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Commander
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Paxolotl

200 views25 days ago
Commander
Size: 100Salt sum: 31.7

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{"ops":[{"insert":"Pia Nalaar, Consul of Revival"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Foreword"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Pia Nalaar, Consul of Revival"}},{"insert":" is a mid-range powerhouse, able to slowly out-value her opponents with tokens that are deceptively small and a game plan that is deceptively strong. This deck is my current list for Bracket 3 Pia Nalaar played each week at my LGS for Commander Night. It has had a lot of success, due to opponents underestimating her strengths, and her low mana cost and deck curve. It is one of my favorite decks I have ever built, and I hope that you find it to be a blast to play as well. This deck will consistently kill a player if left somewhat alone and wins through combat damage.\n\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Impulse Draw (Exile the Top Card of your Library)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"DO NOT PLAY YOUR LAND DROPS UNTIL YOU'VE IMPULSE DRAWN. THIS IS THE MOST CONSISTENT WAY TO MAKE A THOPTER."},{"insert":"\nThis deck plays a 99 of mostly impulse draw to power Pia Nalaar's second ability. I've found that repeatable exile effects with no caveats (i.e. "},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" ) are typically 4 CMC, meaning that your turns 1-3 should either be consisting of ramp or individual draw spells ("},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":") to make sure Pia Nalaar has enough resources to go off at turn 3 or 4. I prioritized putting a great amount of interaction (mostly white), to advance your board state while also shutting down opponent's value/combo pieces. Spells such as "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" are almost always playable when exiled, and other cards such as "},{"insert":{"card-link":"Requisition Raid"}},{"insert":" will also pump your board while you do it. There is a focus on flexibility and value in the spell choices, which leads me to the next topic of the deck's contents.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tokens (Thopters)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Yes, we play a lot of thopters. These bastards are very strong at killing players, as most commander players (with the exception of Dragon or Bird Tribal) are not running massive amounts of flyers. Even so, you can use the removal suite to destroy most flyers so that your thopters are clear to attack. Pia Nalaar does the wonderful effect of providing the thopters with haste, meaning that your opponents are unable to keep pace with your growing board unless they decide to swing back into you or wipe the board.\n\nWe discourage retaliation by playing more spells in our second main phase to create more thopters (and use cards triggers such as "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" or "},{"insert":{"card-link":"Cait Sith, Fortune Teller"}},{"insert":" ) while buffing with a decent amount of anthems in our 99. The redundancy also allows us to pass on a card, if we decide that it is too expensive to afford at the time. Additionally, effects such as "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" and "},{"insert":{"card-link":"Starlight Spectacular"}},{"insert":" will often result in a player kill when played, meaning that opponents have very few turns to react once we decide to start swinging for more than 4-5 damage.\n\nDeck Breakdown"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Impulse Engines (Unconditional)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Wild Wasteland"}},{"insert":" - 3 CMC 2 card impulse engine that uses only one red pip? An amazing card, probably the best impulse engine in the deck, you will have more than enough card selection late game to worry about the lack of cards in hand.\n"},{"insert":{"card-link":"Cait Sith, Fortune Teller"}},{"insert":" - 4 CMC impulse engine that scries 1, then buffs a creature (probably a thopter). It also receives any buffs to artifact creatures, meaning that if you felt like running "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":", it's more useful. Also, it counts towards Metalcraft ("},{"insert":{"card-link":"Dispatch"}},{"insert":" )\n"},{"insert":{"card-link":"Charred Foyer // Warped Space"}},{"insert":" - On rate impulse engine (4 CMC) that you can invest into to play one of your spells for free (GOOD WITH UNTIL YOUR NEXT TURN EFFECTS + INSTANTS).\n"},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" - Unconditional on rate impulse engine (4 CMC) that if you choose not to play something, you could get a powerstone token, which is okay in the deck.\n"},{"insert":{"card-link":"Advanced Reconstruction"}},{"insert":" - Unconditional on rate impulse engine (4 CMC) that also lets you reuse spells. Needs more testing, but seems very playable.\n"},{"insert":{"card-link":"Outpost Siege"}},{"insert":" - Unconditional on rate impulse engine (4 CMC). You will almost never choose Dragons.\n"},{"insert":{"card-link":"Tavern Brawler"}},{"insert":" - Almost unconditional 3 CMC impulse engine that needs your commander out on the battlefield. A great card, because it also acts like a Cait Sith, but costs 1 less and doesn't scry.\n"},{"insert":{"card-link":"Share the Spoils"}},{"insert":" - 2 CMC impulse engine. This thing is nuts, but if you feed into it too much, you risk giving away your interaction to other players. I recommend using other engines' card pools first before you take from this to avoid giving your opponents a card you wanted. (Also sometimes you get a great card).\n\nImpulse Engine (Conditional)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" - This card gets big very fast, and is also a conditional impulse engine at 3 CMC. Excellent card in this deck.\n"},{"insert":{"card-link":"Neyali, Suns' Vanguard"}},{"insert":" - This card when combined with an anthem effect will chuck opponents while also providing good card selection as you don't need to play that card that turn. Since you will most likely be swinging with thopters each turn, as long as this card is alive, you will have a second hand's worth of cards.\n"},{"insert":{"card-link":"Grenzo, Havoc Raiser"}},{"insert":" - Do not underestimate this card. Swing with a lot of thopters and you will be playing a lot of cards from exile. Notably can goad problematic creatures.\n"},{"insert":{"card-link":"Commander Liara Portyr"}},{"insert":" - Haven't played this card much yet, but is an above rate engine that reduces the cost of your spells.\n"},{"insert":{"card-link":"Rose, Cutthroat Raider"}},{"insert":" - Creates Junk tokens so that you can control when you want to impulse draw, while also creating red mana (which is important for snowballing).\n"},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" - Generates treasure, yes. But it also allows you to dig one or two cards deeper each turn by sacrificing them, which is sometimes very useful.\n\nImpulse (One-Use)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Jeska's Will"}},{"insert":" - I don't think I need to say anything about this card. It's already a good card, you're looking for an impulse engine (most use red pips) and a land drop with this card.\n"},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":" and "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":" - These do the same thing and they do it at the best rate. Note that it says \"until the end of your next turn\". This is important because there are a few impulse draw spells that only let you play until the end of current turn.