
Marble Diamond (clb) 320
Matzalantli, the Great Door

Artifact
Matzalantli, the Great Door // The Core (lci) 256Matzalantli, the Great Door // The Core (lci) 256
Melira, Sylvok Outcast

You can't get poison counters. Creatures you control can't have -1/-1 counters put on them. Creatures your opponents control lose infect.

Creature
Melira, Sylvok Outcast (nph) 115
Mirran Safehouse

As long as this artifact is on the battlefield, it has all activated abilities of all land cards in all graveyards.

Artifact
Mirran Safehouse (one) 232
Molimo, Maro-Sorcerer

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Molimo's power and toughness are each equal to the number of lands you control.

Creature
Molimo, Maro-Sorcerer (cmm) 305
Moss Diamond

This artifact enters tapped. {T}: Add {G}.

Artifact
Moss Diamond (clb) 327
Mosswort Bridge

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Land
Mosswort Bridge (mkc) 275
Multani, Yavimaya's Avatar

Reach, trample Multani gets +1/+1 for each land you control and each land card in your graveyard. {1}{G}, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.

Creature
Multani, Yavimaya's Avatar (dsc) 190
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (dsc) 289
Nantuko Cultivator

When this creature enters, you may discard any number of land cards. Put that many +1/+1 counters on this creature and draw that many cards.

Creature
Nantuko Cultivator (otc) 198
Nantuko Monastery

{T}: Add {C}. Threshold — {G}{W}: This land becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Activate only if seven or more cards are in your graveyard.

Land
Nantuko Monastery (dmr) 252
Nature's Chant

Destroy target artifact or enchantment.

Instant
Nature's Chant (mh1) 210
Nature's Revolt

All lands are 2/2 creatures that are still lands.

Enchantment
Nature's Revolt (7ed) 260
Navigator's Compass

When this artifact enters, you gain 3 life. {T}: Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types.

Artifact
Navigator's Compass (dom) 225
Nissa's Pilgrimage

Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.

Sorcery
Nissa's Pilgrimage (c17) 155
Nissa, Worldsoul Speaker

Landfall — Whenever a land you control enters, you get {E}{E} (two energy counters). You may pay eight {E} rather than pay the mana cost for permanent spells you cast.

Creature
Nissa, Worldsoul Speaker (drc) 13
Oketra's Monument

White creature spells you cast cost {1} less to cast. Whenever you cast a creature spell, create a 1/1 white Warrior creature token with vigilance.

Artifact
Oketra's Monument (dmc) 188
Ondu Giant

When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Creature
Ondu Giant (j22) 698
Ondu Inversion

Sorcery
Ondu Inversion // Ondu Skyruins (plst) ZNR-30Ondu Inversion // Ondu Skyruins (plst) ZNR-30
Oracle of Mul Daya

You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play lands from the top of your library.

Creature
Oracle of Mul Daya (otc) 200
Oreskos Explorer

When this creature enters, search your library for up to X Plains cards, where X is the number of players who control more lands than you. Reveal those cards, put them into your hand, then shuffle.

Creature
Oreskos Explorer (cmm) 832
Overgrown Farmland

This land enters tapped unless you control two or more other lands. {T}: Add {G} or {W}.

Land
Overgrown Farmland (mid) 283
Path of Ancestry

This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Land
Path of Ancestry (ltc) 322
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (blc) 147
Phial of Galadriel

If you would draw a card while you have no cards in hand, draw two cards instead. If you would gain life while you have 5 or less life, you gain twice that much life instead. {T}: Add one mana of any color.

Artifact
Phial of Galadriel (ltr) 248
Pilgrim's Eye

Flying When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.

Creature Artifact
Pilgrim's Eye (cmm) 402
Planar Atlas

Planar Atlas enters tapped. When Planar Atlas enters, you may look at the top four cards of your library. If you do, reveal up to one land card from among them, then put that card on top of your library and the rest on the bottom in a random order. {T}: Add {C}.

Artifact
Planar Atlas (j22) 51
Primeval Bounty

Whenever you cast a creature spell, create a 3/3 green Beast creature token. Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control. Landfall — Whenever a land you control enters, you gain 3 life.

Enchantment
Primeval Bounty (clb) 830
Primeval Herald

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature enters or attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Creature
Primeval Herald (j22) 42
Profound Journey

Return target permanent card from your graveyard to the battlefield. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Sorcery
Profound Journey (dtk) 30
Quirion Explorer

{T}: Add one mana of any color that a land an opponent controls could produce.

