Pia Nalaar

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

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Set Rarity
Kaladesh Rare

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Tokens

Pia Nalaar

Legendary Creature — Human Artificer

When Pia Nalaar enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying.

: Target artifact creature gets +1/+0 until end of turn.

, Sacrifice an artifact: Target creature can't block this turn.

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Pia Nalaar Discussion

emrakulinsmugglers on improvise stuff

1 week ago

you can probably cut ruinous path down to 2 or 3, mainboard sorcery speed isn't as relevant. instead, you can have 4x of Grasp of Darkness, etc. if this isn't budget, Fatal Push is great as well. Bastion Inventor is strictly better than barricade breaker, because of hexproof, opponent's can't remove it. standard has so many useful removal spells, that bastion inventor works better. weaker, but harder to remove.

some additional nice cards are

although it is fine staying blue black, IMO adding red may be better, because it opens you up to cards like Unlicensed Disintegration, Pia Nalaar (for unblockable stuff also outlet for useless artifacts), and Maverick Thopterist.

you may want to increase your land count up to 24, maybe cut noxious gearhulk down to 3, lupine protector to 2, and remove a metallic rebuke? you generally want around 24 lands in a deck like this. hope this helps (:

Scorprix on Flameblade Constrictor

1 week ago

Fiery Temper and other madness effects don't work with Shadow of the Grave. If you read the reminder text, it says to "discard this card into exile" and then put it in your graveyard. Therefore it will not be returned by Shadow. Samut, Voice of Dissent also isn't very good in a deck like this, and removing it allows you to cut around 3 lands. That opens up 9 slots, meaning you can make this into a more refined aggro deck with cards like Pia Nalaar, Fatal Push, Heart of Kiran, Shock, Walking Ballista, Unlicensed Disintegration, Glint-Sleeve Siphoner and/or Harnessed Lightning. Other weaker, non-repeatable discard outlets like Heir of Falkenrath  Flip can be good too if you want to increase the Honored Hydra count.

Sorry if it looks like I just listed a bunch of stuff, but I really like this deck idea, and I feel like it might be able to go somewhere if you reduce the Shadow of the Grave count and add better aggro cards, and rely on just the occasional t3 kill.

GodTierPancake on Too Many Thopters

2 weeks ago

BFG Thanks for asking, I've playtested this deck a bunch and Panharmonicon is very important on mainboard, it can create the infinite combo if I'm missing a combo piece and it is crazy when paired with Maverick Thopterist, Reckless Fireweaver and Pia Nalaar.

Whiskerbro on Blitz goes the Norrin

2 weeks ago

I love Norin the Wary and the deck. I would very strongly suggest Combustible Gearhulk is a very fun card in multiplayer games, provides either a strong draw engine or a huge chunk of damage, and works well alongside the rest of the ETB hijinx. Also maybe Pia Nalaar or Pia and Kiran Nalaar?

LCJ38 on Strike out

2 weeks ago

I strongly agree with Whiskerbro: Toolcraft Exemplar and Thraben Inspector are really good cards.

Also, is this deck a R/W Vehicles build? If so, I would suggest going full in on the vehicle build with cards like Veteran Motorist and Pia Nalaar.

Good Idea though, +1

P.S. Sorry I couldn't get the cards for Toolcraft Exemplar and Thraben Inspector, Tapped Out wouldn't let me.

xenon240z on Whir of Skysovereign

3 weeks ago

The control match-up has a lot of subtleties that are important. While it's definitely a positive match-up, there's a lot of small decisions to be made. Because I don't know your background as a magic player, I'm going to start with basic concepts for the match-up, some of which you may very well already know, and go from there.

Our game plan basically remains the same.

  1. Drop Artifacts turns 1-3

  2. Play Improvise cards turns 3 on.

Sequencing

Being on the play or on the draw is going to significantly change the pace of the game due to the cost of the control opponents counter spells. For example, on the play, playing a turn 3 Maverick Thopterist is a great play. On the draw, however, it's just asking to get countered by Disallow/Void Shatter. On the draw, I usually will wait until turn 4 to play a Thopterist, even if I had the opportunity to play it turn 3, taking turn 3 to play something that is insignificant or not cast anything at all. This is because of your control opponents game plan. Ideally, they would counter our turn 3 play and then cast Glimmer of Genius turn 4. By declining to cast anything turn 3 it makes them have to decide on turn 4 between countering our play and using their mana inefficiently or letting our threat resolve and casting their Glimmer. This is just one example of how to make the game more awkward for your control opponent. Every time you cast something, it needs to be deliberate. You need to figure out your turns ahead of time and make a game plan. Don't feel too pressured to make the first move, and if they are countering your artifacts, that's a counter spell out of their hand that isn't hitting a Bastion Inventor.

Speaking of Inventor, he is your absolute best chance of winning, and the entire game revolves around resolving him. Not only will Inventor win you games, but the threat of casting him will. What I mean by this is that because of how powerful he is, your opponent must respect that they could lose the game if they are caught without a counter spell in their hand, or by tapping out. This means that as long as you have any amount of pressure, it will be risky for them to remove your creatures in your combat phase, because of the threat of playing an Inventor in your second main phase. For example, even after turn 6 when they have Torrential Gearhulk mana. You can make really "bad" attacks with servos or Thopterists without caring if they drop a Gearhulk to block, because if they do it means they tapped out and you can land an Inventor.