\n"},{"insert":{"card-link":"Rob the Archives"}},{"insert":" - This is an example of that sort of spell, but this will let you look at 4 cards if you sacrifice a thopter.\n"},{"insert":{"card-link":"Opera Love Song"}},{"insert":" - PLAY THIS ON AN OPPONENT'S TURN. It's pretty much another copy of "},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":".\n"},{"insert":{"card-link":"Light Up the Stage"}},{"insert":" - People will not block a thopter early game. This is a 1 CMC "},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":" .\n"},{"insert":{"card-link":"Hex Magic"}},{"insert":" - This card seems way too strong in this deck to be bad. It's above rate for an impulse draw spell, but you get to know exactly what you're going to play next turn, and you get a fresh hand. I think with certain hands, this card will be explosive on turn 3 into 4.\n"},{"insert":{"card-link":"You Find Some Prisoners"}},{"insert":" - You'd be surprised at what you find in people's decks. At worse you just exiled 3 cards from someone's deck, at best you get to cast a second "},{"insert":{"card-link":"Sol Ring"}},{"insert":" or a removal spell. Oh, and it can destroy an artifact.\n"},{"insert":{"card-link":"Ensnared by the Mara"}},{"insert":" - I have no clue why people choose the first option, but they will. And then they will give you a free spell to trigger Pia Nalaar.\n\nAnthems"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Shared Animosity"}},{"insert":" - Play this card at the right time and you will win. Play it normally and you will kill a player.\n"},{"insert":{"card-link":"Starlight Spectacular"}},{"insert":" - Wow, this card is amazing. It's a pain to calculate, but it puts in similar numbers to "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" but also buffs the toughness, so the creatures can live trades. Remember to put Pia Nalaar at the front of the line, as you most likely will not be attacking with her.\n"},{"insert":{"card-link":"Jor Kadeen, the Prevailer"}},{"insert":" - I used to not believe in this card (it was used in the 99 sometimes in Winota), but dear god it will kill people. Notably also buffs itself and Pia Nalaar.\n"},{"insert":{"card-link":"Intangible Virtue"}},{"insert":" - Buffs only your token thopters, but gives them vigilance (very important). Incredible at stalling out the game until you win.\n"},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":" - It sounds too good to be true. An anthem that makes more thopters?\n"},{"insert":{"card-link":"Warleader's Call"}},{"insert":" - An anthem that (notably) also buffs Pia Nalaar. It also pings everyone each time you make a thopter, which I don't normally like running personally as it makes the deck seem like it's popping off more than it is, but if you like "},{"insert":{"card-link":"Impact Tremors"}},{"insert":"-like effects, then this card is for you.\n"},{"insert":{"card-link":"Caretaker's Talent"}},{"insert":" - Draws you cards, makes a thopter, and then buffs your board. Excellent if you have few options on your turn/have a Powerstone token.\n"},{"insert":{"card-link":"Patchwork Banner"}},{"insert":" - Anthem that generates mana. Effective and simple.\n\nUtility"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Skullclamp"}},{"insert":" - Kill a thopter, draw two cards.\n"},{"insert":{"card-link":"Land Tax"}},{"insert":" - Thin your deck, make the impulses more smooth.\n"},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" - Try to keep Pia Nalaar alive if possible. The deck needs Pia Nalaar to win, do not be afraid to recast her over and over.\n"},{"insert":{"card-link":"Tenuous Truce"}},{"insert":" - 2 mana spell that can draw you a lot of cards if someone doesn't hit you. In a 4 player pod, this may draw you 3 or more cards. Pick the person that you don't want to hit you, or pick the one that you think won't be able to combo off.\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" - "},{"insert":{"card-link":"Banishing Light"}},{"insert":" that hits two other permanents. Removes pesky enchantments and artifacts as well.\n"},{"insert":{"card-link":"Delayed Blast Fireball"}},{"insert":" - One sided board wipe that if you can impulse it will deal 5 damage instead. A brilliant card in this deck.\n"},{"insert":{"card-link":"Sheltered by Ghosts"}},{"insert":" - Unconditional removal that also protects your commander. At below rate.\n"},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" - Protect your enchantments and artifacts. You need them.\n\nExcluded Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Fateful Tempest"}},{"insert":" - Sounds okay until you realize that people will usually choose to have you mill a card and deal 2 damage rather than let you impulse more than one card.\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - Pretty much just a token doubler in this deck, as the anthems prevent the thopters from getting the bonus, and then the inate flying also makes it borderline useless.\n"},{"insert":{"card-link":"Akroma's Will"}},{"insert":" - Not a good card to impulse, doesn't really do much for the deck unless you're already winning.\n"},{"insert":{"card-link":"Windbrisk Heights"}},{"insert":" and "},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":" - These cards sound really great, but unless you're already hitting people with thopters, you have no way to play the exiled card. Also they come in tapped, so I don't think that it works well with the aggressive nature of this deck.\n"},{"insert":{"card-link":"Junktown"}},{"insert":" - I don't think I've ever cracked it, so I'm removing it.\n"},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" - Pia Nalaar grants haste, and I don't think that the bottom effect is worth it in this deck, but it might make the impulse draws more consistent due to the scry. TL:DR is that I don't want to pay 5 mana for something that I don't think will end the game or impulse me cards.\n"},{"insert":{"card-link":"Reckless Fireweaver"}},{"insert":" - These sort of effects I avoid because it puts the heat on me earlier, but if you can handle that sort of stuff, you should consider putting these effects in your deck to lower life totals.\n"},{"insert":{"card-link":"Urabrask, Heretic Praetor"}},{"insert":" - I ran this for a bit, but it's just an impulse engine at above rate, that gets removed because people get annoyed you're doing the thing to them. Probably is great in combination with a "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":".\n"},{"insert":{"card-link":"Master Trinketeer"}},{"insert":" - Finally took this card out, I don't ever create Servos and there are better anthem options, though it might return because it is also a 3/2.\n"},{"insert":{"card-link":"Lightning Bolt"}},{"insert":" - In my pod, I currently face a lot of 4 toughness commanders, so I prefer not to run this at the moment.\n"},{"insert":{"card-link":"Hour of Reckoning"}},{"insert":" - This doesn't really seem that good, it's too expensive and you can rebuild after a board wipe faster than your opponents. Why tap down your thopters to pay for it, when you're going to be swinging with them?\n"},{"insert":{"card-link":"Wild-Magic Sorcerer"}},{"insert":" - Too expensive win-more card.\n"},{"insert":{"card-link":"Monastery Raid"}},{"insert":" - You have to convince someone to let you pay above rate to exile a bunch of cards, not good.\n"},{"insert":{"card-link":"Ignite the Future"}},{"insert":" - Weird rate for an impulse spell, but it looks at 3 instead of 2, and then if you use its flashback ability, you get to play them for free.\n"}]}

