Start free

Nature's Way

Jumpstart (JMP)

{1}{G}

Sorcery

Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
Plays as
Fight Removal
Format legality

Constructed

StandardNot legal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyNot legal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlNot legal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulNot legal
Future StandardNot legal

Versions

4 printings · from $0.13

The List
2024#KLD-162CheapestIn products
Jumpstart
2020#412In products
Kaladesh
2016#162In products

Rulings

4 · latest Sep 20, 2016
  • WotCSep 20, 2016

    If either target is an illegal target as Nature's Way resolves, no damage will be dealt.

  • WotCSep 20, 2016

    If the creature you don't control is an illegal target as Nature's Way tries to resolve, the creature you control will still gain vigilance and trample.

  • WotCSep 20, 2016

    Trample only applies to the assignment of combat damage, not the damage Nature's Way has the creature deal.

  • WotCSep 20, 2016

    You can't cast Nature's Way unless you choose both a creature you control and a creature you don't control as targets.