289
4/28/2024
Pia Nalaar, Consul of Revival EDH
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $555.88
Salt Sum: 31.73
289
4/28/2024
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Commander

Quantity: 1Price: $2.79
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.

Creature
Pia Nalaar, Consul of Revival (mat) 92
1

"Storm" Enablers

Quantity: 3Price: $50.97
Birgi, God of Storytelling

Creature
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123
1
Ruby Medallion

Red spells you cast cost {1} less to cast.

Artifact
Ruby Medallion (tmp) 305
1
Runaway Steam-Kin

Whenever you cast a red spell, if Runaway Steam-Kin has fewer than three +1/+1 counters on it, put a +1/+1 counter on Runaway Steam-Kin. Remove three +1/+1 counters from Runaway Steam-Kin: Add {R}{R}{R}.

Creature
Runaway Steam-Kin (grn) 115
1

Draw

Quantity: 1Price: $9.99
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174
1

Impulse Draw

Quantity: 26Price: $56.10
Act on Impulse

Exile the top three cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)

Sorcery
Act on Impulse (j22) 492
1
Brazen Cannonade

Whenever an attacking creature you control dies, Brazen Cannonade deals 2 damage to each opponent. Raid — At the beginning of your postcombat main phase, if you attacked with a creature this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.

Enchantment
Brazen Cannonade (j22) 31
1
Chandra, Fire Artisan

Whenever one or more loyalty counters are removed from Chandra, Fire Artisan, she deals that much damage to target opponent or planeswalker. +1: Exile the top card of your library. You may play it this turn. −7: Exile the top seven cards of your library. You may play them this turn.

Planeswalker
Chandra, Fire Artisan (war) 119
1
Commander Liara Portyr

Whenever you attack, spells you cast from exile this turn cost {X} 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.

Creature
Commander Liara Portyr (clb) 270
1
Commune with Lava

Exile the top X cards of your library. Until the end of your next turn, you may play those cards.

Instant
Commune with Lava (afc) 118
1
Duchess, Wayward Tavernkeep

Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it. {1}, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")

Creature
Duchess, Wayward Tavernkeep (pip) 57
1
Ecstatic Beauty

Exile the top three cards of your library. You may play those cards until end of turn. Put four time counters on each of those cards that has suspend. Suspend 4—{R}

Sorcery
Ecstatic Beauty (who) 83
1
Expedited Inheritance

Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.

Enchantment
Expedited Inheritance (mkm) 123
1
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 {7}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Ignite the Future (j22) 555
1
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 "{T}, Sacrifice this artifact: Add one mana of any color.")

Sorcery
Inspired Tinkering (clb) 183
1
Invasion of Kaldheim

Battle
Invasion of Kaldheim // Pyre of the World Tree (mom) 145Invasion of Kaldheim // Pyre of the World Tree (mom) 145
1
Jeska's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add {R} 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 (clb) 799
1
Light Up the Stage

Spectacle {R} (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 (clu) 140
1
March of Reckless Joy

As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.

Instant
March of Reckless Joy (neo) 154
1
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.

Creature
Neyali, Suns' Vanguard (onc) 2
1
Outpost Siege

As Outpost Siege enters the battlefield, 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, Outpost Siege deals 1 damage to any target.

Enchantment
Outpost Siege (clb) 804
1
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
Professional Face-Breaker (j22) 581
1
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
1
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
1
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 "{T}, Sacrifice this artifact: 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 {R}.

Creature Artifact
Rose, Cutthroat Raider (pip) 66
1
Showdown of the Skalds

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards. II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.

Enchantment
Showdown of the Skalds (khm) 229
1
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."

Enchantment
Tavern Brawler (clb) 200
1
The Flux

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — The Flux deals 4 damage to target creature an opponent controls. II, III, IV, V — Exile the top card of your library. You may play that card this turn. VI — Add six {R}.

Enchantment
The Flux (who) 86
1
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 "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Enchantment
Visions of Phyrexia (bro) 156
1
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) 396
1
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
1

Land

Quantity: 35Price: $129.05
Arid Mesa

{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (mh2) 436
1
Battlefield Forge

{T}: Add {C}. {T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.

Land
Battlefield Forge (bro) 257
1
Castle Embereth

Castle Embereth enters the battlefield tapped unless you control a Mountain. {T}: Add {R}. {1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.

Land
Castle Embereth (onc) 150
1
Clifftop Retreat

Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.

Land
Clifftop Retreat (lcc) 324
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (mkc) 256
1
Furycalm Snarl

As Furycalm Snarl enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Furycalm Snarl enters the battlefield tapped. {T}: Add {R} or {W}.

