User:Romanoff Blitzer/The Nameless Guide/Nature Civilization

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Mana zone
The Nature civilization rules over the mana zone, so let's see what good cards it does have:

Basic mana accel

 * Bronze-Arm Tribe / Hormone, Maxim Bronze / Holdeganus, Snow Faerie are basic turn 3 mana accel.
 * Dreaming Moon Knife / Poisonous Mushroom / Yattar Wan, Adventuring Fox are mostly beatdown material for decks that have important evolution creatures like Cosmo Cebu Lambda.
 * King Poisonous Mushroom is overkill mana production that can set your mana zone well if you have a lot of cards in your hand.
 * Evolution Burst - Into the Wild is a weaker version of Seventh Tower, though its removal effect could sometimes be good too.
 * Faerie Life / Living Lithograph are basic turn 2 mana accel. Lubricant for nearly every deck with Nature.
 * Hyperspatial Faerie Hole into Quattro Fang, Soul Gang Leader is good for hyperspatial-based decks.
 * Jasmine, Mist Faerie is basically Faerie Life in creature form, which offers more advantages.
 * Ochappi, Pure Hearted Faerie recycles cards from your graveyard to the mana zone, mostly in gift beatdown to recover stuff. Can also work as invasion bait for Sanmadd, S-Rank Tribe too.
 * Seventh Tower can give you three mana cards, sometimes for free. Used in many Big Mana decks.

Niche mana accel

 * Baban Ban Ban, Earth's Blessing is crazy accel, mostly for decks like Miramisu.
 * Bell the Elemental although pretty basic, is mostly niche for beatdown decks with Nature. Simple is best, and works nice if evolved from Sasoris, Dragon Edge.
 * Child Festival of Faerie Fire is seeing some use in Dragon decks like Drama and Miramisu.
 * Daddy Pine, Super Beast Army is astounding mana accel if you had 3 cards under it. Isn't hard if it had it's own evolution bait and also works well with Sasoris, Dragon Edge and Boaroaxe, Evil Tomahawk. You can also pair it with Faerie Gift and use Marinyan, Dragon Edge and Reddull, Dragon Soul Castle and you have 7 mana in the 3rd turn. As a bonus it can even get around Kikuchi and Kareiko due to the double substitution effect.
 * Digurupion, Earth Snake works for Dragon decks and has synergy with Niga=Abushumu.
 * Eco Aini is nowadays a staple in Drama.
 * Faerie Crystal is good boost for Zero decks.
 * Faerie Miracle is a core card for all-civilization decks such as Miramisu and 5c controls/Big Mana.
 * Gachinko Roulette is used in many mana ramp fatty decks.
 * Holy Land Rebirth was used in combo decks with graving cards such as Colorful Dance.
 * Lalala Life, Faerie Trick is used together with Courtney, Summer Breeze Faerie and Deis Optimus, the Invincible to create a combo deck.
 * Nam=Daeddo, Bronze Style is a stronger Bronze-Arm Tribe for mono-Nature decks.
 * Pixie Life is basic turn 2 mana accel and mana recovery for Zero decks.
 * Shrine of Rebirth got restricted due to its high versatility with graving and strike back cards.
 * Timeless Garden is turn 2 mana accel for decks that rely on evolution creatures.

Mana recovery

 * Geo the Man, Earth Titan is the best since he is both a psychic and a creature that allows mana recovery at the end of your turn.
 * Kabra Katabra is a shield trigger which allows mana recovery.
 * Rolling Snowman is the cheapest mana recovery out there, but restricted to creatures.
 * Titan Giant boosts your mana, has mana recovery and is a solid double breaker. That's a +3 right there.

