Nature's Lore card art
Live Play Data

Nature's Lore

{1} {G} · Sorcery · Secrets of Strixhaven Commander (SOC)
15%
Deck Inclusion
Games Tracked
185
Decks Running
154
Median Cast Turn
3
Drawn → Played
51%

Decks that cast Nature's Lore win 52% of the time versus 36% when it sits in the library all game, a +16-point delta that is the strongest directional signal for any ramp spell in our tracked dataset.

Nature's Lore shows up in 16% of tracked Commander decks on Playgroup Live. That selective inclusion makes sense: only green-identity decks can run it, and even within that pool it competes with Three Visits, Rampant Growth, and Cultivate for ramp slots.

The number that stands out is the win-rate delta. Games where Nature's Lore was cast ended in a win 52% of the time (12 wins in 23 casts). Games where it sat in the library all game ended in a win only 36% of the time (34 wins in 94 participations). That +16-point gap is a consistent early signal that resolving this spell materially changes outcomes. Both sample sizes are small enough that we call this directional rather than conclusive, but the direction is unambiguous. Baseline win rate in a four-player pod is roughly 25%, so even the library-only rate reflects that these are above-average green decks.

The mechanics explain the edge. Nature's Lore puts a Forest onto the battlefield untapped, unlike most two-mana ramp sorceries. That untapped land is mana acceleration, not just mana fixing. Decks running dual-typed Forests like Breeding Pool, Overgrown Tomb, or Stomping Ground get a fetch-like effect on top of the ramp, which is why multicolor commanders dominate the top-commander list.

At a glance
  • 16% inclusion rate across all tracked Commander decks
  • +16pt win-rate delta when cast versus sitting in the library all game
  • 57% of drawn Nature's Lores are cast before the game ends
  • T3 median first-cast turn, one turn ahead of its mana cost
  • 73% of drawn-and-cast copies are cast the same turn they're drawn
  • 90 distinct tracked decks include Nature's Lore

First-cast turn

n=42
17%
T1
31%
T2
10%
T3
14%
T4
5%
T5
21%
T6-9
2%
T10+
Median 3 P25 2 · P75 5 · max 10
On curve 31% (13 / 42 cast on T2) Cast same turn as drawn 78%

The "good card" funnel

219 brought
Brought to game
219
Ever drawn
37
Cast when drawn
42
Still on board at game end
1
51%

Of 126 Nature's Lores brought to games, 21 were drawn and 23 were cast, with 73% of drawn-and-cast copies played the same turn they were seen.

+5.3pp

Players who cast this card win 48% of the time (20/42) , vs 42% when it never left the library (66/156).

Final zone distribution

219 instances
71.2%
Library
0.5%
Battlefield
20.5%
Graveyard
2.7%
Exile

94 of 126 instances never left the library, a structural feature of 100-card singleton decks rather than a knock on the card. The 24 graveyard entries map closely to the 23 recorded casts.

Top commanders running this card

by deck count

The top commander hits 6 decks and the list spreads across 10 different commanders, all multicolor, consistent with Nature's Lore being a mana-fixing tool as much as a ramp spell.

Frequently Asked
How often is Nature's Lore drawn in a Commander game?

Nature's Lore was drawn in 21 of 126 deck-participations where it was in the deck, a 17% draw rate. That is slightly below the average for a singleton in a 100-card deck, partly because games end before every card is seen. Of those 21 drawn instances, 23 were eventually cast (the small discrepancy reflects timing across participations), and 73% of the drawn-and-cast copies were played the same turn they arrived in hand.

What does the win-rate delta actually mean?

When Nature's Lore was cast, the deck won 52% of the time (12 of 23 games). When it stayed in the library all game, the deck won 36% of the time (34 of 94 games). The +16-point gap is the clearest way to read whether casting a card correlates with winning. Both sample sizes are below 30 for the cast bucket, so treat this as a strong directional signal rather than a settled statistic. The baseline win rate in a four-player pod is 25%, meaning both groups outperform the baseline, but the cast group does so by a wider margin.

Why does Nature's Lore see play over other two-mana ramp spells?

The key distinction is that Nature's Lore puts the Forest onto the battlefield untapped. Rampant Growth costs the same mana but the land enters tapped, costing you a turn of mana. Nature's Lore also tutors any Forest card by subtype, which includes shock lands (Breeding Pool, Stomping Ground, etc.) and other dual-typed lands. In multicolor decks, it functions as cheap mana fixing and ramp in one slot. The top commanders in our data, such as Me, the Immortal, Henzie Toolbox Torre, and Jodah the Unifier, are all multicolor, which confirms that fixing is as important as the ramp itself.

What turn is Nature's Lore typically cast?

Median first-cast turn is 3, one turn later than the card's mana cost of 2 would suggest. That gap is mostly a draw-probability effect: players who don't see it in their opening hand have to wait until it appears naturally. Of the 23 recorded casts, 8 landed exactly on curve at turn 2, 2 were cast ahead of curve on turn 1 (likely with a mana dork), and 13 were cast behind curve. The same-turn cast rate of 73% confirms that when players do draw it, they rarely hold it.

Is Nature's Lore legal in Commander?

Yes. Nature's Lore is legal in Commander, Duel Commander, Pauper Commander, Oathbreaker, Legacy, Vintage, and Premodern. It is not legal in Standard, Pioneer, Modern, Alchemy, Brawl, Historic, Timeless, or Gladiator. For Commander specifically, the only color-identity restriction is that your deck must include green, since Nature's Lore has a green color identity.

Why does Nature's Lore have zero battlefield stickiness?

Sorceries go to the graveyard the moment they resolve, so battlefield stickiness is not a meaningful metric for them. The final zone distribution confirms this: the vast majority of Nature's Lore instances end in the library (never drawn), with 24 ending in the graveyard after being cast and a small number in exile, likely from graveyard-hate effects or effects that exile spells from the stack.