Land
Furycalm Snarl (mkc) 263
1
Junktown

{T}: Add {C}. {4}{R}, {T}, Sacrifice Junktown: Create three Junk tokens. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")

Land
Junktown (pip) 150
1
Mountain

({T}: Add {R}.)

Land
Mountain (mkm) 275
12
Needleverge Pathway

Land
Needleverge Pathway // Pillarverge Pathway (plst) ZNR-263Needleverge Pathway // Pillarverge Pathway (plst) ZNR-263
1
Plains

({T}: Add {W}.)

Land
Plains (mkm) 272
9
Rugged Prairie

{T}: Add {C}. {R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}.

Land
Rugged Prairie (2xm) 325
1
Sacred Foundry

({T}: Add {R} or {W}.) As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Sacred Foundry (unf) 285
1
Spectator Seating

Spectator Seating enters the battlefield tapped unless you have two or more opponents. {T}: Add {R} or {W}.

Land
Spectator Seating (cmm) 664
1
Sundown Pass

Sundown Pass enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {W}.

Land
Sundown Pass (vow) 285
1
Sunscorched Divide

{1}, {T}: Add {R}{W}.

Land
Sunscorched Divide (pip) 153
1
Windbrisk Heights

Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Windbrisk Heights enters the battlefield tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Land
Windbrisk Heights (lcc) 370
1

Ramp

Quantity: 8Price: $37.72
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (mkc) 223
1
Boros Signet

{1}, {T}: Add {R}{W}.

Artifact
Boros Signet (clu) 220
1
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (mkc) 228
1
Ornithopter of Paradise

Flying {T}: Add one mana of any color.

Creature Artifact
Ornithopter of Paradise (cmm) 966
1
Prismatic Lens

{T}: Add {C}. {1}, {T}: Add one mana of any color.

Artifact
Prismatic Lens (cmm) 403
1
Smothering Tithe

Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Enchantment
Smothering Tithe (cmm) 57
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (mkc) 237
1
Talisman of Conviction

{T}: Add {C}. {T}: Add {R} or {W}. Talisman of Conviction deals 1 damage to you.

Artifact
Talisman of Conviction (mkc) 240
1

Recursion

Quantity: 2Price: $2.34
Campus Renovation

Return up to one target artifact or enchantment card from your graveyard to the battlefield. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Sorcery
Campus Renovation (mat) 27
1
Mizzix's Mastery

Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery. Overload {5}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Mizzix's Mastery (rvr) 118
1

Removal

Quantity: 10Price: $30.60
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (mkc) 149
1
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
Darksteel Mutation (cmm) 21
1
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 {4}{R}{R} (During your turn, you may pay {2} 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
1
Disenchant

Destroy target artifact or enchantment.

Instant
Disenchant (scd) 20
1
Fell the Mighty

Destroy all creatures with power greater than target creature's power.

Sorcery
Fell the Mighty (mkc) 65
1
Generous Gift

Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

Instant
Generous Gift (lcc) 128
1
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 (mkc) 78
1
Rip Apart

Choose one — • Rip Apart deals 3 damage to target creature or planeswalker. • Destroy target artifact or enchantment.

Sorcery
Rip Apart (onc) 124
1
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (pip) 173
1
Wild Magic Surge

Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.

Instant
Wild Magic Surge (clb) 206
1

Synergy

Quantity: 6Price: $173.94
Anointed Procession

If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

Enchantment
Anointed Procession (sld) 1511
1
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 (onc) 116
1
Delney, Streetwise Lookout

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

Creature
Delney, Streetwise Lookout (mkm) 12
1
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
Loyal Apprentice (cmm) 240
1
Mondrak, Glory Dominus

If one or more tokens would be created under your control, twice that many of those tokens are created instead. {1}{W/P}{W/P}, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak, Glory Dominus. ({W/P} can be paid with either {W} or 2 life.)

Creature
Mondrak, Glory Dominus (one) 23
1
Sensei's Divining Top

{1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put Sensei's Divining Top on top of its owner's library.

Artifact
Sensei's Divining Top (ema) 232
1

Win Condition

Quantity: 8Price: $62.38
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (dmr) 6
1
Impact Tremors

Whenever a creature enters the battlefield under your control, Impact Tremors deals 1 damage to each opponent.

Enchantment
Impact Tremors (wot) 44
1
Intangible Virtue

Creature tokens you control get +1/+1 and have vigilance.

Enchantment
Intangible Virtue (cmm) 31
1
Mechanized Warfare

If a red or artifact source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

Enchantment
Mechanized Warfare (bro) 139
1
Purphoros, God of the Forge

Indestructible As long as your devotion to red is less than five, Purphoros isn't a creature. Whenever another creature enters the battlefield under your control, Purphoros deals 2 damage to each opponent. {2}{R}: Creatures you control get +1/+0 until end of turn.

