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.
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.
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.
Nazgûl Battle-Mace — When an Island sacrifices something thanks to Nature's Wrath, Nazgûl Battle-Mace triggers
Szarel, Genesis Shepherd — When Nature's Wrath sacrifices something, Szarel, Genesis Shepherd puts Szarel's power counters on a permanent
Slaughter-Priest of Mogis — When Nature's Wrath sacrifices something, Slaughter-Priest of Mogis gives +2/+0
Sandbender Scavengers — When Nature's Wrath sacrifices something, Sandbender Scavengers puts counters on a permanent
Gixian Infiltrator — When Nature's Wrath sacrifices something, Gixian Infiltrator puts counters on a permanent
171 cards can cause a nontoken permanent dying.
Jinxed Ring — When Nature's Wrath dies, Jinxed Ring deals 1 damage
171 cards can cause a permanent dying.
Patron of the Nezumi — When an Island dies thanks to Nature's Wrath, Patron of the Nezumi costs each opponent 1 life
Aetherworks Marvel — When Nature's Wrath dies, Aetherworks Marvel adds 1 mana
Grolnok, the Omnivore — When Nature's Wrath dies, Grolnok, the Omnivore puts counters on a permanent
237 cards can cause an enchantment being sacrificed.
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.
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.
Angelic Sleuth — When Nature's Wrath leaves the battlefield, Angelic Sleuth triggers
Suki, Courageous Rescuer — When Nature's Wrath leaves the battlefield, Suki, Courageous Rescuer makes a token
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.
Wicked Visitor — When Nature's Wrath dies, Wicked Visitor costs each opponent 1 life
Starfield Mystic — When Nature's Wrath dies, Starfield Mystic puts a counter on a permanent
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.
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.
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.
Diabolic Servitude — When Nature's Wrath dies, Diabolic Servitude triggers
2,996 cards can cause anything being sacrificed.
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 Bossproduces
enters · creature · token
Impact Tremorscares about
Edge. When a creature enters thanks to Krenko, Mob Boss, Impact Tremors deals 1 damage.
Farseekproduces
enters · land
Enduring Couragecares 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.