Creature
Quirion Explorer (c16) 160
Ranger Class

(Gain the next level as a sorcery to add its ability.) When this Class enters, create a 2/2 green Wolf creature token. {1}{G}: Level 2 Whenever you attack, put a +1/+1 counter on target attacking creature. {3}{G}: Level 3 You may look at the top card of your library any time. You may cast creature spells from the top of your library.

Enchantment
Ranger Class (afr) 202
Ranger's Longbow

Equipped creature gets +2/+1 and has reach. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Ranger's Longbow (afr) 203
Raven Wings

Equipped creature gets +1/+0, has flying, and is a Bird in addition to its other types. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Raven Wings (khm) 243
Reach of Branches

Create a 2/5 green Treefolk Shaman creature token. Whenever a Forest you control enters, you may return this card from your graveyard to your hand.

Instant Kindred
Reach of Branches (mma) 158
Realm Seekers

This creature enters with X +1/+1 counters on it, where X is the total number of cards in all players' hands. {2}{G}, Remove a +1/+1 counter from this creature: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Creature
Realm Seekers (c16) 162
Regal Force

When this creature enters, draw a card for each green creature you control.

Creature
Regal Force (ddu) 22
Relic of Progenitus

{T}: Target player exiles a card from their graveyard. {1}, Exile this artifact: Exile all graveyards. Draw a card.

Artifact
Relic of Progenitus (brc) 157
Renegade Map

This artifact enters tapped. {T}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.

Artifact
Renegade Map (plst) AER-173
Retreat to Emeria

Landfall — Whenever a land you control enters, choose one — • Create a 1/1 white Kor Ally creature token. • Creatures you control get +1/+1 until end of turn.

Enchantment
Retreat to Emeria (plst) BFZ-44
Retreat to Kazandu

Landfall — Whenever a land you control enters, choose one — • Put a +1/+1 counter on target creature. • You gain 2 life.

Enchantment
Retreat to Kazandu (cmr) 435
Rishkar's Expertise

Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.

Sorcery
Rishkar's Expertise (lcc) 254
Rootpath Purifier

Lands you control and land cards in your library are basic.

Creature
Rootpath Purifier (brc) 24
Rootrider Faun

{T}: Add {G}. {1}, {T}: Add one mana of any color.

Creature
Rootrider Faun (woe) 182
Runadi, Behemoth Caller

Whenever you cast a creature spell with mana value 5 or greater, that creature enters with X additional +1/+1 counters on it, where X is its mana value minus 4. Creatures you control with three or more +1/+1 counters on them have haste. {T}: Add {G}.

Creature
Runadi, Behemoth Caller (j22) 44
Saddle of the Cavalier

Equipped creature gets +3/+3 and can't be blocked by creatures with power 3 or less. Equip {3}

Artifact
Saddle of the Cavalier (clb) 251
Safehold Elite

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Creature
Safehold Elite (uma) 220
Sand Scout

When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle. Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.

Creature
Sand Scout (otc) 11
Sarinth Steelseeker

Whenever an artifact you control enters, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.

Creature
Sarinth Steelseeker (bro) 189
Scattered Groves

({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Scattered Groves (ltc) 328
Scute Mob

At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on this creature.

Creature
Scute Mob (c18) 161
Seed the Land

Whenever a land enters, its controller creates a 1/1 green Snake creature token.

Enchantment
Seed the Land (sok) 146
Seedguide Ash

When this creature dies, you may search your library for up to three Forest cards, put them onto the battlefield tapped, then shuffle.

Creature
Seedguide Ash (plst) LRW-235
Seek the Horizon

Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.

Sorcery
Seek the Horizon (plst) DDR-20
Seer's Lantern

{T}: Add {C}. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Artifact
Seer's Lantern (cmr) 338
Selesnya Guildgate

This land enters tapped. {T}: Add {G} or {W}.

Land
Selesnya Guildgate (grn) 256
Selvala, Eager Trailblazer

Vigilance Whenever you cast a creature spell, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." {T}: Choose a color. Add one mana of that color for each different power among creatures you control.

Creature
Selvala, Eager Trailblazer (otj) 231
Shaman of Forgotten Ways

{T}: Add two mana in any combination of colors. Spend this mana only to cast creature spells. Formidable — {9}{G}{G}, {T}: Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.