Creature Enchantment
Purphoros, God of the Forge (ths) 135
1
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 (wot) 49
1
Tempered Steel

Artifact creatures you control get +2/+2.

Enchantment
Tempered Steel (brc) 76
1
Warleader's Call

Creatures you control get +1/+1. Whenever a creature enters the battlefield under your control, Warleader's Call deals 1 damage to each opponent.

Enchantment
Warleader's Call (mkm) 315
1

Sideboard

Quantity: 10Price: $22.86
Bell Borca, Spectral Sergeant

Note the mana value of each card as it's put into exile. Bell Borca, Spectral Sergeant's power is equal to the greatest number noted for it this turn. At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.

Creature
Bell Borca, Spectral Sergeant (dmc) 145
1
Blinkmoth Urn

At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player adds {C} for each artifact they control.

Artifact
Blinkmoth Urn (c18) 197
1
Idol of Oblivion

{T}: Draw a card. Activate only if you created a token this turn. {8}, {T}, Sacrifice Idol of Oblivion: Create a 10/10 colorless Eldrazi creature token.

Artifact
Idol of Oblivion (cmm) 392
1
Inspiring Leader

Commander creatures you own have "Creature tokens you control get +2/+2."

Enchantment
Inspiring Leader (clb) 28
1
Inti, Seneschal of the Sun

Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.

Creature
Inti, Seneschal of the Sun (lci) 156
1
Losheel, Clockwork Scholar

Prevent all combat damage that would be dealt to attacking artifact creatures you control. Whenever one or more artifact creatures enter the battlefield under your control, draw a card. This ability triggers only once each turn.

Creature
Losheel, Clockwork Scholar (cmm) 38
1
Reckless Fireweaver

Whenever an artifact enters the battlefield under your control, Reckless Fireweaver deals 1 damage to each opponent.

Creature
Reckless Fireweaver (j22) 587
1
Tocasia's Welcome

Whenever one or more creatures with mana value 3 or less enter the battlefield under your control, draw a card. This ability triggers only once each turn.

Enchantment
Tocasia's Welcome (bro) 30
1
Valakut Exploration

Landfall — Whenever a land enters the battlefield under your control, exile the top card of your library. You may play that card for as long as it remains exiled. At the beginning of your end step, if there are cards exiled with Valakut Exploration, put them into their owner's graveyard, then Valakut Exploration deals that much damage to each opponent.

Enchantment
Valakut Exploration (znr) 303
1
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 of your library in a random order.)