Commander

Qty: 1 Price: $1.49
Pia Nalaar, Consul of Revival
Thopters you control have haste.
Whenever you play a land from exile or cast a spell from exile, create a 1/1 colorless Thopter artifact creature token with flying.
Legendary Creature - Human Artificer
Pia Nalaar, Consul of Revival (mat) 42

Commander

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Anthem

Qty: 7 Price: $39.43
Flowering of the White Tree
Legendary creatures you control get +2/+1 and have ward
.
Nonlegendary creatures you control get +1/+1.
Legendary Enchantment
Flowering of the White Tree (ltr) 15
Intangible Virtue
Creature tokens you control get +1/+1 and have vigilance.
Enchantment
Intangible Virtue (wot) 6
Jor Kadeen, the Prevailer
First strike
Metalcraft — Creatures you control get +3/+0 as long as you control three or more artifacts.
Legendary Creature - Human Warrior
Jor Kadeen, the Prevailer (c16) 206
Shared Animosity
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
Enchantment
Shared Animosity (ltc) 226
Starlight Spectacular
Parade! — At the beginning of combat on your turn, choose creatures you control one at a time until each creature you control has been chosen. Each of those creatures gets +1/+1 until end of turn for each creature chosen before it. (Places everyone! The first creature in line gets +0/+0.)
Enchantment
Starlight Spectacular (unf) 28
Tempered Steel
Artifact creatures you control get +2/+2.
Enchantment
Tempered Steel (dci) 62
Warleader's Call
Creatures you control get +1/+1.
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Warleader's Call (mkm) 242