Creature
Shaman of Forgotten Ways (dtk) 204
Shamanic Revelation

Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.

Sorcery
Shamanic Revelation (blc) 237
Skyclave Pick-Axe

When this Equipment enters, attach it to target creature you control. Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip {2}{G} ({2}{G}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Skyclave Pick-Axe (znr) 204
Slagstone Refinery

Whenever this artifact or another nontoken artifact you control is put into a graveyard from the battlefield or is put into exile from the battlefield, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Artifact
Slagstone Refinery (bro) 243
Slippery Bogbonder

Flash Hexproof When this creature enters, put a hexproof counter on target creature. Then move any number of counters from among creatures you control onto that creature.

Creature
Slippery Bogbonder (ncc) 312
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (mkc) 237
Spare Supplies

This artifact enters tapped. When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: Draw a card.

Artifact
Spare Supplies (znr) 254
Star Compass

This artifact enters tapped. {T}: Add one mana of any color that a basic land you control could produce.

Artifact
Star Compass (ima) 229
Static Net

When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. When this enchantment enters, you gain 2 life and create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Enchantment
Static Net (bro) 27
Stroke of Midnight

Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.

Instant
Stroke of Midnight (woe) 33
Sumala Woodshaper

When this creature enters, look at the top four cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Creature
Sumala Woodshaper (grn) 200
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Swiftfoot Boots (lcc) 314
Sword of the Animist

Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}

Artifact
Sword of the Animist (cmm) 413
Sylvan Ranger

When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.

Creature
Sylvan Ranger (woc) 134
Sylvan Reclamation

Exile up to two target artifacts and/or enchantments. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Instant
Sylvan Reclamation (scd) 248
Talisman of Unity

{T}: Add {C}. {T}: Add {G} or {W}. This artifact deals 1 damage to you.

Artifact
Talisman of Unity (mkc) 244
Teething Wurmlet

This creature has deathtouch as long as you control three or more artifacts. Whenever an artifact you control enters, you gain 1 life. If this is the first time this ability has resolved this turn, put a +1/+1 counter on this creature.

Creature
Teething Wurmlet (bro) 192
Temple of Plenty

This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {W}.

Land
Temple of Plenty (fdn) 703
Temple of the False God

{T}: Add {C}{C}. Activate only if you control five or more lands.

Land
Temple of the False God (mkc) 305
Thaumatic Compass

Artifact
Thaumatic Compass // Spires of Orazca (plst) XLN-249Thaumatic Compass // Spires of Orazca (plst) XLN-249
The Mending of Dominaria

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Mill two cards, then you may return a creature card from your graveyard to your hand. III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.

Enchantment
The Mending of Dominaria (otc) 197
The Shire

The Shire enters tapped unless you control a legendary creature. {T}: Add {G}. {1}{G}, {T}, Tap an untapped creature you control: Create a Food token.

Land
The Shire (ltr) 260
Thespian's Stage

{T}: Add {C}. {2}, {T}: This land becomes a copy of target land, except it has this ability.

Land
Thespian's Stage (plst) GTC-248
Thornglint Bridge

This land enters tapped. Indestructible {T}: Add {G} or {W}.

Artifact Land
Thornglint Bridge (mh2) 258
Tilling Treefolk

When this creature enters, you may return up to two target land cards from your graveyard to your hand.

Creature
Tilling Treefolk (eve) 78
Timber Protector

Other Treefolk creatures you control get +1/+1. Other Treefolk and Forests you control have indestructible.

Creature
Timber Protector (lrw) 238
Titania, Protector of Argoth

When Titania enters, return target land card from your graveyard to the battlefield. Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.

Creature
Titania, Protector of Argoth (mh2) 287
Tlincalli Hunter

Creature
Tlincalli Hunter // Retrieve Prey (clb) 682
Tocasia's Welcome

Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.

Enchantment
Tocasia's Welcome (bro) 30
Tolsimir, Friend to Wolves

When Tolsimir enters, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token. Whenever a Wolf you control enters, you gain 3 life and that creature fights up to one target creature you don't control.

Creature
Tolsimir, Friend to Wolves (plst) WAR-224
Tolsimir, Midnight's Light

Lifelink When Tolsimir enters, create Voja Fenstalker, a legendary 5/5 green and white Wolf creature token with trample. Whenever a Wolf you control attacks, if Tolsimir attacked this combat, target creature an opponent controls blocks that Wolf this combat if able.

