Nahiri, the Lithomancer

Nahiri, the Lithomancer

Planeswalker — Nahiri

+2: Put a 1/1 white Kor Soldier creature token onto the battlefield. You may attach an Equipment you control to it.

-2: You may put an Equipment card from your hand or graveyard onto the battlefield.

-10: Put a colorless Equipment artifact token named Stoneforged Blade onto the battlefield. It has indestructible, "Equipped creature gets +5/+5 and has double strike," and equip .

Nahiri, the Lithomancer can be your commander.

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Trade

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Set Rarity
Commander 2014 (C14) Mythic Rare

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Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Nahiri, the Lithomancer occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

White: 0.4%

Nahiri, the Lithomancer Discussion

Gprinziv on In-work Voltron

3 months ago

Return to Dust
Revoke Existence
Forsake the Worldly
^ The above 3 are all pretty much better than disenchant because they exile. Choose one or maybe all 3.

For removal, there are a lot of good Oblivion Ring style effects. You might want Gideon's Intervention to stop problematic commanders and the like as well.

Inventors' Fair is anothe good land you could use. Also grab an Ancient Den and Darksteel Citadel as well to maximize artifact synergies. Refurbish , Emeria, The Sky Ruin , and Open the Vaults can also let you get things out of your graveyard.

Don't forget key tutors like Enlightened Tutor and Open the Armory

Reya is probably too expensive. Sun Titan is better.
Cut Heavenly Blademaster, you don't have enough creatures to take advantage of her.
Kemba, Kha Regent would be a more appropriate one because she generates tokens as blockers and swarmers if neede.
I'm not huge on Nahiri, the Lithomancer . 5 mana to not really get a lot done but make a 1/1 and equip it once. Similarly, Ajani Goldmane doesn't seem to do a lot in your deck. I think walkers like Ugin, the Ineffable and Elspeth, Sun's Champion might just straight up be better fits. You want to capitalize on that artifact synergy.
If you absolutely need something expensive and threatening, Zetalpa, Primal Dawn or Heliod, God of the Sun are good options with baked-in indestructible.

as for artifacts and equipment, I don't think you're gonna get a lot out of Voltaic Servant or Voltaic Key . It might be better to put in other cards here. Etched Champion comes to mind.

Land Tax and Smothering Tithe may also be very big includes. The second generates artifacts for anything that needs them as well as makes lots of mana or slows your opponents down considerably. Both are good for you.

Finally, you have some fun infinite mana generation in there but... what does it do? You've got no real payoff for abusing Basalt Monolith. There's no way to chain or bounce things, no aetherflux resrvoir, etc. Maybe instead of Doubling Cube , you run more linear ramp like Sword of the Animist , Explorer's Scope , or Land Tax

Raging_Squiggle on What is the point of ...

5 months ago

I’ve used indirect phasing to permanently phase out all equipment attached to a “Voltron token” from someone using a Nahiri, the Lithomancer deck. Indirect phasing has its uses.

Note that this was before they changed the rule to make it so tokens don’t cease to exist when phased out.

theguy419 on Bruna, the Fading Light

7 months ago

i'm noticing some problems that you have with too little recursion and too little in the ways of protecting her from targeted removal. cards like Faith's Reward , Second Sunrise , Resurrection and False Defeat are really good to make sure your creatures come back when you get blown up after you summon your god emperor angel. you also are mono white so the problem with that is your card draw is very limited to really get going. take a look at cards like Mind's Eye , Scroll Rack + Land Tax . it's a great way to draw 3 a turn for one mana. Staff of Nin is a good passive draw for you every turn and you should absolutely look at putting The Immortal Sun in your deck. card is nuts and fucks on planeswalkers at the same time which only really affects one card in your deck. other cards that will help with your voltron strategy are various cards like Steelshaper's Gift , Open the Vaults , Stonehewer Giant and Stoneforge Mystic . various equipments that are really good for what you wanna do are things like Champion's Helm , Darksteel Plate , Whispersilk Cloak , any of the sword of cards (just gonna put a link to all the sword of cards of your choice all but body and mind are sweet https://gatherer.wizards.com/Pages/Search/Default.aspx?name=+%5Bsword%5D+%5Bof%5D+%5Band%5D), Batterskull , Sword of Vengeance Hammer of Nazahn . certain creatures that are just good stuff that you should think about are Selfless Squire , Thalia, Heretic Cathar , Karmic Guide , Reveillark , Linvala, Keeper of Silence also look at putting in Nahiri, the Lithomancer for a good planeswalker for equipment