Anthem

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Draw

Qty: 23 Price: $67.85
Advanced Reconstruction
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost
less to cast.
Enchantment - Class
Advanced Reconstruction (soc) 30
Cait Sith, Fortune Teller
Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value.
Legendary Creature Artifact - Cat Moogle
Cait Sith, Fortune Teller (fic) 54
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class
Caretaker's Talent (blb) 6
Charred Foyer
At the beginning of your upkeep, exile the top card of your library. You may play it this turn.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room
Charred Foyer // Warped Space (dsk) 129
Commander Liara Portyr
Whenever you attack, spells you cast from exile this turn cost
less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
Legendary Creature - Human Soldier
Commander Liara Portyr (clb) 270
Hex Magic
Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Sorcery - Arcane
Hex Magic (msh) 133
Laelia, the Blade Reforged
Haste
Whenever Laelia attacks, exile the top card of your library. You may play that card this turn.
Whenever one or more cards are put into exile from your library and/or your graveyard, put a +1/+1 counter on Laelia.
Legendary Creature - Warrior Spirit
Laelia, the Blade Reforged (soc) 246
Light Up the Stage
Spectacle
(You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Sorcery
Light Up the Stage (sld) 2528
Neyali, Suns' Vanguard
Attacking tokens you control have double strike.
Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.
Legendary Creature - Human Rebel
Neyali, Suns' Vanguard (onc) 2
Opera Love Song
Choose one —
• Exile the top two cards of your library. You may play those cards until your next end step.
• One or two target creatures each get +2/+0 until end of turn.
Instant
Opera Love Song (fin) 147
Outpost Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Enchantment
Outpost Siege (ncc) 272
Party Thrasher
Noncreature spells you cast from exile have convoke. (Each creature you tap while casting a noncreature spell from exile pays for
or one mana of that creature's color.)
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
Creature - Wizard Lizard
Party Thrasher (mh3) 129
Pick Up the Pace
Whenever a creature you control that entered this turn attacks, exile the top card of your library.
You may play cards exiled with this enchantment as long as you attacked this turn.
Enchantment
Pick Up the Pace (msc) 702
Reckless Impulse
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Sorcery
Reckless Impulse (vow) 174
Rob the Archives
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.)
Exile the top two cards of your library. You may play those cards this turn.
Sorcery
Rob the Archives (snc) 122
Rose, Cutthroat Raider
First strike
Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with "
, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever you sacrifice a Junk, add
.
Legendary Creature Artifact - Robot
Rose, Cutthroat Raider (pip) 66
Share the Spoils
When this enchantment enters and whenever an opponent loses the game, exile the top card of each player's library.
During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
Enchantment
Share the Spoils (afc) 34
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (fic) 355
Tavern Brawler
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
Legendary Enchantment - Background
Tavern Brawler (clb) 200
Tenuous Truce
Enchant opponent
At the beginning of enchanted opponent's end step, you and that player each draw a card.
When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice this Aura.
Enchantment - Aura
Tenuous Truce (ncc) 87
Visions of Phyrexia
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with "
: Add
. This mana can't be spent to cast a nonartifact spell.")
Enchantment
Visions of Phyrexia (bro) 156
Wild Wasteland
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
Enchantment
Wild Wasteland (pip) 71
Wrenn's Resolve
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Sorcery
Wrenn's Resolve (mom) 173

Draw

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Land

Qty: 36 (37 w/ MDFC)Price: $78.14
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (soc) 362
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (soc) 366
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (msc) 242
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Furycalm Snarl (soc) 375
Inspiring Vantage
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Inspiring Vantage (otj) 269
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (hob) 197
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 194
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (soc) 396
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (soc) 401
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (mkc) 287

Land

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Protection

Qty: 4 Price: $30.97
And They Shall Know No Fear
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
Instant
And They Shall Know No Fear (40k) 9★
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (cmr) 442
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant
Dawn's Truce (blb) 9
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (pip) 233

Protection

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Ramp

Qty: 12 Price: $188.68
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 335
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Generous Plunderer
Menace
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever this creature attacks, it deals damage to defending player equal to the number of artifacts they control.
Creature - Human Rogue
Generous Plunderer (pbig) 11p
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Jeska's Will (cmr) 187
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (soc) 153
Ornithopter of Paradise
Flying
: Add one mana of any color.
Creature Artifact - Thopter
Ornithopter of Paradise (blc) 281
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (soc) 353
Professional Face-Breaker
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Creature - Human Warrior
Professional Face-Breaker (fic) 296
Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash
(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey
Ragavan, Nimble Pilferer (mul) 21
Sol Ring
: Add
.
Artifact
Sol Ring (fic) 359
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (m3c) 307
Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf
Tataru Taru (fic) 30

Ramp

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Removal

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Abrade
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
Instant
Abrade (fdn) 327
Bovine Intervention
Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.
Instant
Bovine Intervention (otj) 6
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (soc) 142
Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Delayed Blast Fireball (clb) 676
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
Instant
Dispatch (nph) 7
Lost to Legend
Put target nonland historic permanent into its owner's library fourth from the top. (Artifacts, legendaries, and Sagas are historic.)
Instant
Lost to Legend (ltr) 22
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (soc) 159
Requisition Raid
Spree (Choose one or more additional costs.)
+
— Destroy target artifact.
+
— Destroy target enchantment.
+
— Put a +1/+1 counter on each creature target player controls.
Sorcery
Requisition Raid (soa) 10
Sheltered by Ghosts
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward
.
Enchantment - Aura
Sheltered by Ghosts (soc) 171
Sundering Eruption
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (mic) 94
Unwanted Remake
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Unwanted Remake (dsk) 39
You Find Some Prisoners
Choose one —
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
Instant
You Find Some Prisoners (afr) 169