Creature
Tolsimir, Midnight's Light (mkm) 236
Tranquil Expanse

This land enters tapped. {T}: Add {G} or {W}.

Land
Tranquil Expanse (m19) 259
Treasure Map

Artifact
Treasure Map // Treasure Cove (lci) 267Treasure Map // Treasure Cove (lci) 267
Treasure Vault

{T}: Add {C}. {X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.

Artifact Land
Treasure Vault (afr) 261
Tree of Tales

{T}: Add {G}.

Artifact Land
Tree of Tales (dsc) 319
Tributary Instructor

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a creature you control with a +1/+1 counter on it dies, draw a card.

Creature
Tributary Instructor (lcc) 96
Turntimber Ranger

Whenever this creature or another Ally you control enters, you may create a 2/2 green Wolf creature token. If you do, put a +1/+1 counter on this creature.

Creature
Turntimber Ranger (zen) 191
Turntimber Symbiosis

Sorcery
Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215
Unstable Glyphbridge

Artifact
Unstable Glyphbridge // Sandswirl Wanderglyph (lci) 41Unstable Glyphbridge // Sandswirl Wanderglyph (lci) 41
Verdeloth the Ancient

Kicker {X} (You may pay an additional {X} as you cast this spell.) Saproling creatures and other Treefolk creatures get +1/+1. When Verdeloth enters, if it was kicked, create X 1/1 green Saproling creature tokens.

Creature
Verdeloth the Ancient (cmm) 330
Vesuva

You may have this land enter tapped as a copy of any land on the battlefield.

Land
Vesuva (tsr) 289
Veteran Explorer

When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.

Creature
Veteran Explorer (2xm) 186
Village Bell-Ringer

Flash (You may cast this spell any time you could cast an instant.) When this creature enters, untap all creatures you control.

Creature
Village Bell-Ringer (ltc) 181
Virtue of Strength

Enchantment
Virtue of Strength // Garenbrig Growth (woe) 197
Vitu-Ghazi, the City-Tree

{T}: Add {C}. {2}{G}{W}, {T}: Create a 1/1 green Saproling creature token.

Land
Vitu-Ghazi, the City-Tree (woc) 173
Vivid Grove

This land enters tapped with two charge counters on it. {T}: Add {G}. {T}, Remove a charge counter from this land: Add one mana of any color.

Land
Vivid Grove (ncc) 445
Voice of Many

When this creature enters, draw a card for each opponent who controls fewer creatures than you.

Creature
Voice of Many (scd) 215
Vrestin, Menoptra Leader

Flying Vrestin enters with X +1/+1 counters on it. When Vrestin enters, create X 1/1 green and white Alien Insect creature tokens with flying. Whenever you attack with one or more Insects, put a +1/+1 counter on each of them.

Creature
Vrestin, Menoptra Leader (who) 166
Wanderer's Twig

{1}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.

Artifact
Wanderer's Twig (lrw) 265
Wild Wanderer

When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Creature
Wild Wanderer (kld) 173
Windbrisk Heights

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Land
Windbrisk Heights (lcc) 370
Wings of Hubris

Equipped creature has flying. Sacrifice this Equipment: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Wings of Hubris (thb) 241
Wolfbriar Elemental

Multikicker {G} (You may pay an additional {G} any number of times as you cast this spell.) When this creature enters, create a 2/2 green Wolf creature token for each time it was kicked.

Creature
Wolfbriar Elemental (cma) 168
Wooded Bastion

{T}: Add {C}. {G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W}.

Land
Wooded Bastion (exp) 30
Woodfall Primus

Trample When this creature enters, destroy target noncreature permanent. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Creature
Woodfall Primus (ltc) 264
Woodland Champion

Whenever one or more tokens you control enter, put that many +1/+1 counters on this creature.

Creature
Woodland Champion (j25) 741
World Shaper

Whenever this creature attacks, you may mill three cards. When this creature dies, return all land cards from your graveyard to the battlefield tapped.

Creature
World Shaper (otc) 214
Worn Powerstone

This artifact enters tapped. {T}: Add {C}{C}.