cards i'm seeing that are just meh: Aegis Angel , Resolute Archangel , Banisher Priest , Fiend Hunter , Herald of the Host (doesn't really do anything to make your commander the one shot machine you want), Deathless Angel , Oracle's Vault (becomes to easily blown up right after you put all the work into making it work), Emancipation Angel , Divine Visitation (i get why you have it there for the 1/1 spirits you make, but it's not worth it), Requiem Angel .

other then that you just trim the fat of cards that don't help make brisela your one shot machine you're looking for. hope this helped!

PIayswithFlRE on Oathbreakers for the missing shards ...

8 months ago

"the activation for the permanent looks at the Planeswalkers subtype, not the physical name of the card. This is why when Arlinn Kord Flip transforms you can not activate her a second time; They both have 'Arlinn' in their subtype line."

Ah; in that case, I'll either remove the "may come into play transformed" or, I guess make it "Sorin, Locked in Combat; Legendary Planeswalker - Sorin Nahiri" with the same on the back except with Nahiri in the name, but maybe that's unnecessarily complicated.

"'Nahiri currently has a form of graveyard matters in the delirium'

Are you talking about Nahiri, the Harbinger who tutors out Emrakul, the Aeons Torn ? Dilirum cares about the number of card types in your graveyard, correct? Specifically four different types?"

I meant my Nahiri, where the -X gives you an emblem with Delirium in the text. But, yes, that's what delirium cares about.

I guess a simpler, more thematic Nahiri -X that also works as the opposite of what Sorin does would be something like

-X Until end of turn, X target creatures you control get +1/+1 for each mountain you control.

Seems consistent with Nahiri's Stoneblades / the ulitimate on Nahiri, the Lithomancer . It could be +1/+0, which feels a bit more red, but wouldn't have quite the same symmetry with Sorin's ability.

nUKe13 on nUKe13 Mardu Pyromancer

11 months ago

Metropolis39 thanks for the comment! I’ll give examples and reasoning for excluding manlands and Nahiri, the Harbinger (I assume, rather than Nahiri, the Lithomancer , since you didn’t specify).

First, manlands come in tapped. In modern, speed is the name of the game and we want our lands active by turn one. We can’t fetch for them and if we open up a hand with only a manland, it’s an auto mulligan. Manlands also usually require a lot of mana investment and don’t contribute to the Young Pyromancer / Bedlam Reveler gameplan.

Lavaclaw Reaches - 3 mana for a 2/2 that can get bolted, pushed, or removed before we can actually use it, does not work. Also, Mardu Pyromancer does well with 3-4 lands. So we would only activate and not pump it with the current gameplan.

Shambling Vent - the only one I would somewhat consider. Lifelink is nice with fetches and shocks, and 2/3 is not bad, but still bolt/push fodder while also entering tapped. Still doesn’t add to original gameplan.

Needle Spires - 4 mana for a 2/1? No, thanks. This can be hit by Lightning Bolt , Fatal Push , and even Gut Shot . For 4 mana we could get Hazoret the Fervent , or a combination of spells to fuel Young Pyromancer and Bedlam Reveler .

Nahiri, the Harbinger - as for planeswalkers, I personally don’t like them since their typing doesn’t add to the instant/sorcery gameplan. I mentioned why I don’t use planeswalkers in the primer, but, specifically for Nahiri, the Harbinger , I like the current list for flexibility and adding to current gameplan. Planeswalkers dont seem to add a quick enough clock for us. Nahiri, the Harbinger is nice for card draw and removal, but Mardu runs the best removal in Magic, so we don’t really need that. Plus, Surgical Extraction helps with exiling problems and adds to instant/sorcery count and it’s at instant speed, whereas Planeswalkers are sorcery speed.

I hope this answers your question/recommendation!

