How to build Nissa, Leyline Tamer

Every other card in Magic with Nissa in its name has green somewhere in its colour identity. This one costs 3WUBR, so building her means working out how much of a landfall deck is left once you take away the colour that invented the mechanic.

Nissa, Leyline Tamer
Nissa, Leyline Tamer
Bracket
Floor 3Upgraded
3Game Changers
0Mass land denial
0Extra turns
1Nonland tutors
Mana curve
Mana sources
W21
U23
B22
R20

The core list: 100 cards, 39 lands (7 basic), 27 creatures, average mana value 3.98. Mana sources: 21 white, 23 blue, 22 black, 20 red. Bracket floor 3 (Upgraded). How brackets work →

Three numbers below carry a date. Nissa, Leyline Tamer cannot be played in Commander this week. The flag turns over on 2 October 2026, and because it sits on the card rather than on the set, every other card in the ninety-nine already reads as legal. On money, each card here is quoted at the lowest a paper copy sells for, and she has no listing at all until the set arrives, so every total on this page counts ninety-nine cards out of a hundred and is a floor rather than a final figure. The bracket number can only move upward. Nothing printed in this set carries a Game Changer mark yet, because that list is rewritten on its own schedule and not when a set arrives, and a seven-mana commander who draws on every land drop and hands over a free creature each turn is the kind of card that attracts one. All three get checked again here after release.

What the deck is doing. Nissa, Leyline Tamer is a 5/5 with deathtouch and vigilance for 3WUBR. While she is on the battlefield, every land you play draws you a card, and the first land each turn also turns cards off the top of your library face up until a creature appears and puts that creature straight onto the battlefield. So the first six turns are mana, interaction and staying alive, and from the turn she lands the deck draws an extra card per land and gains a body a turn without casting anything. The ninety-nine follow from that: thirty-nine lands because each one is also a card, fourteen pieces of ramp to reach seven mana across four colours, and twenty-six creatures chosen so that the one the trigger picks at random is always worth having.

The draw is on every land and the free creature is once a turn

The trigger is two abilities sharing a sentence, and they have different limits. The draw has none. Play three lands in a turn and you draw three cards. The second half is fenced behind if this is the first time this ability has resolved this turn, so you get one free creature however many lands you manage.

That decides what the extra land effects are actually buying. Burnished Hart sacrificing for two lands draws two cards and finds one creature, not two. Myriad Landscape in the budget rung is the same shape. None of this makes those cards worse, but it does mean the deck is not trying to chain land drops for a bigger board. It is trying to hit its one trigger every single turn, and then draw as many extra cards on top as it can.

It also settles a sequencing question. Lead with the land that is hardest to cast off, because the first one is the land that pays twice.

Her colours are the four that cannot play a second land

Green has a whole shelf of cards that simply let you play more lands. Exploration, Burgeoning, Azusa, Lost but Seeking and Oracle of Mul Daya are where a landfall deck normally starts. Nissa, Leyline Tamer is the one four-colour identity that contains no green at all, and there is no white, blue, black or red card that lets you play an additional land from your hand.

So every extra land drop in this list is a permanent that goes and fetches one. Ten cards do it: the fetch lands do it cheaply, Burnished Hart, Solemn Simulacrum and Kor Cartographer do it attached to a body, which matters because a body is also something the commander can hit later, and Wayfarer's Bauble and Expedition Map do it from the artifact side. Sword of the Animist does it once per combat for as long as it survives.

Crucible of Worlds is the piece that makes the difference smallest. It turns every spent fetch land in the graveyard back into a land drop, which is the nearest thing these colours have to Ramunap Excavator. The honest summary is that this deck triggers landfall fewer times per turn than a green one and makes up the gap by triggering it every turn for longer.

The revealed cards go to the bottom, which is not a mill

It is easy to read the reveal as a cost. It is not one. The cards you turn over are not discarded and not exiled. They go to the bottom of your library in a random order, so nothing is lost and the only thing you have spent is the order of your own deck.

That changes how many creatures the list wants. If the reveal binned what it passed, a low creature count would be fatal and you would jam forty of them. Because it does not, creature count is a dial for how deep each dig goes rather than a safety requirement. At twenty-six creatures the average trigger turns over about two or three cards and you keep every one of them.

