Nature's Wrath

Enchantment

Produces: an enchantment being sacrificed, an enchantment dying, an Island permanent being sacrificed, an Island permanent dying, a Swamp permanent being sacrificed, a Swamp permanent dying.

Cares about: an upkeep.

Partners

14 cards can cause a Swamp dying.

  1. Genju of the Fens — When a Swamp dies thanks to Nature's Wrath, Genju of the Fens brings a card back

17 cards can cause an Island dying.

  1. Genju of the Falls — When an Island dies thanks to Nature's Wrath, Genju of the Falls brings a card back

108 cards can cause a nontoken permanent being sacrificed.

  1. Nazgûl Battle-Mace — When an Island sacrifices something thanks to Nature's Wrath, Nazgûl Battle-Mace triggers
  2. Szarel, Genesis Shepherd — When Nature's Wrath sacrifices something, Szarel, Genesis Shepherd puts Szarel's power counters on a permanent
  3. Evendo Brushrazer — When Nature's Wrath sacrifices something, Evendo Brushrazer triggers

108 cards can cause a permanent being sacrificed.

  1. Slaughter-Priest of Mogis — When Nature's Wrath sacrifices something, Slaughter-Priest of Mogis gives +2/+0
  2. Sandbender Scavengers — When Nature's Wrath sacrifices something, Sandbender Scavengers puts counters on a permanent
  3. Gixian Infiltrator — When Nature's Wrath sacrifices something, Gixian Infiltrator puts counters on a permanent

171 cards can cause a nontoken permanent dying.

  1. Jinxed Ring — When Nature's Wrath dies, Jinxed Ring deals 1 damage

171 cards can cause a permanent dying.

  1. Patron of the Nezumi — When an Island dies thanks to Nature's Wrath, Patron of the Nezumi costs each opponent 1 life
  2. Aetherworks Marvel — When Nature's Wrath dies, Aetherworks Marvel adds 1 mana
  3. Grolnok, the Omnivore — When Nature's Wrath dies, Grolnok, the Omnivore puts counters on a permanent

237 cards can cause an enchantment being sacrificed.

  1. Narci, Fable Singer — When Nature's Wrath sacrifices something, Narci, Fable Singer draws you 1 card

411 cards can cause a nontoken permanent leaving the battlefield.

  1. Genku, Future Shaper — When Nature's Wrath leaves the battlefield, Genku, Future Shaper makes a token

412 cards can cause a permanent leaving the battlefield.

  1. Angelic Sleuth — When Nature's Wrath leaves the battlefield, Angelic Sleuth triggers
  2. Suki, Courageous Rescuer — When Nature's Wrath leaves the battlefield, Suki, Courageous Rescuer makes a token
  3. Resourceful Defense — When Nature's Wrath leaves the battlefield, Resourceful Defense puts those counters counters on a permanent

633 cards can cause an enchantment dying.

  1. Wicked Visitor — When Nature's Wrath dies, Wicked Visitor costs each opponent 1 life
  2. Starfield Mystic — When Nature's Wrath dies, Starfield Mystic puts a counter on a permanent
  3. Savior of the Sleeping — When Nature's Wrath dies, Savior of the Sleeping puts a counter on a permanent

1,358 cards can cause an artifact or enchantment dying.

  1. Scrapheap — When Nature's Wrath dies, Scrapheap gains you 1 life

2,056 cards can cause an artifact, battle, creature, enchantment or planeswalker being sacrificed.

  1. Felothar, Dawn of the Abzan — When Nature's Wrath sacrifices something, Felothar, Dawn of the Abzan puts counters on a permanent

2,780 cards can cause a creature or enchantment dying.

  1. Diabolic Servitude — When Nature's Wrath dies, Diabolic Servitude triggers

2,996 cards can cause anything being sacrificed.

  1. Gorbag of Minas Morgul — When Nature's Wrath sacrifices something, Gorbag of Minas Morgul triggers

EDH Seer reads the oracle text of every card in a Commander decklist and reports which pairs actually work together, with the reason printed next to each one.

34,433
cards in the corpus, 21,317 of them read in full
~495
synergy edges in an average Commander deck
0
model calls when you analyse a deck

What an edge is, and what it is not

Krenko, Mob Boss produces
Impact Tremors cares about

Edge. When a creature enters thanks to Krenko, Mob Boss, Impact Tremors deals 1 damage.

Farseek produces
Enduring Courage cares about

No edge. It wants a creature entering, and a fetched land is not one.

What it refuses to claim

Ramp, removal and card draw are roles, not synergies — they make a deck work without pairing with anything, so they are counted as slots rather than drawn as edges. A card that refers to itself ("this creature", "this spell") is read as itself and not as a class. Where the rules cannot say something, the report says nothing: a missing claim is better than a confident wrong one.

Read how the engine decides →