Removal

 * Euru=Nambucca, Antique Dragon Ruins is the main removal of mono-Nature decks, a cheaper Natural Snare with its effect doubled.
 * Father Earth is good for beatdown decks, sometimes it's great when comboed with Magnum, Fast Attack Puppet. Also great for pulling out The Clock in the opponent's mana zone.
 * Leaf Storm Trap is good for control decks.
 * Natural Snare is the basic removal of Nature.
 * Princess Cub, the Crusher is Nature's main anti-rush card.
 * Ragmal, Spirit Knight / Silver Scoop are cheap removals that can be recovered or respammed from the mana zone.
 * The=Deadbrachio, World Evil Dragonkind is pretty strong removal and anti-Dragheart meta. Though due to its Multicolored Mana Arms, it's mostly for 5 civilization decks or Courtney decks.
 * Trap Giant is the Naturual snare creature. It's perfect for Giant decks and is nothing to play around in other decks. And since it costs 9, if your Nine Extremes Invasion runs Niga=Abushumu, Invasive Mystery, it will be a great asset.

Draw

 * Evolution Totem is good for decks that rely on evolution creatures such as Cosmo Cebu Lambda.
 * Get Wild could be strong, but it is sort of untrustworthy.
 * Hustle Castle is by far the best draw for Nature, mostly for control decks and sometimes teamed up with Mist Rias, Sonic Guardian.
 * Lifeplan Charger is good for mana ramp fatty decks, having no hand disadvantage while boosting a mana.
 * Shaman Totem could be good, but with the removal we have nowadays it is sort of unreliable, but can still grant great draws for creatures with multiple races.
 * Trio, Tribe is excellent extra draw when you do not plan on spamming creatures.

Creature spam from the mana zone

 * Codename Hungry Elegance is good for Zenith Turbo decks. Can also be used in Unknown decks.
 * Goemonkey! Snake-Handed Boss was one of the main engines of N EX, used to spam Bolbalzak Ex from the mana zone and make more mana.
 * Great Hercules, Giant Insect is obviously great for Hunter beatdown decks.
 * Judaina, Jurassic Hammer/Saurpio, Ancient King is excellent for spamming dragons with The=Deadman, Dragon Edge. Too bad the Dragsolution requirement is forced, but after it's dragsolutioned it makes a good form of defense, and if you have a Dorago and No.9 in the battle zone, you are virtually invincible.
 * Sanctuary of the Mother works great with decks that have evolution creature finishers. Works even greater with Galaxy, Temporal Immortal.
 * Savage Earth is an alternative way of spamming fatties in decks like Miramisu. Due to its strong combo with Onishura, Golden Twins which could spam cards like Onimaru "Head", Victory Rush with ease, it got restricted.

Searching creatures

 * Treasure Map is the easiest way to search out a Imen=Bugo, Dragon Edge or a Sasoris, Dragon Edge to summon it on the next turn.
 * Rumbling Terahorn is among one of the best search cards and is used for all sorts of beatdown finishers.
 * Evolution Egg used to be useless, but became useful during the advent of Bearfugan, Super Beast Army.

Cost reducing

 * Faerie Gift is amazing, being the core card of many combo beatdown decks.
 * Kerasas, Start Dash works great for beatdowns.
 * Kirino Giant is the basis for Giant decks, reducing 2 cost for Giants (and Giant Insects), and is a Saver himself.