Creature
Wild-Magic Sorcerer (clb) 816
1

Deck Stats

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Description

{"ops":[{"insert":"\tThis is an EDH deck centered around my current favorite commander: "},{"insert":{"card-link":"Pia Nalaar, Consul of Revival"}},{"insert":". The goal of the deck is simple: cast spells from exile, make hasty flying Thopter tokens, and win through combat and/or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects. This deck is excellent on a budget: most of the expensive cards ("},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", etc.) are not remotely necessary to win, although "},{"insert":{"card-link":"Ruby Medallion"}},{"insert":", "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":", and "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" are excellent cards for this deck, and "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" can help us find any of our win conditions. The other great thing about this deck is it gets better with almost every set: any time a new "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":" type card is printed the deck improves! For now the options are somewhat limited, and as such what makes the cut is mostly determined by converted mana cost--we want this deck to be low to the ground so we can play multiple spells every turn by around T5. \n\n\tThis deck is stuffed with \"impulse draw\", named for "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":", or cards that exile the top card of your library and allow you to play those cards. This makes the deck consistent at hitting land drops, and allows you to see a lot of the deck each game. It doesn't matter too much what we cast from exile since we will passively make Thopters and they are the path to winning the game, and as we make them we get to dig for any of the anthem cards or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects that will help us close out the game. I run a fair amount of cheap removal, a decent amount of ramp and cards that I have chosen to call \"storm enablers\" (since they discount costs or make temporary mana during a turn and continue to cast more things from exile), and then the win conditions and a few nice synergy cards. \n\n\tAs far as gameplay, there are a few important notes. The first is that we do not always want to cast our commander on turn 2. She doesn't actually do anything until we can cast impulse draw and then subsequently play those cards. I will often opt to play my 2 cost ramp on turn 2, and then perhaps a repeated impulse draw engine such as "},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" Brazen Cannonade on turn 3 before playing our commander on turn 4. Then we have a free card in exile from the upkeep trigger and 3 mana to play it, or if that card is a land then we can hit our land drop from exile and make a Thopter. Turn 2 is our first important decision point: do we cast the commander or not. The next note is that we always want to play our impulse draw cards before hitting our land drops. This is easy to forget when you are unfamiliar with the deck, but the most free Thopter is the one we get for playing a land each turn so we always want to maximize the possibility that our land drop will come from exile. \n\n\tOk, let's break down the categories in the deck. \n\nImpulse Draw:\n\tThere are a few things to pay attention to here. Firstly, there are permanent spells that are repeated impulse engines, such as "},{"insert":{"card-link":"Tavern Brawler"}},{"insert":", and there are spells that exile on cast. And, of the single use spells, some let us play the cards until our NEXT end step (such as "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":") and others that only allow us to play those cards on the turn we exile them; obviously, the former is preferred here as it provides much more flexibility: Reckless Impulse or "},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":" are clearly superior to cards like "},{"insert":{"card-link":"Act on Impulse"}},{"insert":". Within each category some are clearly better than others; "},{"insert":{"card-link":"Brazen Cannonade"}},{"insert":" is superior to Tavern Brawler because we get the exile effect on the turn we cast it, and "},{"insert":{"card-link":"Rob the Archives"}},{"insert":"--while it is same-turn only--has the Casualty 1 clause so it is easily doubled for the cost of a single Thopter. Then there are all-stars in this category, such as "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" and "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" (both of which are also ramp). "},{"insert":{"card-link":"Neyali, Suns' Vanguard"}},{"insert":" is also incredible as he allows us to play the cards we exile on any turn that we attack with a token; the tradeoff is that this requires casting spells after our combat phase. \n\nDraw:\nThis category is very small and basically only here because card draw is king. Although we prefer impulse draw, an extra card each turn is still huge and having a few of these here is just nice. As better impulse draw engines are printed this category could be on the chopping block, but for now these are great. "},{"insert":{"card-link":"Losheel, Clockwork Scholar"}},{"insert":" provides extra value with its first ability as well. "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" it also a land, so that is an easy include if you have the budget. \n\nRamp:\n\tObviously in Boros we rely mostly on mana rocks, but "},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" is an excellent choice here as it triggers "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" and also has haste from our commander so it can tap for mana immediately. It is essentially a second "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", and with an anthem such as "},{"insert":{"card-link":"Tempered Steel"}},{"insert":" it can even attack later in the game if needed. Now, 2cmc ramp is tricky with our commander, but as I said previously we are not always casting our commander as soon as we possibly can. "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" is just an absurd card, and often draws removal which can keep the heat off of our more important impulse draw engines. \n\n\"Storm\" Enablers:\n\t"},{"insert":{"card-link":"Ruby Medallion"}},{"insert":" discounting the cost of essentially every spell we cast is insane, and it's easy to cast it from exile as well. "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" and "},{"insert":{"card-link":"Runaway Steam-Kin"}},{"insert":" can allow us to continue to cast spells as they reward us with mana for doing so. "},{"insert":{"card-link":"Blinkmoth Urn"}},{"insert":" can absolutely pop as far as the mana that is provides each turn once we start churning out Thopters. It's a lot of mana to spend on a card that does nothing the turn it comes down--so it may be on the chopping block eventually--but it does have excellent impact in the deck. It's worth it to note that the