|Commander / EDH||Legal|
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|Commander 2014 (C14)||Mythic Rare|
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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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Nahiri, the Lithomancer Discussion
1 month ago
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!
2 months ago
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.
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/
2 months ago
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 .
5 months ago
You might want to keep your descriptions more positive...saying things like "this deck usually does not have legs in competitive pods," or that this is "the worst colour combination in commander," or "You want to eliminate someone every game regardless of a win," will cause your viewers to lose faith in the deck!
Have you thought about running any allies to have synergy with your commanders? I really like things such as Kabira Evangel and Tuktuk Scrapper that give repeatable value, and Gideon, Ally of Zendikar is an excellent ally token maker! He's pretty decent even if you run no other allies!
I really think you ought to run more draw sources! Skullclamp has really good synergy with Nahiri, the Lithomancer, and if you can't afford a Wheel of Fortune, then Reforge the Soul and Magus of the Wheel are good budget options too!
5 months ago
I think this should be looked at two ways - best swordsman and best magically enhanced swordsman. A lot of the nominees have had to heavily rely on magic (thinking about Tetsuo Umezawa) to augment their natural abilities. In this vein of swordsman, I think Nahiri, the Lithomancer is a good candidate. She has thousands of years of experience, and not only can she wield two swords at once, Nahiri's Wrath depicts her with 5. So while her raw talent as a swordsman (swordswoman?) might be less than other characters from lore, I think she might be able to beat many of them with her enhanced abilities.
6 months ago
With all of your equipment and high-costing nonartifact spells, Inspiring Statuary could do a lot of work in here
I know it can't be Sunforged, but Leave // Chance will save your ass every time you cast it. And with all the creatures that you're running, Legion's Initiative could be useful for deterring boardwipes
I noticed that the only pieces of artifact recursion you're currently running is Buried Ruin and Sun Titan. Things like Goblin Welder and Scrap Mastery can recur your artifacts will messing up your opponents' boards, and if that's not really your thing, I've had good success with Nahiri, the Lithomancer and Remember the Fallen as well
Keep up the good work!
6 months ago
Godo, Bandit Warlord could be really useful for getting out equipment, especially ones that give vigilance
6 months ago
Remember the Fallen could also be really helpful for recurring important artifacts and creatures
Eight-and-a-Half-Tails is invaluable in mono-white, especially with so many artifacts that need protecting
Is your maybeboard a list of cards that you still need to buy or is it a list that you are still not sure about?
The deck looks pretty decent for a casual deck, and depending on your budget there's a lot room for improvement
Nahiri, the Lithomancer occurrence in decks from the last year
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