Artifact
Worn Powerstone (cmm) 984
Yedora, Grave Gardener

Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)

Creature
Yedora, Grave Gardener (mul) 30
Zephyr Boots

Equipped creature has flying. Whenever equipped creature deals combat damage to a player, draw a card, then discard a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Zephyr Boots (stx) 261

Maybeboard

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Tokens & Extras

Qty: 13 Price: $8.90
Ashaya, the Awoken World

Creature Token
Ashaya, the Awoken World (plst) TORI-7
Badger

Creature Token
Badger (tdmu) 15
Beast

Creature Token
Beast (tblc) 25
Beast

Creature Token
Beast (tfdn) 32
Cat Beast

Creature Token
Cat Beast (tcmm) 61
Clue

{2}, Sacrifice this artifact: Draw a card.

Artifact Token
Clue (tblc) 37
Copy

(This token can be used to represent a token that's a copy of a permanent.)

Token
Copy (tacr) 1
Elemental

Creature Token
Elemental (tznc) 8
Food

{2}, {T}, Sacrifice this token: You gain 3 life.

Artifact Token
Food (tbig) 4
Insect

Creature Token
Insect (tdsc) 10
Map

{1}, {T}, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)

Artifact Token
Map (tlci) 17
Plant

Creature Token
Plant (tcmr) 21
Treasure

{T}, Sacrifice this token: Add one mana of any color.