backside of Birgi is also an impulse draw engine! Typically we would not cast it this way, but if we have a bunch of mana (oh, hi "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":") then it is an option. \n\nRemoval:\n\tSelf-explanatory, but we need good interaction and Boros has excellent spells for this: the spot removal options are cheap to cast from exile, and we even have a few pseudo one-sided boardwipes that are on theme in "},{"insert":{"card-link":"Delayed Blast Fireball"}},{"insert":" and "},{"insert":{"card-link":"Fell the Mighty"}},{"insert":". I would love a few more multi-choice cards like "},{"insert":{"card-link":"Rip Apart"}},{"insert":" but with a removal option and an impulse draw option; that would be soooo tasty here. \n\nRecursion:\n\tThe only recursion in the deck is on theme. "},{"insert":{"card-link":"Campus Renovation"}},{"insert":" can recur one of our key win cons (note that they are almost all enchantments) and then adds some impulse draw on top. "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" is a really interesting card here with fantastic synergy: when it exiles the card(s) from the graveyard and copies them, the copies are "},{"attributes":{"italic":true},"insert":"made in exile"},{"insert":" so casting the copy counts as casting something "},{"attributes":{"italic":true},"insert":"from exile"},{"insert":". And, many of our impulse draw cards are instants and sorceries so this can let us reuse an impulse draw effect and keep making Thopters. Here is a thread that discusses Mizzix Mastery in this context: \n\nhttps://www.reddit.com/r/askajudge/comments/vtm4ey/faldorn_and_mizzix_mastery/\n\nAnd the ruling in question:\n\n\t707.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, "},{"attributes":{"bold":true},"insert":"except that the copy is created in the s. me zone the object is in"},{"insert":" and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.\n\nSo, the copy is made in exile and will be cast from exile, which triggers Pia. As such, an overloaded Mizzix Mastery can be a game ender!\n\nSynergy:\n\t"},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":" is an excellent fit here; it doubles our tokens, and it's incredibly easy to make her indestructible. If you have an "},{"insert":{"card-link":"Anointed Procession"}},{"insert":" that is also an excellent fit, but unfortunately I don't own a copy. "},{"insert":{"card-link":"Loyal Apprentice"}},{"insert":" gives a free Thopter every turn, which seems small but it adds up! "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" is excellent for curating the cards that we exile off the top of the library. "},{"insert":{"card-link":"Boros Charm"}},{"insert":" is mostly in here so that we can protect our board at instant speed, but could be better as a Teferi's Protection if I had an extra one lying around. "},{"insert":{"card-link":"Wild-Magic Sorcerer"}},{"insert":" is a card that may eventually be cut since it usually does nothing the turn it comes down, but it accrues excellent value as it gives a free spell from exile--and thus a thopter--each turn. \n\nWin Conditions:\n\tAs I tend to do, I've included the tutors in the win condition category. This does not mean that they should be used solely to find a win con; there are plenty of times where an early tutor into a value piece (such as draw or ramp) to get ahead is a winning move. And, of course, using them effectively comes with familiarity with the deck. \n\tThe win conditions in this deck are anthems and "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects. There are three of each, and also "},{"insert":{"card-link":"Mechanized Warfare"}},{"insert":" which is essentially an anthem but it also boosts the damage from our Tremors effects. "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" is an excellent new addition as it works as both an Impact Tremors and an anthem, so that was an easy one to make space for. "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" is far and away the most disgusting card in the deck, as 10 Thopters can easily close out a game with each getting +9/+0 when they all swing together. "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" can grab any of these, but the best target would certainly be Shared Animosity with Thopters on board; if you have a stormy play to make then "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" is another excellent option.\n\n\n\tThe haste on our Thopters allows us to swing with them immediately, so hopefully any turn that you have 10 Thopters before combat and an anthem you might be able to win the game. Or, if you have Purphoros on board simply making a bunch of Thopters in one turn can close out a game decisively. Either way, this deck is both fun and resilient. Since our commander is so cheap we can claw back from board wipes effectively and make explosive late games plays to steal wins. Also, this commander is not highly regarded (rank ~650 on EDHREC at the time of writing) which is mind boggling to me as she can definitely hold her own and even punch above her weight. I'm currently on a 4 game win streak, and that's even against decks in my playgroup that are either much more expensive or have been getting tweaked for a lot longer than I've had this deck around--or both. I highly recommend giving Pia a try, and if you are one who prefers underrated or under-played commanders then she is an excellent choice. As always, please leave any comments, questions or suggestions you may have down below! Cheers \n\n\nEdit 01:\nValakut Exploration out for "},{"insert":{"card-link":"Expedited Inheritance"}},{"insert":";I think this card has a higher ceiling, and Valakut is a bit awkward to play around. Blinkmoth Urn is out for "},{"insert":{"card-link":"Anointed Procession"}},{"insert":"; I finally got myself a copy, and Blinkmoth Urn has not seen any play in the deck so far. Losheel, Clockwork Scholar out for"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":"; another Anointed Procession is worth more than an extra card per turn!\n\nEdit 02: \nAdding in some of the new Fallout Junk token cards! Wild-Magic Sorcerer is out for "},{"insert":{"card-link":"Rose, Cutthroat Raider"}},{"insert":". Inti, Seneschal of the sun is out for "},{"insert":{"card-link":"Duchess, Wayward Tavernkeep"}},{"insert":". These two Junk token makers have insane synergy together: every Junk token you sac triggers Rose to make a mana that can be spent to make another Junk token with Duchess. Obviously the mana from Rose can also be used to cast the card exiled with the Junk token, but this little interaction is worth noting. Both of the removed cards felt a little clunky in the deck, and I think the combat-based triggers for making Junk tokens will feel right at home. Also cutting Idol of Oblivion for "},{"insert":{"card-link":"Wild Wasteland"}},{"insert":". Replacing regular draw with an exceptional impulse draw engine is a prime upgrade. \n"}]}
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