DespairFaction on Aurelia, Wielder of Weapons of Mass Destruction

1 year ago

Hey,

So as I mentioned on twitter. We definitely need more ramp in this deck. My equipment deck ways in somewhere around like 20 or 25 total artifacts, id expect that you end up in similar territory after adding some mana rocks. Worn Powerstone is an absolute staple for me, Smothering Tithe is amazing, and then a handful of the CMC mana rocks are good. Gilded Lotus although slow, I have found helpful for that extra needed mana that you need to move around equipments late in the game. So get your mana ramp count to at least 10, I'm counting 5 right now, but a lot of it is conditional or slow. In limited testing I haven't had great results with Boreas Charger, so I may cut that one, but more testing is needed. Also just noticed sol ring is missing from the list. Highly recommend, its OP.

I think your creature package looks great. Only 2 small changes. Ive never had good success with Hellkite Charger so i would cut that one. It takes 13 mana to cast it, and use the untap combat ability, and doesn't pair well with feast and famine because of the timing of the triggers. So Id cut that one. And I've had mixed results with molten primordial. If there aren't tokens running around everywhere it can be really good, but the second there is chump blockers it loses a lot of value. For 1 extra mana you can play insurrection, which easily kills 1 or more players when Aurelia is play. So if you need that effect I would look toward Insurrection . It can be nice to have an Leonin Abunas or Indomitable Archangel especially if theres a lot of removal in your meta, but its not entirely necessary...just something to think about. Also its not really on theme, but I just really like Iroas with Aurelia. Together they have 6 devotion, so very easy to get into creature form, and attacking with it twice just puts a hurting on opponents. Again not necessary, but i just like it as sort of a separate avenue of attack. Oh and I would add in a Kazuul's Toll Collector the free equip is really nice.

I think you want to cut just a few spells from the deck as well. My votes would be Dawn Charm and Wild Ricochet . Ive never been able to live the dream on wild ricochet and if its in your hand, 4 tends to be a lot to hold up. Dawn charm is just a bit redundant with comeuppance and teferis, and i don't know that you need all 3.

Now with all of this stuff, if there are things specific to your meta it may makes sense to keep some of them. A large portion of my testing was in the MTGO meta which has its quirks.

A few other interesting cards to think about. Ive seen people run Nahiri, the Lithomancer , Daretti, Scrap Savant , and Goblin Welder as other ways to get artifacts back. There also the crazy expensive one from antiquities, agrivian something or other. Any of these could potentially be better in the Daring Archeologist spot just something to think about.

If you are needing additional card draw. Stolen Strategy is a reasonable place to start, and Memory Jar actually works really well with the recursion you have going already.

Land base, things are in good shape. Although I would cut, temple of the false god for a basic plains. I have run out of plains with sword of the animist and emeria shepherd and that makes me very sad. Or you could replace it with a spinerock knoll, a card I've come to like a lot recently.

A few other things to think about. I didn't see a lot of double strike. I really like Silverblade Paladin and Duelist's Heritage , makes it really easy to be lethal or generate tons of value with equipment triggers.

But otherwise I really like everything. The mana ramp is the big change, and everything else is just some small tweaks.

Also theres a few cards I've been looking at for a while, but since i haven't been running this build of Aurelia I haven't been able to test. Let me know how Lapse of Certainty , Settle the Wreckage and Rebuff the Wicked are working for you. They are cards I always look at, just haven't had a chance to use them yet. Anyway hope this helps! Heres my list, its a bit outdated now, but still relatively close to where it should be https://tappedout.net/mtg-decks/aurelia-weapons-of-war/

hkhssweiss on The Deckwatch [Home Base]

1 year ago

@ DrkNinja LOL...I am sorry not sorry for your lost. All hail that is The Frog . Do not speak of such ill conceived words, one must be blessed to have the frog come becketh each turn~ ;P

On another note I can see why you don't like it but in against my high powered meta, Spore Frog has saved my ass multiple times over, I worship the Frog lmao, that and Blood Pet as well!

@ DiverDown Yes you see the light -high five- buddy!

@ IAmTheWraith That's what I was planning to do eventually haha, I'm actually stuck on who to do for my mono commander, I built Nahiri, the Lithomancer for mono , Drana, Kalastria Bloodchief for mono , and Goreclaw, Terror of Qal Sisma for mono . Picked ot Zada, Hedron Grinder for mono .

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