There is a real cost and it arrives late. Each trigger takes a creature out of the library and leaves every non-creature in it, so the ratio drifts against you. Ten creatures into the game the same trigger is turning over three or four cards instead of two. That is a slow drift and not a cliff, which is the reason this list does not need to be padded with small creatures to feel safe.

Twenty-six creatures, and the deck is judged on the worst of them

You do not choose. Whatever creature is nearest the top is what arrives, so the quality of this list is set by its weakest creature rather than its best one. Every cheap utility body you add is a slot that sometimes turns the turn into nothing.

That rules out a class of card that would otherwise be correct. Esper Sentinel is excellent in almost any white deck and wrong in this one, because adding it means roughly one trigger in twenty-seven hands you a 1/1 rather than a threat.

So the creature half is built downward from the top. Archon of Cruelty at eight mana is the best thing that can happen. Ashen Rider, Agent of Treachery, Sepulchral Primordial, Diluvian Primordial, Rune-Scarred Demon, Angel of Serenity, Nezahal, Primal Tide and Emeria Shepherd all cost seven and all do something the moment they land. The two cheapest creatures in the deck are Burnished Hart at three and Solemn Simulacrum at four, and both fetch a land, so even the floor of the creature list triggers her again.

Written down, the curve looks like a mistake. Twelve cards at six mana and ten at seven or more, in a list whose average mana value is 3.98, is not a curve anyone would want to cast. It is not meant to be cast. Those cards are the stock the top of the library is loaded with.

Deathtouch and vigilance let her attack without opening you up

A 5/5 for seven mana that traded with a 2/2 block would not be worth the trouble. Deathtouch means nothing blocks her profitably, and vigilance means attacking costs you no defence, so she can swing every turn and still be standing untapped when the turn passes to somebody else. Across three opponents that is the whole difference between a commander who threatens people and one who stays home.

It also makes Sword of the Animist better here than in most decks that run it. The Sword puts a land onto the battlefield when the equipped creature attacks, which is a landfall trigger on a turn you have already used your land drop, and the attack it asks for is free because she does not tap. Lightning Greaves and Swiftfoot Boots are in the list for a blunter reason: a seven-mana commander who has been answered once costs nine the next time.

Ten of the thirty-nine lands enter tapped and all ten still draw

Four colours without green forces a lot of slow mana. The four triomes, the three karoo bounce lands, Thawing Glaciers, Bojuka Bog and Field of the Dead all enter tapped no matter what, which is ten of thirty-nine, and six more are shock lands that only come in untapped if you pay two life.

In most decks that is a straight cost. Here it is part refunded, because her trigger never asks whether the land is untapped. A tapped triome still draws a card. The three karoos get better still once she is out, since bouncing a land to hand and replaying it next turn is another trigger you did not have to find.

The mana does run short and it is worth putting a number on it. On the play, at ninety per cent confidence, the list wants twenty-four sources to have a single pip available on turn two. It has twenty-three blue, twenty-two black, twenty-one white and twenty red, so it is between one and four sources short on each colour. That is the standing tax for playing four colours rather than a fault that can be patched. Double pips sit further out, and every card here that wants two of one colour costs five or more, which are exactly the cards this deck plans to put onto the battlefield rather than pay for.

Thirty-nine lands is above the range our land calculator recommends for an average mana value near four. That is on purpose. When every land is also a card, the usual argument against the thirty-ninth one stops applying.

A sweeper costs this deck one turn and costs the table its board

A deck with twenty-six creatures normally cannot afford board wipes. This one can, because it rebuilds for free and nobody else at the table does. After a wipe your next land drop hands you a creature back without spending a card or a single mana, while three opponents have to recast theirs.

Austere Command is the pick rather than a flat four-mana wipe, because the mode that destroys creatures of mana value three or less leaves nearly everything in this list standing. The cheapest creature here costs three and most of them cost six. Toxic Deluge scales up to kill anything and charges life instead of mana, and Blasphemous Act is usually a single red mana by the time you want it.

The objection is fair and worth answering. If your board came from seven turns of free creatures, blowing it up is throwing away work. The answer is that the work was free and theirs was not.

The lock this list leaves out on purpose

Crucible of Worlds and Strip Mine together destroy one land every turn for the rest of the game, and Crucible is already here to replay fetch lands, so the second half costs one slot. It is still not in the core list.

