
Nissa, Resurgent Animist
The Commander
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.
Guide
Gameplan
Nissa turns extra land drops into both ramp and card advantage: every land adds a mana of any color, and the second land each turn digs you to an Elf or Elemental. Flood the board with cheap mana dorks and lands-matter payoffs, generate explosive mana, and bury opponents under value before closing with a big Elf/Elemental beatdown or a mana-fueled X-spell finisher.
Strengths
- Repeatable card advantage and color fixing from landfall in mono-green, which historically struggles to refill its hand
- Generates absurd mana when paired with extra-land-drop and land-bounce effects, enabling huge X spells and overruns
- Cheap 3-mana commander that comes down early and immediately impacts the board
- Deep tribal synergy with Elves and Elementals, two of green's strongest creature pools
Weaknesses
- Fragile body with no protection—dies to any removal and the engine stops with her
- Card filtering depends on hitting your second land drop each turn, requiring consistent land-into-play enablers
- Mono-green means weak interaction and no access to counterspells or efficient removal
- Off-tribe spell-heavy hands can whiff the Elf/Elemental reveal, finding nothing
Key Cards
- Exploration — Guarantees the crucial second land drop to trigger Nissa's card-advantage half every turn.
- Burgeoning — Lets you slam multiple lands per turn off opponents' land drops, chaining Nissa triggers.
- Scapeshift — Drops a pile of lands at once, repeatedly firing landfall for mountains of mana and dig.
- Cultivator Colossus — Puts your entire hand of lands onto the battlefield, triggering Nissa dozens of times for mana and cards.
- Craterhoof Behemoth — The classic mono-green finisher that turns your wide Elf/Elemental board into lethal damage.
- Wirewood Symbiote — Bounces Elves to reset utility creatures and squeeze extra value from your tribal core.
Upgrade Path
Add more guaranteed extra-land-drop enablers (Exploration, Azusa, Lost but Seeking, Oracle of Mul Daya) and land-bounce engines like Retreat to Coralhelm or Conduit of Worlds to maximize the second-trigger card draw. Lean into mana doublers (Vorinclex, Mana Reflection) plus payoffs such as Field of the Dead, Scute Swarm, and Cultivator Colossus to convert mana into board presence. Round out with protection like Heroic Intervention and Lightning Greaves so Nissa survives to keep the engine running.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Craterhoof Behemoth or Overwhelming Stampede alpha strike with a wide Elf/Elemental board
- ▸Massive X-spell like Genesis Wave or Walking Ballista fueled by explosive ramp
- ▸Infinite/near-infinite landfall loops generating lethal mana and triggers
- ▸Grinding incremental card advantage into oversized Elemental beaters
Archetypes
- Lands / Ramp — Her landfall rewards every extra land drop with mana and cards, making land-centric value engines the core.
- Elfball — She digs reliably for Elves, fueling a wide mana-dork board that combos into overrun finishers.
- Elementals Tribal — Nissa specifically tutors Elementals, supporting big-mana Elemental payoffs like Omnath effects.
- Big Mana Combo — Extra land drops plus mana doublers create explosive mana for game-ending X spells or infinite landfall loops.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (G), by popularity.

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