

If you have a mana dork and 2 lands on turn 2 you have 1 leftover mana if you cast Farseek. Furthermore you can then keep a 2 land hand. So then you can cast the Cultivate card and net yourself another card. It's popular with noobs, but there's a dozen better cards.īecause in the early stages of the game there's not much difference.Īssuming you have a mana dork, and honestly you should always have a hand with a mana dork or equivalent if playing green, then on turn 2 you have 3 mana. When it comes to tempo, Nature's Lore just doesn't hold up. The only advantage Nature's Lore has over a Talisman is the existence of artifact destruction, and there are far more juicy targets than a Talisman. This means that more of your hand is spells, and you can both build and keep denser hands because of it. It's not very useful compared to something like Kodama's Reach, which is both a net positive and doesn't rely on you drawing more lands in order to have a land to play. It gets out land faster, and replaces itself, but it relies on you having a land in your hand. If comparing it to every other form of ramp isn't enough, compare it to ]. Green has so many options that you don't need a land-fetching spell that only gets one Forest. People seem to be really salty about this. It doesn't fix you in the meaningful way that Signets, Talismans and other mana rocks could, and if landfall is your thing, there's more creatures to be played in that phase of the game and Nature's Lore isn't even an instant. If you're in a multicolor situation where you can spread out through shocks into either white or blue, there is a chance that your opening hand is an Island and a Plains, and you aren't able to play Nature's Lore at all. For someone on a budget or just getting started, Cultivate and Kodama's are just flat out the best Fixing you can get on the cheap, with Farseek quickly getting in line.īut Nature's Lore is only good if you have the green to play it in the first place. Rampant Growth you also have to consider the investment into Shocks and Triomes that allows those Forest grabbers to actually provide adequate fixing. So if it comes down to a budget concern it's no longer just about the price of Lore vs.


This is related to, in my opinion, the primary reason one could justify Cultivate and Kodama's over the other options.Ī large part of what makes Nature's Lore and Three Visits so effective is access to Typed Dual lands which is not something every player has. But I also recognize that I have something that some do not: I have no problem with shifting around my Shocklands, Tangos, Triomes, etc. However, I jam Lore and Visits, and usually consider Farseek and Sakura-Tribe Elder well before Cultivate and Kodama's these days. Overall, I feel these arguments are kinda shaky still, but it is still worth pointing out. Things like ] or ] greatly enjoy that increase to land drop consistency on top of whatever Ramp you can muster. If you don't have a way to consistently leverage the 3 Mana you would have on turn 2 after you played a dork turn 1, for example, Cultivate and Kodama's do fill out you Mana more fully and draw you that additional land.Īnd speaking of that additional land Draw, for high CMC commanders it means quite a great deal. In essence, you can sculpt your Ramp to land on CMCs 1 and 3 to maximize your Mana on the way to a 5 Mana commander. The first one deals with how you 'stage' your Ramp pieces. There are a few arguments that I think hold water, but not to a degree that would leave you satisfied I think.