The reason is the bracket rather than the power level. A repeatable land destruction engine is the kind of thing that ends a bracket 3 game with nobody having much fun, and this list is meant to be one you can put on the table at a pod that agreed on bracket 3 beforehand. Strip Mine and Wasteland go back in on the bracket 4 rung, where the conversation has already happened.

The core list

A hundred cards at bracket 3. Hover any card name to see the card, and the printing you hover is the printing its price is quoted from.

“Load into the deck builder” opens this list in your account, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena — no account needed.

Commander 1

  • Nissa, Leyline Tamer

Creatures 26

  • Agent of Treachery
  • Angel of Serenity
  • Archon of Cruelty
  • Ashen Rider
  • Burnished Hart
  • Consecrated Sphinx
  • Diluvian Primordial
  • Duplicant
  • Emeria Shepherd
  • Etali, Primal Storm
  • Grave Titan
  • Inferno Titan
  • Kor Cartographer
  • Massacre Wurm
  • Meloku the Clouded Mirror
  • Mulldrifter
  • Nezahal, Primal Tide
  • Ob Nixilis, the Fallen
  • Roil Elemental
  • Rune-Scarred Demon
  • Sepulchral Primordial
  • Solemn Simulacrum
  • Steel Hellkite
  • Sun Titan
  • Torrential Gearhulk
  • Wurmcoil Engine

Instants 10

  • Anguished Unmaking
  • Arcane Denial
  • Cyclonic Rift
  • Despark
  • Dovin's Veto
  • Fact or Fiction
  • Path to Exile
  • Swan Song
  • Swords to Plowshares
  • Terminate

Sorceries 5

  • Austere Command
  • Blasphemous Act
  • Painful Truths
  • Toxic Deluge
  • Vindicate

Artifacts 18

  • Amulet of Vigor
  • Arcane Signet
  • Archaeomancer's Map
  • Chromatic Lantern
  • Coalition Relic
  • Crucible of Worlds
  • Expedition Map
  • Fellwar Stone
  • Lightning Greaves
  • Mind Stone
  • Sol Ring
  • Swiftfoot Boots
  • Sword of the Animist
  • Talisman of Conviction
  • Talisman of Dominance
  • Talisman of Indulgence
  • Talisman of Progress
  • Wayfarer's Bauble

Enchantments 1

  • Trade Routes

Lands 39

  • Arid Mesa
  • Azorius Chancery
  • Blood Crypt
  • Bloodstained Mire
  • Bojuka Bog
  • City of Brass
  • Command Tower
  • Dimir Aqueduct
  • Evolving Wilds
  • Exotic Orchard
  • Fabled Passage
  • Field of the Dead
  • Flooded Strand
  • Godless Shrine
  • Hallowed Fountain
  • 3× Island
  • Mana Confluence
  • Marsh Flats
  • Mountain
  • 2× Plains
  • Polluted Delta
  • Prismatic Vista
  • Raffine's Tower
  • Rakdos Carnarium
  • Raugrin Triome
  • Reflecting Pool
  • Sacred Foundry
  • Savai Triome
  • Scalding Tarn
  • Spire of Industry
  • Steam Vents
  • Swamp
  • Terramorphic Expanse
  • Thawing Glaciers
  • Watery Grave
  • Xander's Lounge

Dropping to bracket 2 sells seven fetch lands, and that is the real cost

The three rungs are one deck at three prices, and the comparison worth making is not the money. It is how many of the extra land drops survive.

The core list runs ten cards that put a land onto the battlefield from somewhere other than your hand. The budget rung sells seven of them, because fetch lands are where the money in a four-colour mana base actually sits, and buys two cheaper ones back in Myriad Landscape and Thaumatic Compass. Five effects instead of ten is roughly one lost trigger every other turn, and that, rather than anything it gives up among the creatures, is what the rung really costs. Crucible of Worlds leaving hurts for the same reason. The three Game Changers leaving is what takes the list to bracket 2.

The bracket 4 rung buys speed instead. Ancient Tomb, Mana Vault and Grim Monolith are there to land a seven-mana commander two turns earlier, which is worth more here than in most decks, because every extra turn she spends on the battlefield is another card and another body. Strip Mine and Wasteland arrive to pair with the Crucible that was already in the list. The One Ring, Rhystic Study and Smothering Tithe are the draw and the mana that let a slow deck keep pace with a fast table, and Force of Will, Fierce Guardianship and Teferi's Protection are there so she survives the first answer aimed at her.