Generally, saving Metallic Rebukes for Torrential Gearhulks is a good plan. And working towards a turn when you can double spell is better than casting your spells earlier.

Key Cards

These are your best cards in the match-up, in order of least to most impactful:

  1. Inventor's Goggles

  2. Pacification Array

  3. Maverick Thopterist

  4. Key to the City

  5. Bastion Inventor

Whir of Invention is probably the sixth best card, but you could make an argument for some other cards too. Being able to do this at the end of their turn is great. Never Whir for a vehicle in this match-up, they are not even close to being more valuable than the other artifacts in the above list. Prioritize Key to the City, then Pacification Array, then Inventor's Goggles. The first copy of each of those cards is worth more than a duplicate of any of them, unless you suspect artifact removal from your opponent, then it just depends on the game.

A quick explanation of why these artifacts are so good:

Key to the City is a work horse in this match-up. Once you have one in play, your improvise cards no longer cost a card and you can grind your opponent out of counter spells. As if that wasn't enough, it provides unblockable to Inventors.

Pacification Array makes it very hard for your opponent to touch you. With only Gearhulks (and Dynavolt Tower) as their win condition it's extremely hard to get damage in. And if you run out of improvise cards to tap your Key, Array can do that with it's ability too.

Inventor's Goggles makes all your threats hit harder and make Inventors the size of Gearhulks.

Sideboard

This is my general plan against control:

-1 Aethersphere Harvester, -1 Skysovereign, Consul Flagship, -2 Pia Nalaar, -1 or 2 Battle at the Bridge

+3 Negate/Dispel, +1 Key to the City, +1 or 2 Release the Gremlins/Unlicensed Disintegration

It depends on what your sideboard looks like and if you suspect they are bringing in more threats after board and if they are playing Dynavolt Tower. But hopefully that should give you a good idea to start with.

Final Thoughts

I've played against a lot of different control decks with this deck, ranging from rogue Jeskai Fog to Temur Dynavolt Tower and I can assure you that the control match-up is very winnable. I like the idea of Elder Deep-Fiend and I had a few copies in my sideboard at one point too, but too often there just aren't enough targets to emerge with. Dispel is absolutely fantastic and I'd make room for those if you want more to bring in (I used to run 3 side).

I hope you found this information useful, feel free to shoot any more questions my way!

xenon240z on Whir of Skysovereign

1 month ago

kts777-

Ceremonious Rejection does sound great at one copy!

The reason I don't like Ballista is because it turns on a lot of removal from our opponents that normally doesn't line up very well (grasp, fatal push, shock). I could see siding in creatures like this for game 2 when they side out their removal though.

Esdeekay-

Great to hear you like the deck! I actually used to play with Gearseeker Serpent in the early versions of the deck. It was mono blue and looked something like this: Mono Blue Improvise. After that, the deck went through a bunch of changes. I didn't give up on Gearseeker Serpent though. I still played with it in an FNM and a Game Day. One of the biggest problems with it though is that it's pretty terrible to have in your opening hand and overall makes hands that include it harder to keep. With improvise decks, consistency is one of your biggest issues. Cards like Pia Nalaar are mainly in the deck to help consistency, giving you a semblance of battlefield presence and an artifact in one card.

That's a lot of jumbled info to take in, so I'll narrow it down to a few points on why the Serpent doesn't make the cut in my list.

  1. Is it better than any of the payoffs in the current list? I believe that 10 payoffs is the right number in an improvise list, so assuming that's correct, we'd have to shave one or more of them to make room for the Serpent(s), otherwise, our draws get unbalanced and clunky. In this list, the payoffs are 4 Maverick Thopterist, 4 Bastion Inventor, and 2 Whir of Invention. IMO, Serpent is far worse than these. Thopterist provides ramp, pilots, and blockers. Inventor is already a 5/6 most of the time thanks to Inventor's Goggles and has hexproof. And Whir is a centerpiece of the deck.

  2. Could we make room for it by taking out a piece of interaction (i.e. Metallic Rebuke or Battle at the Bridge)? Unlikely. I've liked 6 pieces of interaction, especially with the best deck (Mardu Vehicles) being so aggressive.

  3. This deck is excellent against spot removal. Serpent is not. Think about Unlicensed Disintegration.

  4. We already have access to unblockable with Key to the City, and you'd be surprised how few times the Serpent's ability actually feels good to use. 6-mana is a real cost.

With that said, Serpent can be awesome when it lets you double spell with an improvise card, especially with Metallic Rebuke and Battle at the Bridge. If you really want to play it, I say go for it. I would take out a Whir of Invention or the third copy of Battle at the Bridge/1st copy of Unlicensed Disintegration depending on what your list looks like.

I hope this helps! All in all, I like to play cards that I have fun playing. If you have fun with Gearseeker Serpent I definitely think it could earn a spot in your list.

inGtSToRm on Tezzeret Tower Control

1 month ago

JerichoDarkstarThe ability to exile is definitely nice. But I do get why Disallow would be necessary so I think I will pick a couple of them up.

I forgot to talk about Maverick Thopterist before. I was thinking about switching both of those out with 2 copies of Pia Nalaar do you think that would be good or do you have a different suggestion?

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