Nin, the Pain Artist
Legendary Creature — Vedalken Wizard
XUR, T: Nin, the Pain Artist deals X damage to target creature. That creature's controller draws X cards.
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Nin, the Pain Artist Discussion
2 weeks ago
DrValium, thank you for taking a look at my deck.
Nin, the Pain Artist would be tricky in this deck. I'd want to use it to maybe hurt my own dudes for card draw. Keranos, God of Storms would be the perfect sponge for it, but otherwise I'd be using it on Niv-Mizzet himself... I'm gonna say it doesn't fit any bills for this deck.
2 weeks ago
Does Nin, the Pain Artist fit any bills for your deck?
2 weeks ago
Hey MagicalHacker! Just want to thank you for all the help you've given me with all my crazy decks!
I was wondering what would be more fun: an Izzet coin flip deck with Nin, the Pain Artist at the helm or a Zada, Hedron Grinder deck? Zada I feel could close out games easier whereas aside from Chance Encounter (or Insurrection) Nin may have some issues. Although, spamming Frenetic Sliver/Frenetic Efreet abilities makes Chance Encounter much more potent.
1 month ago
EDH deck building is harder than modern because of your card count and limitations to 1 of that card. Plus you could play 10 games and never even draw some cards. I don't consider myself "good" but I prefer EDH because it doesn't require a large investment and provides a great social time, so I'll chime in. I play casual only because of time restraints and budget. I like to sit down at night with some friends, have some drinks and hash out a couple quick games (1 hour?) or a long game (2-3 hours). . For me, first it comes down to this.
Build around a concept/color or Build around a Commander.
Commander / EDH*
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As you can see for the top competitive tiers, lots of tutors or combo/win enablers. They tend to rely on their Commander to run their decks effectively or beat face with their commander by enabling the 21 damage rule....and some degenerates will use Infect (filthy filthy filthy). Ahem, anyways. Concept or Commander, it's really your choice. Sometimes you run across a legendary creature that you'd think would make a neat commander, and build a deck around it. In this case you'll typically try exploiting some aspect of that Commander. As for Concept Design, you build the deck first and then add in a commander to aid the deck, these decks tend to work well without the commander ever hitting the field, in which case they're there simply for the color, example Teysa, Orzhov Scion: Is she going to win the game alone? Typically no, but she would work great as support in a sac-reanimate deck as an optional low cost sac engine and creature removal. But, if you use Nin, the Pain Artist then you are likely building the deck with use of her activated ability as a key component, so she would be a Commander first, deck build second type.
As for me, I've done both and both can work just fine. But in competitive realms (I'm casual mind you) you're going to be building with the commander in mind since you can utilize them at any time you wish and they usually implement ways to hit infinite combos.
So, first pick what kind of deck you are going to run and then you have to decide how you plan on winning: Beat down, Commander Damage, Poison (evil glare), Mill, Life-drain, Infinite Combo or Card Conditional Win (like Mechanized Production and Laboratory Maniac). It's usually a good idea to have several win conditions in a deck since you only get 1 of the card (with a couple exceptions), so make use of your options. And Tutors....utilize Tutors (hence strong tendency of tutoring abilities in the top tiers).
Generally speaking, I try to have at least 33 lands, maybe more depending on the other cards in my deck and mana costs. I then look at how the mechanics of my deck are going to work and what colors I'm utilizing. When I went out to build my mono-white Bruna, the Fading Light deck, I saw the obvious Angel/Human tribal pattern and then decided to focus on ETB effects (of which is very strong in Angels and white in general, I know that Bruna is on cast though) which led to adding Panharmonicon and lots of Blinking spells. Then the obvious issue of white, card draw. So I added artifacts for card draw and that was essentially the make-up of the deck. Then I made of list of desired cards in a budget range, included some board wipes, some "fun" surprises from Time Spiral and BAM...EDH deck. Fun deck, gets some crazy combos going.
Board Wipes/Control: Unless you're investing heavily in card mechanics it's a good idea to have several board wipes available because EDH games can get a bit crazy in terms of board states.
Removal: You have no side board, so adding ways for spot removal of creatures, Planeswalkers, lands, Enchantments, Artifacts is a good idea, but also dependent on your color selection.
Mana Costs: You're coming from Modern, so don't expect the game to be decided by turn 4. You can afford to have higher cost spells, even in RED! Yes, red has spells that cost more than 3, go figure...I'm just being a smart ass now. Anyways, keeping cost down isn't a bad idea though, but keep in mind that getting to 8 or 12 mana isn't hard to do in commander so those high cost spells in the realm of 5-8 are definitely use-able. You might have all kinds of 2-3 drop cards but you'll quickly be top-decking in no time flat while everyone else is just biding time as you burn out and then just board wipe you. A vanilla 3/3 in EDH is simply a speed bump. Ramp is always viable, but typically just more inconsistent in EDH. Typically keeping your total cost to around 3.5-4CMC is a good idea unless you're running lots of ramp (in which case your board state is going to be weak anyways because of spells used on mana rocks and mana dorks early on). Also, Sol Ring. Get one.
