Nesting Grounds
Land
: Add
.
,
: Move a counter from target permanent you control onto a second target permanent. Activate only as a sorcery.
- CMC
- 0
- Mana cost
- Color identity
- C
- Rarity
- rare
- Set
- Edge of Eternities: Stellar Sights
- Price
- $3.95
- EDHREC rank
- #568
Nesting Grounds lets you move any counter from one permanent to another for two mana at sorcery speed — a repeatable, no-setup engine that warps entire archetypes around counter manipulation. The cost is real: it produces no mana itself and does nothing without counters already on board, but in shells built around age counters or lore counters, it pulls off tricks like rescuing Magosi, the Waterveil's skip-turn counter or feeding Auntie Ool, Cursewretch's curse machinery on demand.
Best Commanders
Commanders with the highest synergy

Auntie Ool, Cursewretch
Auntie Ool, Cursewretch places cursed counters on opponents' creatures, and Nesting Grounds lets you redistribute those counters to maximize the punish — moving them off harmless tokens and onto whatever threat you most want locked down.

Tidus, Yuna's Guardian
Tidus, Yuna's Guardian cares about moving counters between allies, and Nesting Grounds gives that strategy a free-standing, unconditional outlet that doesn't depend on combat or triggers.

Sigurd, Jarl of Ravensthorpe
Sigurd, Jarl of Ravensthorpe generates lore counters through saga synergies, and Nesting Grounds lets you ferry those counters onto other permanents to squeeze extra value out of what would otherwise be a one-time effect.

The Reaper, King No More
The Reaper, King No More accumulates counters as a resource, and Nesting Grounds gives the deck a clean way to spread or concentrate them wherever they're most lethal at any given moment.

Me, the Immortal
Me, the Immortal thrives on proliferate and counter accumulation, and Nesting Grounds plugs into that engine by letting you reposition key counters rather than building redundant stacks on a single permanent.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Commander is where Nesting Grounds earns its keep — the format's long games, legendary permanents, and counter-heavy commanders give it a reliable stream of counters to work with from turn one. In Legacy and Vintage it's legal but essentially invisible; the counter manipulation it provides is too slow and too conditional to compete in formats where the game ends on turn two or three. Modern is the same story: playable on paper, irrelevant in practice, because the counter synergies that make Nesting Grounds good require the kind of board development those formats rarely permit. Oathbreaker is the one non-Commander venue where it occasionally sees play, piggybacking on the same counter-centric planeswalker builds that treat it like a toolbox piece.
Key Combos
Combo lines featuring this card



Magosi, the WaterveilNesting GroundsEvolution Sage
Infinite turns; Lock
View on Commander Spellbook ↗


Magosi, the WaterveilNesting GroundsContagion Engine
Infinite turns; Lock
View on Commander Spellbook ↗


Magosi, the WaterveilNesting GroundsContagion Clasp
Infinite turns; Lock
View on Commander Spellbook ↗


Magosi, the WaterveilNesting GroundsAtraxa, Praetors' Voice
Infinite turns; Lock
View on Commander Spellbook ↗Price Context
Current price
$3.95 cheap tier
At $3.95, Nesting Grounds sits in the cheap tier — accessible enough that counter-focused Commander decks have no reason to leave it out of the list. The price is stable: it's not a casual staple broad enough to spike, but its narrow-yet-deep appeal in dedicated counter archetypes keeps it from bottoming out either.
Explore
Sources
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.