Removal

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Theft

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Ensnared by the Mara
Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.
Sorcery
Ensnared by the Mara (who) 84
Grenzo, Havoc Raiser
Whenever a creature you control deals combat damage to a player, choose one —
• Goad target creature that player controls.
• Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Legendary Creature - Goblin Rogue
Grenzo, Havoc Raiser (cmm) 677

Theft

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Tokens

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Loyal Apprentice
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
Creature - Human Artificer
Loyal Apprentice (cmm) 240
Stridehangar Automaton
Thopters you control get +1/+1.
If one or more artifact tokens would be created under your control, those tokens plus an additional 1/1 colorless Thopter artifact creature token with flying are created instead.
Creature Artifact - Construct
Stridehangar Automaton (drc) 35

Tokens

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Maybeboard

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Adaptive Automaton
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Other creatures you control of the chosen type get +1/+1.
Creature Artifact - Construct
Adaptive Automaton (2xm) 231
Alibou, Ancient Witness
Other artifact creatures you control have haste.
Whenever one or more artifact creatures you control attack, Alibou deals X damage to any target and you scry X, where X is the number of tapped artifacts you control.
Legendary Creature Artifact - Golem
Alibou, Ancient Witness (c21) 7
Arabella, Abandoned Doll
Whenever Arabella attacks, it deals X damage to each opponent and you gain X life, where X is the number of creatures you control with power 2 or less.
Legendary Creature Artifact - Toy
Arabella, Abandoned Doll (dsk) 208
Araña, Heart of the Spider
Whenever you attack, put a +1/+1 counter on target attacking creature.
Whenever a modified creature you control deals combat damage to a player, exile the top card of your library. You may play that card this turn. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Human Spider Hero
Araña, Heart of the Spider (spm) 123
Asgardian Inspiration
Exile the top card of your library. You may play it this turn.
Whenever a source you control deals noncombat damage to an opponent, you may pay
. If you do, return this card from your graveyard to your hand.
Sorcery
Asgardian Inspiration (msc) 678
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (msc) 802
Count on Luck
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Enchantment
Count on Luck (dft) 118
Crimson Caravaneer
Double strike, trample
Whenever this creature deals combat damage to a player, create a Junk token. (It's an artifact with "
, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Creature - Human Scout
Crimson Caravaneer (pip) 56
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (pmkm) 12p
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Glasses of Urza
: Look at target player's hand.
Artifact
Glasses of Urza (3ed) 249
Glimpse the Impossible
Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add
."
Sorcery
Glimpse the Impossible (mh3) 124
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (cmm) 823
Great Train Heist
Spree (Choose one or more additional costs.)
+
— Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+
— Creatures you control get +1/+0 and gain first strike until end of turn.
+
— Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant
Great Train Heist (otj) 125
Hour of Reckoning
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Destroy all nontoken creatures.
Sorcery
Hour of Reckoning (scd) 26
Ignite the Future
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Ignite the Future (c19) 27
Inspired Tinkering
Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
Create three Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Inspired Tinkering (clb) 183
Inspiring Leader
Commander creatures you own have "Creature tokens you control get +2/+2."
Legendary Enchantment - Background
Inspiring Leader (clb) 28
Inspiring Statuary
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for
.)
Artifact
Inspiring Statuary (fic) 347
Interdimensional Web Watch
When this artifact enters, exile the top two cards of your library. Until the end of your next turn, you may play those cards.
: Add two mana in any combination of colors. Spend this mana only to cast spells from exile.
Artifact
Interdimensional Web Watch (spm) 165
Joined Researchers
First strike
At the beginning of each end step, if an opponent has more cards in hand than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Human Wizard Cleric
Joined Researchers // Secret Rendezvous (sos) 23
Junk Jet
When this Equipment enters, create a Junk token. (It's an artifact with "
, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip
Artifact - Equipment
Junk Jet (pip) 60
Junktown
: Add
.
,
, Sacrifice this land: Create three Junk tokens. (They're artifacts with "
, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Land
Junktown (pip) 150
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (fca) 40
Losheel, Clockwork Scholar
Prevent all combat damage that would be dealt to attacking artifact creatures you control.
Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
Legendary Creature - Artificer Elephant
Losheel, Clockwork Scholar (c21) 18
Master Trinketeer
Servos and Thopters you control get +1/+1.
: Create a 1/1 colorless Servo artifact creature token.
Creature - Artificer Dwarf
Master Trinketeer (kld) 21
Monastery Raid
Freerunning
(You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Exile the top two cards of your library. If this spell's freerunning cost was paid, exile the top X cards of your library instead. You may play the exiled cards until the end of your next turn.
Sorcery
Monastery Raid (acr) 35
Moonshaker Cavalry
Flying
When this creature enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Knight Spirit
Moonshaker Cavalry (soc) 110
Painter's Studio
When you unlock this door, exile the top two cards of your library. You may play them until the end of your next turn.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room
Painter's Studio // Defaced Gallery (dsk) 147
Passionate Archaeologist
Commander creatures you own have "Whenever you cast a spell from exile, this creature deals damage equal to that spell's mana value to target opponent."
Legendary Enchantment - Background
Passionate Archaeologist (sld) 2220
Plargg and Nassari
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
Legendary Creature - Orc Efreet
Plargg and Nassari (mat) 118
Reprieve
Return target spell to its owner's hand.
Draw a card.
Instant
Reprieve (ltr) 26
Seize the Spoils
As an additional cost to cast this spell, discard a card.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Seize the Spoils (sos) 129
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (msc) 495
Steel Overseer
: Put a +1/+1 counter on each artifact creature you control.
Creature Artifact - Construct
Steel Overseer (pip) 241
Sunbaked Canyon
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Sunbaked Canyon (who) 309
Sunbillow Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Plains.
Land
Sunbillow Verge (dft) 264
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 264
Unexpected Windfall
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Unexpected Windfall (pip) 193
Urabrask, Heretic Praetor
Haste
At the beginning of your upkeep, exile the top card of your library. You may play it this turn.
At the beginning of each opponent's upkeep, the next time they would draw a card this turn, instead they exile the top card of their library. They may play it this turn.
Legendary Creature - Praetor Phyrexian
Urabrask, Heretic Praetor (snc) 129
Wild-Magic Sorcerer
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature - Shaman Orc Sorcerer
Wild-Magic Sorcerer (afc) 305