Artifact Token
Treasure (tcmm) 48

Tokens & Extras

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Deck Info

Deck stats

24 pips - 18 cards
19 mana - 19 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
65 pips - 51 cards
30 mana - 29 cards
0 pips - 0 cards
1 mana - 1 card
CategoriesQtyOdds
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Deck Tokens & Extras (13)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Nature Finds a Way – Deck Overview"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck embodies the story of a fragile forest, nurtured by dedicated scouts until it flourishes into an unstoppable force of nature. It tells a tale of exploration, protection, and ultimately, nature’s resurgence. Kellan, Daring Traveler serves as the expedition leader, guiding a band of brave Scouts through uncharted lands to ensure the wilderness thrives and expands.\n\n"},{"attributes":{"bold":true},"insert":"Thematic Choices"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Before diving into the deck’s design, we must first explore the thematic choices and the reasoning behind them. The core idea is to build a forest, protect it, and expand it. However, this forest is shaped by the colors of Selesnya, with green as the dominant force representing the raw power of nature, while white acts as a guiding influence, softening its wildness. A forest infused with white energy is less untamed, more peaceful, and characterized by steady growth and a gentle spirit that focus on reclaiming back the land.\nThis nature makes the forest particularly vulnerable in its early stages, as white creatures tend to be weaker compared to those of green or red. This vulnerability is reflected in the Scouts, a tribe with a strong presence of both white and green energy. Though physically weak, they excel in ramping, embodying the idea of nurturing and laying the foundation for future growth.\n\n"},{"attributes":{"bold":true},"insert":"Themes for Creatures:"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Main Tribes:"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Scouts"},{"insert":" – While Scouts also have some red energy, they are the defining tribe of Selesnya, bridging two worlds: civilization (humans, humanoids, etc.) and the wilds of nature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Elementals (Selesnya-aligned)"},{"insert":" – Elementals are a flexible tribe in deck design because they often represent raw energy, which naturally aligns with thematic decks. While there aren't many green/white Elementals, the ones that exist fit well into this deck and represents the nature reclaming back the places that civilization has stolen. Additionally, "},{"attributes":{"bold":true},"insert":"mono-green Elementals"},{"insert":" are a perfect fit for the deck’s structure, as it transitions from an early/midgame focused on Scouts to a late game dominated by overwhelming forces of nature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Secondary Tribes:"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Animals: "},{"insert":"Bears, Boars, racoons, badgers, (beast and insects also), treefolks, etc, represents the nature itself, so fits well in the theme, althought they lack focus and adding too much would make the deck lose the main theme."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Beasts"},{"insert":" – While primarily a Gruul tribe, Beasts fit into the middle stages of an expanding forest. Some even carry white energy, making them a thematic bridge."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Insects"},{"insert":" – Primarily a green tribe with occasional touches of black or blue, Insects represent the foundation of the food chain. If they remain within green’s color identity, they fit perfectly into the concept of a growing forest."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Merfolk "},{"insert":"- Merfolks are principally a Simic tribe so adding too much of theme would make the theme shifts toward a more aquatic idea, althought ixalan had very good and thematic merfolks of green nature that fits the idea of the deck so in little concentracion can be added to the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Excluded Tribes:"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Angels"},{"insert":" – Angels are an overpowering thematic presence, making it difficult to integrate them into a deck centered on nature’s growth. Their strong white identity can also overpower the deck’s balance. However, an exception could be made for a single Angel representing the Scouts’ unwavering hope and resilience."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Birds"},{"insert":" – Despite being a Bant tribe (often white/green/blue) and strongly tied to nature, they don’t fit the deck’s thematic progression."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Soldiers, Knights, and Warriors"},{"insert":" – These tribes are heavily associated with Boros energy and structured combat, making them a poor fit for the deck’s theme. Even the green variants lack synergy with the core concept. There is two \"warriors\" in the deck one is principally an elemental that is \"fighting\" back civilization so dosen't fit this category of warriors and the other is a scout that is also a merfolk and the theme is diluted."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rangers and Archers"},{"insert":" – Rangers (green/red) and Archers (white/green) might seem fitting due to their connection to nature, but their red energy makes them feel more at home in a Gruul deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Druids"},{"insert":" – While thematically close, Druids feel more like pure green entities devoted exclusively to nature. Their role in this deck is already filled by the Scouts. There's only one druid witch is cool looking double faced land."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Key Thematic Principles"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"White appears in the early stages of the forest’s growth, while green takes center stage as the game progresses."},{"insert":" (Green is always present but becomes more dominant in the late game.