Budget / bracket 2 18 swaps

  • Flooded Strand becomes Ash Barrens−$15.13
  • Polluted Delta becomes Myriad Landscape−$19.65
  • Marsh Flats becomes Caves of Koilos−$30.63
  • Scalding Tarn becomes Shivan Reef−$38.75
  • Arid Mesa becomes Battlefield Forge−$28.22
  • Bloodstained Mire becomes Sulfurous Springs−$17.03
  • Prismatic Vista becomes Terrain Generator−$26.08
  • Field of the Dead becomes Crawling Barrens−$26.85
  • Cyclonic Rift becomes River's Rebuke−$28.46
  • Consecrated Sphinx becomes Sphinx of Uthuun−$25.42
  • Crucible of Worlds becomes Thaumatic Compass−$23.88
  • Archon of Cruelty becomes Overseer of the Damned−$7.72
  • Grave Titan becomes Noxious Gearhulk+$0.05
  • Blood Crypt becomes Temple of Malice−$8.56
  • Amulet of Vigor becomes Boros Garrison−$52.64
  • Mana Confluence becomes Path of Ancestry−$34.79
  • Thawing Glaciers becomes Orzhov Basilica−$27.33
  • Swan Song becomes An Offer You Can't Refuse−$7.39

This rung: 100 cards, 41 lands, average mana value 4.12, no bracket floor (no Game Changers, no mass land denial). Whole deck at least $233.28 (99 of 100 copies priced, so a floor). How brackets work →

Up to bracket 4 13 swaps

  • Kor Cartographer becomes Ancient Tomb+$126.93
  • Mulldrifter becomes Rhystic Study+$64.86
  • Wayfarer's Bauble becomes Demonic Tutor+$60.80
  • Duplicant becomes Vampiric Tutor+$50.03
  • Mind Stone becomes Mana Vault+$87.42
  • Expedition Map becomes The One Ring+$105.26
  • Amulet of Vigor becomes Smothering Tithe+$1.71
  • Talisman of Conviction becomes Grim Monolith+$481.61
  • Painful Truths becomes Force of Will+$56.52
  • Fact or Fiction becomes Fierce Guardianship+$58.05
  • Ob Nixilis, the Fallen becomes Teferi's Protection+$30.93
  • Evolving Wilds becomes Strip Mine+$16.56
  • Terramorphic Expanse becomes Wasteland+$14.89

This rung: 100 cards, 40 lands, average mana value 3.95, bracket floor 4 (Optimized). Whole deck at least $1807.33 (99 of 100 copies priced, so a floor). How brackets work →

FAQ

Does every land you play give you a free creature?

No. The card draw happens on every land, but the creature only arrives the first time the ability resolves in a turn. Playing three lands on one turn draws three cards and still finds exactly one creature.

What colors is Nissa, Leyline Tamer, and does she really have no green?

She is white, blue, black and red, which is the one four-colour identity with no green in it. That is unusual for this name: every other card in Magic called Nissa has green somewhere in its identity. It is also why the deck cannot play Exploration, Burgeoning or Azusa, Lost but Seeking.

When does Nissa, Leyline Tamer become legal in Commander?

On 2 October 2026, when Reality Fracture Commander is released. Until then she reads as not legal, which means not yet rather than never. Every other card in this list is already legal, because that flag belongs to the card and not to the set it came in.

What does this Nissa, Leyline Tamer deck cost to build?

Roughly $650 for the core list, taking the lowest paper price each card sells for. The budget rung is roughly $230 and the bracket 4 rung roughly $1,800. Each figure is a floor, because the commander herself carries no price until the set is out.

Which bracket does this Nissa list claim?

Bracket 3. It runs three Game Changers, which is as many as bracket 3 allows: Field of the Dead, Cyclonic Rift and Consecrated Sphinx. Treat that as a floor rather than a settled number, since nothing from an unreleased set has been assessed for that list yet.

Can you build Nissa, Leyline Tamer without fetch lands?

Yes, and the budget rung on this page does exactly that. It sells all seven expensive fetch lands and puts painlands, Myriad Landscape and Thaumatic Compass in their place. You give up about one landfall trigger every other turn, which is the honest cost, and the deck still does what it was built to do.