What is the consensus on Nissa, Vital Force? The card itself seems very useful in the right type of package.
With a Heart of Kiran to protect a Nissa you have a steady 9 damage a turn with the land it targets. I noticed playtesting today if Nissa sticks long enough to create an emblem the card advantage is amazing in control matchups. Animating lands does make an easy target for Fatal Push though. I am not sure if I want to go black/green for the delirium route with things like Grim Flayer or blue/green. I think black/green with the Liliana, the Last Hope as a creature toolbox would be very potent. Late game recurring a Walking Ballista repeatedly would be amazing. Sylvan Advocate is also very powerful with manlands. This makes me want to consider Lumbering Falls colors simply because of the hexproof with a damage buff. Traverse the Ulvenwald is great with manlands also.
Outline of a decklist
4 Heart of Kiran
4 Sylvan Advocate
4 Servant of the Conduit
4 Walking Ballista
4 Grapple with the Past
3 Traverse the Ulvenwald
3 Liliana, the Last Hope
3 Nissa Vital Force
2 Ishkanah, Grafwidow
If you were going to use Nissa, Vital Force where would you start?
Being in Green with some mana accel, she can be out by turn 4. Her first effect is useful on a land enchanted with Weirding Wood. One problem to her first ability, Fatal Push.
Her second ability is good in something like Delirium to recover permanents that were dumped.
The last ability is land fall support and you can +3 off of lands like Evolving Wilds
I think her biggest problem is drawing multiples just seems pretty bad, now obviously the planeswalker rule makes extra copies sometimes superfluous. But in her case unless you are hitting a land drop every turn you will eventually have trouble using that 5/5 to beat down with, especially against controlling decks that might have more answers for them.
Notably, her +1 effectively means you are playing a 5/5 with haste for 5, while opening yourself to easy mana disruption. Her second and last abilities are great in grind fests.
Frankly, she's great in a grindy metagame, and we live in a world of Turn 4 wins by Vehicles, instant death to Cat Combo, and her getting pummeled by Snek decks landing a Walking Ballista or Gearhulk. She's too slow and comes with too much risk attached to work in the current meta game as a significant force. She's good, but the metagame is really punishing for something like a 5-mana grindy planeswalkers. It's why we've seen Ob-Nixilis and Jace lose traction, even though they saw early play. The format just isn't forgiving enough at all to play a 5-mana planeswalker.
Notably, her +1 effectively means you are playing a 5/5 with haste for 5, while opening yourself to easy mana disruption. Her second and last abilities are great in grind fests.
Frankly, she's great in a grindy metagame, and we live in a world of Turn 4 wins by Vehicles, instant death to Cat Combo, and her getting pummeled by Snek decks landing a Walking Ballista or Gearhulk. She's too slow and comes with too much risk attached to work in the current meta game as a significant force. She's good, but the metagame is really punishing for something like a 5-mana grindy planeswalkers. It's why we've seen Ob-Nixilis and Jace lose traction, even though they saw early play. The format just isn't forgiving enough at all to play a 5-mana planeswalker.
Exactly this. She's a very good card, but in a meta where tapping out means Saheeli Rai kills you a 5 mana walker is just not good enough.
Agreed tapping out for a walker isn't the best option especially on a turn that could follow up to a turn 6 gearhulk, with accompaniment of removal for ur animated land putting u back a turn, the walkers usually seen that are safe to tap out for are like ob nix, jayce, chandra, because they double as removal
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With a Heart of Kiran to protect a Nissa you have a steady 9 damage a turn with the land it targets. I noticed playtesting today if Nissa sticks long enough to create an emblem the card advantage is amazing in control matchups. Animating lands does make an easy target for Fatal Push though. I am not sure if I want to go black/green for the delirium route with things like Grim Flayer or blue/green. I think black/green with the Liliana, the Last Hope as a creature toolbox would be very potent. Late game recurring a Walking Ballista repeatedly would be amazing. Sylvan Advocate is also very powerful with manlands. This makes me want to consider Lumbering Falls colors simply because of the hexproof with a damage buff. Traverse the Ulvenwald is great with manlands also.
Outline of a decklist
4 Heart of Kiran
4 Sylvan Advocate
4 Servant of the Conduit
4 Walking Ballista
4 Grapple with the Past
3 Traverse the Ulvenwald
3 Liliana, the Last Hope
3 Nissa Vital Force
2 Ishkanah, Grafwidow
If you were going to use Nissa, Vital Force where would you start?
Her second ability is good in something like Delirium to recover permanents that were dumped.
The last ability is land fall support and you can +3 off of lands like Evolving Wilds
Feel free to bid on my cards here!
Standard: BG Golgari Midrange
Modern: U Merfolk GWUBR 5 Color Humans UBW Esper Gifts GW Bogles
Notably, her +1 effectively means you are playing a 5/5 with haste for 5, while opening yourself to easy mana disruption. Her second and last abilities are great in grind fests.
Frankly, she's great in a grindy metagame, and we live in a world of Turn 4 wins by Vehicles, instant death to Cat Combo, and her getting pummeled by Snek decks landing a Walking Ballista or Gearhulk. She's too slow and comes with too much risk attached to work in the current meta game as a significant force. She's good, but the metagame is really punishing for something like a 5-mana grindy planeswalkers. It's why we've seen Ob-Nixilis and Jace lose traction, even though they saw early play. The format just isn't forgiving enough at all to play a 5-mana planeswalker.
Exactly this. She's a very good card, but in a meta where tapping out means Saheeli Rai kills you a 5 mana walker is just not good enough.