Maybeboard

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Deck Info

Deck stats

29 pips - 25 cards
27 mana - 25 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
43 pips - 36 cards
33 mana - 31 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Pia Nalaar, Consul of Revival"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Foreword"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Pia Nalaar, Consul of Revival"}},{"insert":" is a mid-range powerhouse, able to slowly out-value her opponents with tokens that are deceptively small and a game plan that is deceptively strong. This deck is my current list for Bracket 3 Pia Nalaar played each week at my LGS for Commander Night. It has had a lot of success, due to opponents underestimating her strengths, and her low mana cost and deck curve. It is one of my favorite decks I have ever built, and I hope that you find it to be a blast to play as well. This deck will consistently kill a player if left somewhat alone and wins through combat damage.\n\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Impulse Draw (Exile the Top Card of your Library)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"DO NOT PLAY YOUR LAND DROPS UNTIL YOU'VE IMPULSE DRAWN. THIS IS THE MOST CONSISTENT WAY TO MAKE A THOPTER."},{"insert":"\nThis deck plays a 99 of mostly impulse draw to power Pia Nalaar's second ability. I've found that repeatable exile effects with no caveats (i.e. "},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" ) are typically 4 CMC, meaning that your turns 1-3 should either be consisting of ramp or individual draw spells ("},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":") to make sure Pia Nalaar has enough resources to go off at turn 3 or 4. I prioritized putting a great amount of interaction (mostly white), to advance your board state while also shutting down opponent's value/combo pieces. Spells such as "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" are almost always playable when exiled, and other cards such as "},{"insert":{"card-link":"Requisition Raid"}},{"insert":" will also pump your board while you do it. There is a focus on flexibility and value in the spell choices, which leads me to the next topic of the deck's contents.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tokens (Thopters)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Yes, we play a lot of thopters. These bastards are very strong at killing players, as most commander players (with the exception of Dragon or Bird Tribal) are not running massive amounts of flyers. Even so, you can use the removal suite to destroy most flyers so that your thopters are clear to attack. Pia Nalaar does the wonderful effect of providing the thopters with haste, meaning that your opponents are unable to keep pace with your growing board unless they decide to swing back into you or wipe the board.\n\nWe discourage retaliation by playing more spells in our second main phase to create more thopters (and use cards triggers such as "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" or "},{"insert":{"card-link":"Cait Sith, Fortune Teller"}},{"insert":" ) while buffing with a decent amount of anthems in our 99. The redundancy also allows us to pass on a card, if we decide that it is too expensive to afford at the time. Additionally, effects such as "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" and "},{"insert":{"card-link":"Starlight Spectacular"}},{"insert":" will often result in a player kill when played, meaning that opponents have very few turns to react once we decide to start swinging for more than 4-5 damage.\n\nDeck Breakdown"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Impulse Engines (Unconditional)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Wild Wasteland"}},{"insert":" - 3 CMC 2 card impulse engine that uses only one red pip? An amazing card, probably the best impulse engine in the deck, you will have more than enough card selection late game to worry about the lack of cards in hand.\n"},{"insert":{"card-link":"Cait Sith, Fortune Teller"}},{"insert":" - 4 CMC impulse engine that scries 1, then buffs a creature (probably a thopter). It also receives any buffs to artifact creatures, meaning that if you felt like running "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":", it's more useful. Also, it counts towards Metalcraft ("},{"insert":{"card-link":"Dispatch"}},{"insert":" )\n"},{"insert":{"card-link":"Charred Foyer // Warped Space"}},{"insert":" - On rate impulse engine (4 CMC) that you can invest into to play one of your spells for free (GOOD WITH UNTIL YOUR NEXT TURN EFFECTS + INSTANTS).\n"},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" - Unconditional on rate impulse engine (4 CMC) that if you choose not to play something, you could get a powerstone token, which is okay in the deck.\n"},{"insert":{"card-link":"Advanced Reconstruction"}},{"insert":" - Unconditional on rate impulse engine (4 CMC) that also lets you reuse spells. Needs more testing, but seems very playable.\n"},{"insert":{"card-link":"Outpost Siege"}},{"insert":" - Unconditional on rate impulse engine (4 CMC). You will almost never choose Dragons.