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The deck follows a clear evolutionary structure: "},{"insert":"Early-game creatures: "},{"attributes":{"bold":true},"insert":"Scouts // "},{"insert":"Mid-game creatures:"},{"attributes":{"bold":true},"insert":" Scouts with the presence of Beasts and Insects// "},{"insert":"Late-game creatures: "},{"attributes":{"bold":true},"insert":"Large mono-green Elementals"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Strengths:"},{"insert":" Ramp and board presence. // "},{"attributes":{"bold":true},"insert":"Weaknesses:"},{"insert":" Limited card draw (representing scarce resources) and weak removal (symbolizing the forest’s initial vulnerability)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck’s core theme revolves around scouting and the gradual expansion of the forest. Scouts are natural explorers, mapping the land and discovering new territory—mechanically represented through ramp and land-fetching effects. Cards like "},{"attributes":{"italic":true},"insert":{"card-link":"Jadelight Ranger"}},{"attributes":{"italic":true},"insert":" "},{"insert":"and "},{"attributes":{"italic":true},"insert":{"card-link":"Tireless Tracker"}},{"attributes":{"italic":true},"insert":" "},{"insert":"exemplify this, as they explore and interact with lands.\nAs the game progresses, the deck shifts from exploration to defense. A young forest is vulnerable, and the scouts must protect it. Cards like "},{"attributes":{"italic":true},"insert":{"card-link":"Lignify"}},{"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Beast Within"}},{"insert":", and "},{"attributes":{"italic":true},"insert":{"card-link":"Sundering Growth"}},{"attributes":{"italic":true},"insert":" "},{"insert":"symbolize the forest fighting back, keeping threats at bay. Additionally, "},{"attributes":{"italic":true},"insert":"explore"},{"insert":" allows you to either send cards to the graveyard or draw lands. This directly represents the forest’s growth: it expands (by ensuring land drops), and its remnants in the graveyard as the roots and soil that nurtures the forest.\nFinally, when enough time has passed and the land has expanded, nature awakens. Elementals and powerful nature spirits rise to reclaim their domain. "},{"attributes":{"italic":true},"insert":{"card-link":"Avenger of Zendikar"}},{"attributes":{"italic":true},"insert":" and "},{"attributes":{"italic":true},"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"attributes":{"italic":true},"insert":", "},{"insert":"represent this final stage, culminating in the full resurgence of the wild.\n\n"},{"attributes":{"bold":true},"insert":"Design & Flavor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"From a mechanical standpoint, the deck thrives on "},{"attributes":{"bold":true},"insert":"Landfall, Explore, and Combat Damage."},{"insert":" The "},{"attributes":{"bold":true},"insert":"Landfall"},{"insert":" mechanic not only accelerates mana but also brings the theme of growth to life each land drop strengthens the board, reinforcing the idea of an ever-expanding forest. Cards like "},{"attributes":{"italic":true},"insert":{"card-link":"Zendikar's Roil"}},{"attributes":{"italic":true},"insert":" "},{"insert":"and "},{"attributes":{"italic":true},"insert":{"card-link":"Felidar Retreat"}},{"attributes":{"italic":true},"insert":" "},{"insert":"further highlight this theme by converting land drops into tangible board presence.\nThe deck also includes a small "},{"attributes":{"bold":true},"insert":"Gear Up!"},{"insert":" package—equipment like "},{"insert":{"card-link":"Trailblazer's Boots"}},{"insert":", "},{"insert":{"card-link":"Explorer's Scope"}},{"insert":" , and "},{"insert":{"card-link":"Expedition Map"}},{"insert":" , representing the tools of an explorer navigating the wilderness.\nFinally, the deck’s win conditions align with the theme of nature reclaiming everything. Its final stage unleashes hordes of creatures, from an "},{"attributes":{"italic":true},"insert":{"card-link":"Avenger of Zendikar"}},{"attributes":{"italic":true},"insert":" "},{"insert":"fueled board to a sudden flood of animated lands from "},{"attributes":{"italic":true},"insert":{"card-link":"Sylvan Awakening"}},{"insert":". This is the moment when nature fully rises, overwhelming any opposition.\n\nTo enhance the deck’s "},{"attributes":{"bold":true},"insert":"visual storytelling"},{"insert":", a carefully curated selection of "},{"attributes":{"bold":true},"insert":"basic lands"},{"insert":" has been chosen. Each "},{"attributes":{"bold":true},"insert":{"card-link":"Forest"}},{"attributes":{"bold":true},"insert":" "},{"insert":"features deep, ancient, and mysterious artwork, reflecting the heart of the wild—untamed, enigmatic, and teeming with life. In contrast, the "},{"attributes":{"bold":true},"insert":{"card-link":"Plains"}},{"attributes":{"bold":true},"insert":" "},{"insert":"depict the "},{"attributes":{"bold":true},"insert":"outskirts of the forest"},{"insert":", where the land is still young and growing, a transitional space between civilization and the deep woods.\nHowever, this aspect of the deck is "},{"attributes":{"bold":true},"insert":"personalizable"},{"insert":". Just as nature changes depending on who observes it, each player can tailor the "},{"attributes":{"bold":true},"insert":"landscape"},{"insert":" to reflect their own vision of the wilderness, selecting different artworks to represent their unique connection to the untamed world.\n\nThe "},{"attributes":{"bold":true},"insert":"main weaknesses"},{"insert":" of the deck are "},{"attributes":{"bold":true},"insert":"removal"},{"insert":" and "},{"attributes":{"bold":true},"insert":"card draw"},{"insert":". This reflects the vulnerability of the forest in its early stages (limited removal) and the slow, steady growth of nature (low card draw). To overcome these challenges, you must play strategically and make the most of your resources.\n\nAnother design choice is that all Scouts have a mana value of 3 or less. This ensures that Kellan's ability can always draw them, reinforcing the idea of a "},{"attributes":{"bold":true},"insert":"tight-knit community"},{"insert":" and a "},{"attributes":{"bold":true},"insert":"strong connection"},{"insert":" among them. This also enhances the feeling that Kellan is truly leading the expedition.