Pia and Kiran Nalaar

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins (ORI) Rare
Promo Set (000) Rare

Combos Browse all

Tokens

Pia and Kiran Nalaar

Legendary Creature — Human Artificer

When Pia and Kiran Nalaar enters the battlefield, put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.

, Sacrifice an artifact: Pia and Kiran Nalaar deals 2 damage to target creature or player.

Price & Acquistion Set Price Alerts

ORI

Ebay

Recent Decks

Load more

Pia and Kiran Nalaar Discussion

HxC-Spazz on BLITZKRIEG

1 day ago

Thank you Flooremoji !

Bitterblossom is modern legal, no problem here.

For the moment, i think the current list is my favorite one, but there are some tests i still have to do. This is what i want to try :

Pieguy396 on purphoros, god of the swarm

5 days ago

Yeah, I can understand Pia and Kiran Nalaar conflicting with Thopter Assembly. I think it's fairly infrequent that you draw both of them, plus you can sac the thopters to Pia and Kiran themselves if you need to. Chaos Warp is an absolute must in mono-R, it's usually your only way to deal with problematic enchantments. Blasphemous Act and Outpost Siege are less required, but still very good. As for Zealous Conscripts and Kiki-Jiki, Mirror Breaker, it works like this:

evandragonrider on purphoros, god of the swarm

5 days ago

Pieguy396 I originally had some of the cards you listed in her but then I took them out. Blasphemous Act, Outpost Siege, Chaos Warp. I originally had Pia and Kiran Nalaar but it conflicted with Thopter Assembly more than once. How does Zealous Conscripts combine with kiki?

Gypsyhatten on alesha testtest

1 week ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

Flyheight on A HOmage to Chandra The Beautiful

1 month ago

BotaNickill
Dropped in to take a look because this is something I've been tinkering with doing for a while and now that the Planeswalker uniqueness rule is gone it's even more of an enticing idea.
Some things though.
I don't believe Madcap Experiment's art is actually showcasing Chandra. I think it's supposed to be a Kaladeshi inventor. Admittedly they look like a redhead to me too so they fit that criteria, and even then don't let me say you shouldn't use them, it's a pretty card, just saying...
Your deck as it stands has 101 cards (100 + commander), you need to trim a card.
I believe, technically, the second word in your deck title is spelled "Homage" not "Omage", but that's more of a nit pick than anything else.
More card ideas: Pia Nalaar and Pia and Kiran Nalaar are cards I don't think I could live without in my version of the deck. You do you, but I wasn't sure if you'd remembered they exist. Granted they don't have much synergy with the deck, but they're decent enough self contained cards in their own right.
Young Pyromancer has a Chandra medallion on his chest and he's fantastic synergy with all the burn spells in your deck. You can only see the details in the zoomed in versions of the art, but I know it's there.

ThundermawHellkite on BR: Revenge of the Homebrew 2.0

1 month ago

Fiery Temper is definitely too cute. You will end up forcing yourself to make sub-optimal plays, just to get the madness in. Better to just have bolt... too simple and effective to pass up.

I play a similar deck and i prefer Bedlam Reveler to the angler, because you have no Stubborn Denial to defend it, so very often it just dies anyways, so might as well draw 3. With all the self discard spells i think you could afford to try it out. (maybe i am just saying this so i can have more people playtesting my deck lol).

Also is having Pyroclasm and Pia and Kiran Nalaar at the same time good? I feel like it is too much of an anti-synergy(although maybe you see off the beaten path decks a lot in your meta, where pyroclasm is necessary). I like the idea of having Grim Lavamancer main deck in the spot of pyroclasm, since you're loading up your graveyard with looting and cheap discard spells, and you might want to be gaining value late game (since faithless looting is card disadvantage).

I am not personally a fan of the Demigod of Revenge plan... there is no Buried Alive in the format to make it consistent. The best cheap equivalent card i would go for is Goblin Dark-Dwellers, since you have plenty of powerful instants and sorceries to go for.

Load more

Latest Commander