\n"},{"insert":{"card-link":"Tavern Brawler"}},{"insert":" - Almost unconditional 3 CMC impulse engine that needs your commander out on the battlefield. A great card, because it also acts like a Cait Sith, but costs 1 less and doesn't scry.\n"},{"insert":{"card-link":"Share the Spoils"}},{"insert":" - 2 CMC impulse engine. This thing is nuts, but if you feed into it too much, you risk giving away your interaction to other players. I recommend using other engines' card pools first before you take from this to avoid giving your opponents a card you wanted. (Also sometimes you get a great card).\n\nImpulse Engine (Conditional)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" - This card gets big very fast, and is also a conditional impulse engine at 3 CMC. Excellent card in this deck.\n"},{"insert":{"card-link":"Neyali, Suns' Vanguard"}},{"insert":" - This card when combined with an anthem effect will chuck opponents while also providing good card selection as you don't need to play that card that turn. Since you will most likely be swinging with thopters each turn, as long as this card is alive, you will have a second hand's worth of cards.\n"},{"insert":{"card-link":"Grenzo, Havoc Raiser"}},{"insert":" - Do not underestimate this card. Swing with a lot of thopters and you will be playing a lot of cards from exile. Notably can goad problematic creatures.\n"},{"insert":{"card-link":"Commander Liara Portyr"}},{"insert":" - Haven't played this card much yet, but is an above rate engine that reduces the cost of your spells.\n"},{"insert":{"card-link":"Rose, Cutthroat Raider"}},{"insert":" - Creates Junk tokens so that you can control when you want to impulse draw, while also creating red mana (which is important for snowballing).\n"},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" - Generates treasure, yes. But it also allows you to dig one or two cards deeper each turn by sacrificing them, which is sometimes very useful.\n\nImpulse (One-Use)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Jeska's Will"}},{"insert":" - I don't think I need to say anything about this card. It's already a good card, you're looking for an impulse engine (most use red pips) and a land drop with this card.\n"},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":" and "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":" - These do the same thing and they do it at the best rate. Note that it says \"until the end of your next turn\". This is important because there are a few impulse draw spells that only let you play until the end of current turn.\n"},{"insert":{"card-link":"Rob the Archives"}},{"insert":" - This is an example of that sort of spell, but this will let you look at 4 cards if you sacrifice a thopter.\n"},{"insert":{"card-link":"Opera Love Song"}},{"insert":" - PLAY THIS ON AN OPPONENT'S TURN. It's pretty much another copy of "},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":".\n"},{"insert":{"card-link":"Light Up the Stage"}},{"insert":" - People will not block a thopter early game. This is a 1 CMC "},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":" .\n"},{"insert":{"card-link":"Hex Magic"}},{"insert":" - This card seems way too strong in this deck to be bad. It's above rate for an impulse draw spell, but you get to know exactly what you're going to play next turn, and you get a fresh hand. I think with certain hands, this card will be explosive on turn 3 into 4.\n"},{"insert":{"card-link":"You Find Some Prisoners"}},{"insert":" - You'd be surprised at what you find in people's decks. At worse you just exiled 3 cards from someone's deck, at best you get to cast a second "},{"insert":{"card-link":"Sol Ring"}},{"insert":" or a removal spell. Oh, and it can destroy an artifact.\n"},{"insert":{"card-link":"Ensnared by the Mara"}},{"insert":" - I have no clue why people choose the first option, but they will. And then they will give you a free spell to trigger Pia Nalaar.\n\nAnthems"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Shared Animosity"}},{"insert":" - Play this card at the right time and you will win. Play it normally and you will kill a player.\n"},{"insert":{"card-link":"Starlight Spectacular"}},{"insert":" - Wow, this card is amazing. It's a pain to calculate, but it puts in similar numbers to "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" but also buffs the toughness, so the creatures can live trades. Remember to put Pia Nalaar at the front of the line, as you most likely will not be attacking with her.\n"},{"insert":{"card-link":"Jor Kadeen, the Prevailer"}},{"insert":" - I used to not believe in this card (it was used in the 99 sometimes in Winota), but dear god it will kill people. Notably also buffs itself and Pia Nalaar.\n"},{"insert":{"card-link":"Intangible Virtue"}},{"insert":" - Buffs only your token thopters, but gives them vigilance (very important). Incredible at stalling out the game until you win.\n"},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":" - It sounds too good to be true. An anthem that makes more thopters?