Card advantage is huge is EDH, can't state that enough. You'll be dead without sufficient means to cast more spells. Hence again the tutoring commanders. It took my friend who plays Modern G/W Elves, Modern Red burn, and Modern Green Infect (all of which stomp our casual modern home brews in 3-4 turns) nearly a year of getting stomped by our EDH decks to realize that maintaining card advantage is maybe the biggest factor involved in EDH games. He'd always managed 20-30 damage on someone and then quickly lose ground because he wasn't replacing the cards in his hand. Graveyard utilization is also important for colors that can utilize it.
Politics: Now, head to head, there isn't any. Just go after each other until someone wins. But when it's 3 or more players, this is important. Your deck might be able to beat someone head to head, but if it's 2 versus 1 will you survive? This is where deck balance is important. If you are an aggressive player you're going to quickly draw a target on your self.
Time Spiral!!! No matter what color you focus on, you look through this block. Do it! Nothing is more fun than doing the unexpected.
Synergy is important though to be competitive, without it decks really don't flow and sometimes you're sitting there with a dead card you can't use. But don't discount the fun factor either. Warp World doesn't really synergize with much but damn it's fun to use. Or get a group, find random decent cards, throw them together and see what happens, this leads to some great games actually. Ensuring that each card benefits really comes down to trial and error. I used Talent of the Telepath in my Lazav semi-mill deck that utilizes the opponent's deck against them. Does it synergize with my deck and commander: hell ya it does. But my group doesn't utilize many game changing Instant/Sorcery spells so it more times than not fizzles.
Anyways, that's some advice from a long winded filthy casual >;)
1 month ago
I apologize in advance for this long rant.
I'm currently in between playgroups as I go around LGS's to see the different Meta's, atmospheres and overall feel. Upon entering the new LGS, I play a 3 play game. I'm Captain Sisay, vs. Oloro, Ageless Ascetic and Ghave, Guru of Spores. I quickly play Iona, Shield of Emeria on turn 5, Ghave scoops. I then use Elesh Norn, Grand Cenobite and Living Plane to blow up Oloro's lands. He scoops. Had I not blown up his lands, he would have killed me with Aetherflux Reservoir next turn so I don't feel so bad.
Now keep in mind I've only played the deck a few times and it is my most (perhaps 2nd most) competitive deck. Also, I have only played 6 games of commander so far.
New game. I stay as Sisay, vs. Nin, the Pain Artist (previously Ghave) and Oloro, Ageless Ascetic. Oloro says he can kill me off and barely survive. He is hesitant but I insist he does it because I'm curious how he would. He uses Aetherflux Reservoir. I laugh like crazy because I love dying out of nowhere (no, seriously, I love the randomness and craziness that is magic). He then proceeds to lose to the other player. Had he not killed me, I would have blown his lands next turn.
I switch decks because I wanted to try out my Talrand, Sky Summoner for the 1st time. Moreover, Sisay seemed "too competitive." Talrand vs. Nin, the Pain Artist and Daxos the Returned. I try to use my counter magic evenly on both players (which isn't ideal as the blue player can only counter so much and end up with an empty hand) to be fair. I tried to play defensively (just countering, getting drakes and not attacking) but Daxos the Returned decided to exile some stuff of mine and attack me so I fought back with 6 drakes. He gets mad that I'm only attacking him. I tell him that I keep to myself unless someone hits me first. Nevertheless, I decide to not kill him on my next turn and attack Nin, the Pain Artist to be fair yet again. Towards the end, Nin, the Pain Artist had a choice to kill me first and then Daxos the Returned or vice versa.
He kills me off, I don't really care, but I ask why. He says because no one likes their stuff being countered. I kind of understand where he is coming from but it isn't much different than you playing a creature and then I destroy it. He argues for the satisfaction of a spell resolving (and I guess ETB's even though he didn't say it). To me, a counter is a kill spell. I don't mind getting my stuff countered (he was running counters too but never drew one). But apparently people get annoyed and want to kill the blue player first. This is annoying as I love blue, counters and shenanigans.
That LGS is more casual and I thought Talrand was the best choice. I have 4 decks, Captain Sisay (LD/Toolbox) Sisay Deck , Xiahou Dun, the One-Eyed (Infinite combo/Control/Stax), Xiahou DeckGrand Arbiter Augustin IV (Infinite Combo/Control/Stax), GAA4 DeckTalrand, Sky Summoner (Control) Talrand Deck.
I have a couple options...
- Return to a different LGS which is competitive (turn 3 - 4 wins consistently)
- Create a casual deck that isn't stax, combo, or control and remain at this LGS
I'm more inclined towards option #2 as this LGS is close to my work and convenient. I don't want to spend too much $ on this deck (My other decks cost over 1k each) which will both save me $ and lower the power of the deck. I am just not sure which commander to choose. I want it to be a fun commander that has a decent chance of winning with no infinite combos, has a fair amount of synergy and isn't incredibly difficult to pilot. I take it that I should stay away from blue, my favorite color.
So far, the only thing I thought of is Xenagos, God of Revels. Green ramp is cheap, I already have a small amount of green cards. I can play fatties and smash face. I would also like some form of removal for artifacts, enchantments and creatures.
What are you're guy's thoughts?
1 month ago
Tk4890 yes keranos is for the first correct but he is indestructible so when Nin, the Pain Artist deals x damage to creature and its controller gets x cards so use nin hit keranos if he is a creature and you get card draw and don't lose any creatures.
1 month ago
Nin, the Pain Artist is amazing with keranos for massive card draw