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Nissa, Vastwood Seer // Nissa, Sage Animist

Nissa, Vastwood Seer // Nissa, Sage Animist

Legendary Creature — Elf Scout // Legendary Planeswalker — Nissa

Nissa wants a deck that puts expensive cards onto the battlefield without paying for them. It also suits a deck that makes an army of small creatures and attacks with all of them.

  • Mana cost2 genericgreen
  • Green ()
  • Power / toughness2 / 2
  • RarityMythic

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

Whenever a land you control enters, if you control seven or more lands, exile Nissa, then return her to the battlefield transformed under her owner's control.

//

+1: Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand.

−2: Create Ashaya, the Awoken World, a legendary 4/4 green Elemental creature token.

−7: Untap up to six target lands. They become 6/6 Elemental creatures. They're still lands.

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Cards That Fit Nissa, Vastwood Seer

Picked for what they do in Nissa's deck. When two cards do the same job, the one with the lower comes first. All of them fit Nissa's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

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The 6 Cards

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The 6 Cards

Rulings for Nissa, Vastwood Seer

explain how Nissa works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 22 Jun 2015

A double-faced card enters the battlefield with its front face up by default, unless a spell or ability instructs you to put it onto the battlefield transformed, in which case it enters with its back face up.

Wizards of the Coast 22 Jun 2015

A Magic Origins planeswalker that enters the battlefield because of the ability of its front face will enter with loyalty counters as normal.

Wizards of the Coast 22 Jun 2015

Each face of a double-faced card has its own set of characteristics: name, types, subtypes, power and toughness, loyalty, abilities, and so on. While a double-faced card is on the battlefield, consider only the characteristics of the face that's currently up. The other set of characteristics is ignored. While a double-faced card isn't on the battlefield, consider only the characteristics of its front face.

Wizards of the Coast 22 Jun 2015

If a double-faced card is manifested, it will be put onto the battlefield face down (this is also true if it's put onto the battlefield face down some other way). Note that "face down" is not synonymous with "with its back face up." A manifested double-faced card is a 2/2 creature with no name, mana cost, creature types, or abilities. While face down, it can't transform. If the front face of a manifested double-faced card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up. A double-faced card on the battlefield can't be turned face down.

Wizards of the Coast 22 Jun 2015

If a land becomes a creature but hasn't continuously been under its controller's control since that player's most recent turn began, it won't be able to attack and its abilities with {T} in the cost (including mana abilities) won't be able to be activated. In other words, look at how long the permanent itself has been under your control, not how long it's been a creature.

Wizards of the Coast 22 Jun 2015

In some rare cases, a spell or ability may cause one of these five cards to transform while it's a creature (front face up) on the battlefield. If this happens, the resulting planeswalker won't have any loyalty counters on it and will subsequently be put into its owner's graveyard.

Wizards of the Coast 22 Jun 2015

Nissa, Vastwood Seer is exiled as a result of her second triggered ability. If she enters the battlefield while you control seven or more lands, she won't automatically be exiled and transform.

Wizards of the Coast 22 Jun 2015

The back face of a double-faced card (in the case of Magic Origins, the planeswalker face) can't be cast.

Wizards of the Coast 22 Jun 2015

The mana value of a double-faced card not on the battlefield is the mana value of its front face.

Wizards of the Coast 22 Jun 2015

You can activate Nissa, Sage Animist's second ability even if you already control an Ashaya, the Awoken World. Just after the second token is created, you'll choose one to remain on the battlefield. The other will be put into your graveyard and subsequently cease to exist.

Wizards of the Coast 22 Jun 2015

You can activate one of the planeswalker's loyalty abilities the turn it enters the battlefield. However, you may do so only during one of your main phases when the stack is empty. For example, if the planeswalker enters the battlefield during combat, there will be an opportunity for your opponent to remove it before you can activate one of its abilities.

Wizards of the Coast 8 Apr 2016

The back face of a double-faced card doesn't have a mana cost. A double-faced permanent with its back face up has a mana value equal to the mana value of its front face. Each back face has a color indicator that defines its color.

Wizards of the Coast 29 Sep 2017

You can control two of this permanent, one front-face up and the other back-face up, at the same time.

13 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Nissa, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryGPlayers write colors as letters: G for green.Cheat into PlayCheat into Play decks put huge creatures and other expensive cards onto the battlefield without paying their mana costs. A card says "put a creature card from your hand onto the battlefield", and an eight-mana dragon is attacking on turn three. Sneak Attack Kaalia of the Vast Natural OrderOpen the Cheat into Play pageCheat into PlayPuts permanents straight onto the battlefield without casting them, from your deck, your hand or your graveyard. Skipping the cast skips the mana cost, and counterspells with it. Genesis Wave, Coiling OracleOpen the Cheat into Play pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper pageToken EngineMakes tokens again and again rather than once. A token is a creature or other permanent created by a card, with no card of its own. Something that makes one token gives you a body; something that makes them every turn gives you a board you can keep rebuilding after it is cleared. Grave Titan, Bitterblossom, OphiomancerOpen the Token Engine pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageLand FetchSearches your deck for a land. That handles color fixing (making sure you can produce the specific colors of mana your cards ask for), and because it puts a real land onto the battlefield, it also switches on landfall. Cultivate, Farseek, Evolving WildsOpen the Land Fetch pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageLegends MatterCards that care about legendary cards: rewards for casting them, discounts, or bonuses for each one you control.Open the Legends Matter pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page