\n"},{"insert":{"card-link":"Warleader's Call"}},{"insert":" - An anthem that (notably) also buffs Pia Nalaar. It also pings everyone each time you make a thopter, which I don't normally like running personally as it makes the deck seem like it's popping off more than it is, but if you like "},{"insert":{"card-link":"Impact Tremors"}},{"insert":"-like effects, then this card is for you.\n"},{"insert":{"card-link":"Caretaker's Talent"}},{"insert":" - Draws you cards, makes a thopter, and then buffs your board. Excellent if you have few options on your turn/have a Powerstone token.\n"},{"insert":{"card-link":"Patchwork Banner"}},{"insert":" - Anthem that generates mana. Effective and simple.\n\nUtility"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Skullclamp"}},{"insert":" - Kill a thopter, draw two cards.\n"},{"insert":{"card-link":"Land Tax"}},{"insert":" - Thin your deck, make the impulses more smooth.\n"},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" - Try to keep Pia Nalaar alive if possible. The deck needs Pia Nalaar to win, do not be afraid to recast her over and over.\n"},{"insert":{"card-link":"Tenuous Truce"}},{"insert":" - 2 mana spell that can draw you a lot of cards if someone doesn't hit you. In a 4 player pod, this may draw you 3 or more cards. Pick the person that you don't want to hit you, or pick the one that you think won't be able to combo off.\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" - "},{"insert":{"card-link":"Banishing Light"}},{"insert":" that hits two other permanents. Removes pesky enchantments and artifacts as well.\n"},{"insert":{"card-link":"Delayed Blast Fireball"}},{"insert":" - One sided board wipe that if you can impulse it will deal 5 damage instead. A brilliant card in this deck.\n"},{"insert":{"card-link":"Sheltered by Ghosts"}},{"insert":" - Unconditional removal that also protects your commander. At below rate.\n"},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" - Protect your enchantments and artifacts. You need them.\n\nExcluded Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Fateful Tempest"}},{"insert":" - Sounds okay until you realize that people will usually choose to have you mill a card and deal 2 damage rather than let you impulse more than one card.\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - Pretty much just a token doubler in this deck, as the anthems prevent the thopters from getting the bonus, and then the inate flying also makes it borderline useless.\n"},{"insert":{"card-link":"Akroma's Will"}},{"insert":" - Not a good card to impulse, doesn't really do much for the deck unless you're already winning.\n"},{"insert":{"card-link":"Windbrisk Heights"}},{"insert":" and "},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":" - These cards sound really great, but unless you're already hitting people with thopters, you have no way to play the exiled card. Also they come in tapped, so I don't think that it works well with the aggressive nature of this deck.\n"},{"insert":{"card-link":"Junktown"}},{"insert":" - I don't think I've ever cracked it, so I'm removing it.\n"},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" - Pia Nalaar grants haste, and I don't think that the bottom effect is worth it in this deck, but it might make the impulse draws more consistent due to the scry. TL:DR is that I don't want to pay 5 mana for something that I don't think will end the game or impulse me cards.\n"},{"insert":{"card-link":"Reckless Fireweaver"}},{"insert":" - These sort of effects I avoid because it puts the heat on me earlier, but if you can handle that sort of stuff, you should consider putting these effects in your deck to lower life totals.\n"},{"insert":{"card-link":"Urabrask, Heretic Praetor"}},{"insert":" - I ran this for a bit, but it's just an impulse engine at above rate, that gets removed because people get annoyed you're doing the thing to them. Probably is great in combination with a "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":".\n"},{"insert":{"card-link":"Master Trinketeer"}},{"insert":" - Finally took this card out, I don't ever create Servos and there are better anthem options, though it might return because it is also a 3/2.\n"},{"insert":{"card-link":"Lightning Bolt"}},{"insert":" - In my pod, I currently face a lot of 4 toughness commanders, so I prefer not to run this at the moment.\n"},{"insert":{"card-link":"Hour of Reckoning"}},{"insert":" - This doesn't really seem that good, it's too expensive and you can rebuild after a board wipe faster than your opponents. Why tap down your thopters to pay for it, when you're going to be swinging with them?\n"},{"insert":{"card-link":"Wild-Magic Sorcerer"}},{"insert":" - Too expensive win-more card.\n"},{"insert":{"card-link":"Monastery Raid"}},{"insert":" - You have to convince someone to let you pay above rate to exile a bunch of cards, not good.\n"},{"insert":{"card-link":"Ignite the Future"}},{"insert":" - Weird rate for an impulse spell, but it looks at 3 instead of 2, and then if you use its flashback ability, you get to play them for free.\n"}]}
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