Arcane Foundry › Commanders › Nissa, Leyline Tamer
Nissa, Leyline Tamer
Legendary Creature — Elf Wizard · {3}{W}{U}{B}{R} · Black/Red/Blue/White commander
Deathtouch, vigilance
Landfall — Whenever a land you control enters, draw a card. Then if this is the first time this ability has resolved this turn, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Build a Nissa, Leyline Tamer deck →
What Nissa, Leyline Tamer actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · etbWhenever a land you control enters, draw a card. Then if this is the first time this ability has resolved this turn, reveal cards from the top of your library until you reveal a creature card. Put tha
- Keyword · deathtouchdeathtouch
- Keyword · vigilancevigilance
What a Nissa, Leyline Tamer deck needs
Plays as lands. What the commander asks of the other 99 — read from the card and checked by hand.
- land ramp, extra land drops and landfall payoffs (its text counts or triggers on lands)
The Nissa, Leyline Tamer deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 32× Put a land onto the battlefield — for a landfall commander this triggers where a normal land drop does not
- 8× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 4× Answer a spell or ability before it resolves
- 3× Answer a whole board at once
- 9× Refill your hand
- 4× Keep a permanent you control alive through removal
- 6× Get ahead on mana
Best cards for Nissa, Leyline Tamer
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put a land onto the battlefield — for a landfall commander this triggers where a normal land drop does not
- Sword of Forge and Frontier3 mana
- Zell Dincht3 mana
- Storm Cauldron5 mana
- Evolving Wilds0 mana
- Fabled Passage0 mana
- Flooded Strand0 mana
- Misty Rainforest0 mana
- Myriad Landscape0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Damn2 mana
- Vanquish the Horde8 mana
- Toxic Deluge3 mana
- Damnation4 mana
- Supreme Verdict4 mana
- Wrath of God4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
Refill your hand
- Esper Sentinel1 mana
- Mystic Remora1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Hexing Squelcher2 mana
- Bastion Protector3 mana
- Gold-Forged Thopteryx2 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
Get ahead on mana
- Sol Ring1 mana
- Azorius Signet2 mana
- Boros Signet2 mana
- Dimir Signet2 mana
- Izzet Signet2 mana
- Orzhov Signet2 mana
- Rakdos Signet2 mana
- Palladium Myr3 mana