Paxolotl
200 views25 days ago
Commander
Size: 100Salt sum: 31.7
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"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"}]}
Anthem
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

Anthem
(CTRL to add secondary)
Draw
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.
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

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

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.
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

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

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.
• 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

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.
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

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 .
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

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.
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

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.")
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

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
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.
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

Protection
(CTRL to add secondary)
Ramp
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.
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

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.)
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

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.
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

Ramp
(CTRL to add secondary)
Removal
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.)
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

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

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.
• 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

Removal
(CTRL to add secondary)
Theft
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

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.
• 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

Theft
(CTRL to add secondary)
Tokens
Tokens
(CTRL to add secondary)
Maybeboard
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.)
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

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.")
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

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

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.
+ — 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

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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

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
, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip
Artifact - Equipment

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.
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

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.)
(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

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

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.
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

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

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}
























































