Finishers

 * Balga Raizou, the Super-Heavenly Nova can spam up to three Dragons, being a favorite in decks like Drama and Miramisu.
 * Bearfugan, Super Beast Army is a Quattro Breaker that can appear in the 3rd turn with the help of Bearssar, Beast Army and a few 1 drop nature creatures. In case if it gets destroyed, it becomes mana and can be used to fuel further assaults. A Quattro Breaker on the third turn is nothing to play with, save for Heaven's Gate decks so watch out for them.
 * Domitius, Evil Emperor of Five Dragonskind is a way stronger Cyber G Hogan, being able to spam up to five creatures.
 * Gyogyou, Revolutionkind puts an excellent mental lock on the opponent on putting his creatures into the battle zone as they risk a revenge Ragmal or Silver Scoop. His revolution 2 is just a bonus.
 * Imen=Bugo, Dragon Edge/Boaroaxe, Evil Tomahawk is reminiscent of Shoegazer, Bright Deity and it can spam enough creatures to Dragsolution its finisher.
 * Sanmadd, S-Rank Tribe can use it's S-Rank Invasion from the hand or mana zone, which is already scary enough considering it only costs 3, and while it is terrible alone, it gets Triple Breaker if you have 3 or more creatures, (Which you will usually have by the 4th turn) and if there are 4 or more creatures, it can send a creature into the mana zone no matter what it is, making this seemingly laughable attempt for a super rare a hard hitting glass axe. It does not increase it's power and it's power is only 3000, so watch out for blockers such as Falconer, Lightfang Ninja.
 * The=Deadman, Dragon Edge into Niga=Abushumu, Invasive Mystery is a great finisher for mana ramp Dragon decks such as Drama or Miramisu and allows you to summon any creature just for 5 mana. Niga=Abushumu can also dragsolution into a very powerful finisher.
 * Wald Brachio, Absolute World King is a fatty with a strong effect that prevents your opponent from using Come Into Play abilities, though its weakness to spell removal is exploitable.

Other interesting cards

 * Aurora, Izanai's Invitation is the core of Snow Faerie beatdown, mostly comboed with Faerie Gift.
 * Colorful Dance is a strong graving card in a civilization that doesn't rely on graving.
 * Courtney, Summer Breeze Faerie works quite well with Space Charge and Mana Arms.
 * Dandy Eggplant is a highly versatile card that aids Grave Evolution decks and graving decks altogether. It also created a ridiculously strong combo with Inferno Gate and Bolmeteus Sapphire Dragon.
 * Geo Crashing Miranda, the Dimensional Force is an extremely versatile card, capable of grabbing a Ryusei Kaiser, the VictoriousPrin Prin, the Victorious, Boost, Crimson LordRyusei the Forever Kaiser Julia Matina, the Awakened DivaGeo the Man, Earth Titan Saint Ave Maria, Light WeaponHydra Gilsaurus of psychic creatures. Also, combining it with Faerie Gift allows a player to get Ryusei Kaiser, the Victorious out on turn 3, crippling the opponent severely.
 * Huckle Kirin Sawyer, Jungle Governor is used in almost all nature rushes and Mono Nature Bearfugan. Underestimate it and you will die.
 * Juranail, Seven Quakes World King is a 1 mana to 24000 power creature that can be used as a beatstick for mono nature decks, or in various combos with Intense Digging Twist to force the opponent's creatures to attack it.
 * Kishima Giant is unusual because it's discard for Nature.
 * Mana Crisis is one of the core cards of Mana burn control decks, but it also comboes quite well with cards like Ryusei Kaiser, the Victorious, Time Tripper, Shadow of Stagnation and Batou Shoulder, Shadow of Fiction.
 * Mystery Cube is used to spam fatty creatures for free. It's restricted too.
 * Mystery Hippo is an alternative way to fuel one's graveyard or trigger certain Loop combos.
 * Parasking, Revolution Invasionkind can be used for cross civilization invasions, in which you can invade a The Red, Lightning Sonic into a Guerrilla Launcher, Beast Army, a Galloween, Super Revenge or a Master G, Super Eureka if you have it into the battle zone. It's also very easy to invade and if you have 2 or less shields, you can summon heavyweight creatures very easily with it.
 * Sannap, Tribe untaps 3 of your mana if you have 3 nature cards in your mana zone, and due to this it can clone itself for no cost, and since it costs 3 it can be looped easily. It also serves as invasion bait for Sanmadd, S-Rank Tribe, in which it can spam enough creatures to power it up.

The Nameless Guide Light ● Water ● Darkness ● Fire ● Nature

Zero ● Multicolored