\n\n"},{"attributes":{"bold":true},"insert":"How to Play the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck offers two primary opening strategies, each with its own strengths depending on the matchup and starting hand.\n\n"},{"attributes":{"bold":true},"insert":"Aggressive Start: Early Kellan for Maximum Tempo"},{"attributes":{"header":4},"insert":"\n"},{"insert":"One of the most proactive openings involves casting Kellan’s adventure spell on "},{"attributes":{"bold":true},"insert":"turn 1"},{"insert":", then playing Kellan himself on "},{"attributes":{"bold":true},"insert":"turn 2"},{"insert":". This ensures:\n\nYou generate "},{"attributes":{"bold":true},"insert":"one Map Token"},{"insert":" immediately."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You can "},{"attributes":{"bold":true},"insert":"start attacking with Kellan as early as turn 3"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kellan’s triggered ability lets you "},{"attributes":{"bold":true},"insert":"dig for creatures early"},{"insert":", increasing card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since the deck contains "},{"attributes":{"bold":true},"insert":"25 creatures"},{"insert":" that Kellan can draw, let’s calculate the odds of revealing one when attacking on turn 3:\n\n"},{"attributes":{"bold":true},"insert":"No creatures in hand"},{"insert":" → "},{"attributes":{"bold":true},"insert":"~63.31% chance"},{"insert":" to reveal a creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"One creature in hand"},{"insert":" → "},{"attributes":{"bold":true},"insert":"~61.54% chance"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Two creatures in hand"},{"insert":" → "},{"attributes":{"bold":true},"insert":"~59.71% chance"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This aggressive strategy "},{"attributes":{"bold":true},"insert":"maximizes early card advantage and tempo"},{"insert":", ensuring Kellan fuels your game plan as soon as possible. The possibilty of drawing, at least one card, in two turns of attacking is near 90%.\n\n"},{"attributes":{"bold":true},"insert":"Value-Oriented Start: Maximizing Maps"},{"attributes":{"header":4},"insert":"\n"},{"insert":"The second approach prioritizes long-term value and setup over immediate aggression. Instead of playing Kellan on turn 2, you:\n\n"},{"attributes":{"bold":true},"insert":"Turn 1"},{"insert":": Play a tapped land (ensuring smoother mana)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 2"},{"insert":": Play a setup spell (ramp, defensive play, or an enabler)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 3"},{"insert":": Cast Kellan’s adventure spell, then cast Kellan in the same turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis delays Kellan’s first attack by a turn but provides:\n\n"},{"attributes":{"bold":true},"insert":"More Map Tokens"},{"insert":", increasing long-term consistency."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"A higher chance of having creatures in hand"},{"insert":" by the time Kellan swings."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"A better board presence before committing Kellan to combat"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis approach is stronger against "},{"attributes":{"bold":true},"insert":"removal-heavy decks"},{"insert":", ensuring Kellan provides immediate value even if removed before attacking.\n\n"},{"attributes":{"bold":true},"insert":"Win Conditions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck has two main ways to close out games:\n\n"},{"attributes":{"bold":true},"insert":"Swarming the Board with Buffed Tokens & Small Creatures"},{"insert":"\nApply "},{"attributes":{"bold":true},"insert":"constant pressure"},{"insert":" with tokens and small creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Drop a "},{"attributes":{"bold":true},"insert":"finisher"},{"insert":" like "},{"attributes":{"italic":true},"insert":{"card-link":"Intrepid Adversary"}},{"insert":", "},{"insert":{"card-link":"Rumbleweed"}},{"insert":" or "},{"attributes":{"italic":true},"insert":{"card-link":"Makindi Stampede // Makindi Mesas"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use "},{"attributes":{"bold":true},"insert":"surprise finishers"},{"insert":" like "},{"attributes":{"italic":true},"insert":{"card-link":"Sylvan Awakening"}},{"attributes":{"italic":true},"insert":" "},{"insert":"or "},{"attributes":{"italic":true},"insert":{"card-link":"Kamahl's Will"}},{"insert":", though they require more mana investment."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Overwhelming the Board with Recursive Landfall Synergies"},{"insert":"\nEstablish a "},{"attributes":{"bold":true},"insert":"land-based engine"},{"insert":", enabling repeated Landfall triggers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bring "},{"attributes":{"bold":true},"insert":"lands back from the graveyard"},{"insert":" for "},{"attributes":{"bold":true},"insert":"massive board presence"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use cards like "},{"attributes":{"italic":true},"insert":{"card-link":"Avenger of Zendikar"}},{"attributes":{"italic":true},"insert":" and "},{"attributes":{"italic":true},"insert":{"card-link":"Felidar Retreat"}},{"attributes":{"italic":true},"insert":" "},{"insert":"to generate an overwhelming field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck offers a flavorful, immersive experience where the "},{"attributes":{"bold":true},"insert":"progression of the game mirrors the life cycle of a growing forest"},{"insert":". It begins "},{"attributes":{"bold":true},"insert":"small and vulnerable"},{"insert":", gathers strength through "},{"attributes":{"bold":true},"insert":"exploration and protection"},{"insert":", and ultimately "},{"attributes":{"bold":true},"insert":"becomes an unstoppable force of nature"},{"insert":". Whether through the relentless "},{"attributes":{"bold":true},"insert":"expansion of land"},{"insert":" or the "},{"attributes":{"bold":true},"insert":"summoning of massive elementals"},{"insert":", "},{"attributes":{"italic":true},"insert":"Nature Finds a Way"},{"insert":" captures the untamed spirit of the wild.\n\nI would love to hear suggestions and ideas so feel free to leave your comment! Thank you all and have a good game!\n"}]}

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