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The Spirit of Nature

Casual Casual Jank

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I love the very old cards, and have fond memories particularly of Force of Nature, so I've dedicated a deck to him.

Notes on cards and their role:

  • Force of Nature is the core of the deck: the primary finisher.
  • Spirit Link means you gain the 8 life right back if you don't pay Force's upkeep cost, plus you can gain 8 life when you attack with him. 2 Links mean you gain 8 life in your upkeep, which is sweet. Also the deck is slow, so using a Spirit Link on an opponent's creature to halt its attacks can be useful.
  • Circle of Protection: Green can significantly reduce the upkeep cost of Force of Nature if you don't have a Spirit Link. Unlike Link, 1 Circle is enough to pay the upkeep costs of multiple Forces. Also provides protection from your own Cyclone and Hurricane. Finally, if you're against green players you just get free upside.
  • Hurricane and Cyclone work in the deck because we're already playing CoP: Green. They are alternate ways to deal with a board of creatures or win the game if attacking fails.

  • Lure is the other centrepiece of the deck. It provides the primary removal that works ideally on Thicket Basilisk, Abu Ja'far and Craw Giant, but also pretty well on Force of Nature.

  • Thicket Basilisk is the classic card to combo with Lure. Good stuff.
  • Abu Ja'far is a cheaper Basilisk, though it can only ever be single-use. Another upside of Ja'far and the Basilisk is they can discourage incoming attackers, perfectly lining up a large swathe of blockers for the Lure attack turn.
  • Blaze of Glory is a single-use, surprise Lure when defending. Also has the benefit that once your opponent knows you have it, it can discourage large attacks, which makes Lure all the better.
  • Wall of Swords and Web each provide some defense against flying, which is important for keeping them untapped to get eaten by a Lure attack. The extra toughness from Web can help our Basilisk to dissuade larger creatures from attacking, too. Finally, the Web is necessary to kill a lot of flying creatures with Blaze of Glory.
  • Desert is a land that contributes to our plan to discourage them attacking us.

  • Death Ward is important for keeping our creatures alive. a big weakness of playing only a few creatures and enchanting them up is that when they die we lose two or more cards. Death Ward is the best card for this in the deck since it can protect against some removal spells as well as keep our creatures alive in combat. Especially good on a Basilisk, Force or Giant after a Lure attack.

  • Avoid Fate is another way to protect our creatures, and is better than Death Ward for instants and enchantments while being worse at everything else.
  • Regeneration doesn't hold the surprise factor of the other two protection cards, but the repeatability can be useful, particularly because we can keep attacking with Lure every turn. It also means we can live one of the oldest dreams in Magic: Thicket Basilisk with Lure and Regeneration.

  • Wild Growth allows us to get to our expensive 6 and 7 mana creatures, and helps us afford the four green mana they require.

  • Ley Druid works particularly well with Wild Growth, immediately giving us four green mana which matters because our mana fixing is pretty bad. He also untaps Deserts which can be a nice bonus.
  • Verduran Enchantress is the only source of traditional card advantage in the deck, because we just so happen to play 14 enchantments.
  • Resurrection can count as an extra copy of any creature we have that has died, and in the case of our big boys saves a little mana in the process. Sometimes we may really want that 2nd Enchantress, or need another Basilisk in a hurry, or we may simply have wished we could play 5 Force of Nature. Perhaps the weakest card in the deck, it is still nice to get a little flexibility.
  • Disenchant gives us a way to deal with pesky artifacts or enchantments that may be ruining all our fun. As one of the oldest removal spells in Magic that used to be a necessary four of, we can't in good conscience completely skimp on this.
  • Desert Twister is our catch-all. It's expensive, but our deck isn't fast anyway. We don't play Swords to Plowshares because we're hoping Lure will do most of our creature-killing, but sometimes that pesky Royal Assassin or Maze o Ith needs dealing with, or maybe someone is playing new cards and demolishing us with an OP planeswalker. This is our only line of defense for a lot of ways to ruin our dreams, so we need to use it carefully!

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Date added 7 years
Last updated 6 years
Legality

This deck is Casual legal.

Rarity (main - side)

9 - 0 Rares

19 - 0 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 2.84
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