Nature's Will is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.
Complete guide
Nature's Will is a powerful green enchantment that turns your successful attacks into a massive resource advantage. By simultaneously depriving your opponent of mana and refreshing your own, it allows you to dominate the post-combat main phase.
What Nature's Will Does
Nature's Will features a triggered ability that activates whenever your creatures successfully deal combat damage to an opponent. When this happens, two things occur: every land your opponent controls is tapped, and every land you control is untapped. This effect is mandatory and does not target the lands or the player.
Step-by-Step Resolution
First, you must move to the combat damage step and successfully deal damage to a player with one or more creatures. Once damage is dealt, the ability triggers and goes on the stack. When it resolves, the game checks which player was damaged; all lands they currently control are tapped, and then all lands you currently control are untapped. If you hit multiple players in the same combat step, the ability triggers once for each player damaged.
Common Pitfalls
The most important rule to remember is that this ability triggers once per player damaged, not once per creature. If you attack one opponent with five creatures and they all connect, you only get one trigger. Additionally, since the untap happens during the combat damage step, you must spend any mana you currently have in your pool before the ability resolves, or it will be lost as the phase changes.
When to Play It
Nature's Will is most effective in decks that can reliably bypass blockers or those that want to cast expensive spells during their second main phase. It effectively doubles your available mana for the turn while preventing your opponents from casting spells on your turn or their own following turn.
Interaction examples
With both enchantments out, your creatures gain trample from Garruk's Uprising. This makes it much easier to ensure at least one point of combat damage hits the opponent. As soon as that trample damage is dealt, Nature's Will triggers, untapping your lands and allowing you to use the mana from those lands to cast the creatures you drew from Garruk's Uprising's other ability.
You attack an opponent with two 1/1 Elf tokens. Both are unblocked and deal a total of 2 combat damage. Even though two creatures dealt damage, Nature's Will only triggers once because the damage happened simultaneously. You tap your opponent's lands and untap your own just one time.
While Doubling Season does not interact directly with Nature's Will's mechanics, having Nature's Will allows you to tap out to cast a large spell like Doubling Season in your first main phase, attack to trigger Nature's Will, and then have all your mana available again in your second main phase to generate double tokens or counters.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Nature's Will
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The lands are tapped and untapped once each time combat damage is dealt (usually once each turn, but first strike, double strike, and multiple combat phases can change that), not once for each creature that deals combat damage.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Aggravated Assault + Nature's Will
- 1Deal combat damage to an opponent using any creature.
- 2Nature's Will triggers, tapping all lands the defending opponent controls and untapping all lands you control.
- 3Move to your postcombat main phase.
- 4Activate all mana-producing lands you control by tapping them, adding at least
.
- 5Activate Aggravated Assault by paying
, causing you to untap all creatures you control and to get an additional combat phase after this one.
- 6Repeat.
Najeela, the Blade-Blossom + Nature's Will
- 1Attack with your creature.
- 2On combat damage, Nature's Will triggers, tapping all lands the player you damaged controls and untapping your lands.
- 3Activate Najeela for
, untapping your attacking creatures, giving them trample, lifelink, and haste, and adding an additional combat phase after this one.
- 4Repeat.
Hellkite Charger + Nature's Will
- 1Declare Hellkite Charger as an attacker, triggering its ability.
- 2Holding priority, activate all mana-producing lands you control by tapping them, adding at least
.
- 3Resolve the Hellkite Charger trigger, causing you to pay
to untap all attacking creatures you control and to get an additional combat phase after this one.
- 4Deal combat damage to an opponent using Hellkite Charger.
- 5Nature's Will triggers, tapping all lands the defending opponent controls and untapping all lands you control.
- 6Repeat each combat phase.
Ashaya, Soul of the Wild + Weaver of Harmony + Nature's Will
- 1Deal combat damage to an opponent using a creature other than Weaver of Harmony, triggering Nature's Will.
- 2Holding priority, activate all mana-producing lands you control except Weaver of Harmony by tapping them, adding at least
.
- 3Activate Weaver of Harmony by paying
and tapping it, copying Nature's Will's trigger.
- 4Resolve the copy of Nature's Will's trigger, untapping all lands you control and tapping all lands the defending player controls.
- 5Repeat from step 2.
Relentless Assault + Helm of the Host + Nature's Will + Eternal Witness
- 1Activate any number of lands by tapping them, adding at least
.
- 2Cast Relentless Assault by paying
, causing you to untap all creatures that attacked this turn and causing you to get an additional combat and main phase after this one.
- 3At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Eternal Witness with haste.
- 4When the Eternal Witness token enters, it triggers, returning Relentless Assault from your graveyard to your hand.
- 5Deal combat damage to an opponent. Nature's Will triggers, untapping all lands you control.
- 6Move to your next main phase and repeat from step 1.
Stormtide Leviathan + Choke + Nature's Will
- 1Stormtide makes everything an island, choke prevents them from untapping.
- 2Nature's Will can untap your lands.
Relentless Assault + Helm of the Host + Nature's Will + Archaeomancer
- 1Activate any number of lands by tapping them, adding at least
.
- 2Cast Relentless Assault by paying
, causing you to untap all creatures that attacked this turn and causing you to get an additional combat and main phase after this one.
- 3At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Archaeomancer with haste.
- 4When the Archaeomancer token enters, it triggers, returning Relentless Assault from your graveyard to your hand.
- 5Deal combat damage to an opponent. Nature's Will triggers, untapping all lands you control.
- 6Move to your next main phase and repeat from step 1.
Relentless Assault + Helm of the Host + Nature's Will + Timeless Witness
- 1Activate any number of lands by tapping them, adding at least
.
- 2Cast Relentless Assault by paying
, causing you to untap all creatures that attacked this turn and causing you to get an additional combat and main phase after this one.
- 3At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Timeless Witness with haste.
- 4When the Timeless Witness token enters, it triggers, returning Relentless Assault from your graveyard to your hand.
- 5Deal combat damage to an opponent. Nature's Will triggers, untapping all lands you control.
- 6Move to your next main phase and repeat from step 1.
Legal formats
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Meta decks with Nature's Will
No archived Top 8 deck with this card yet.



Garruk's Uprising
Doubling Season










