Pianna, Nomad Captain
Legendary Creature — Human Nomad
Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.
Printings View all
|Vintage Masters (VMA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Pianna, Nomad Captain Discussion
1 year ago
2 years ago
i took my deck in a slightly different direction using affects that give +1/+1 when you attack. You have Pianna, Nomad Captain add that to a Hero of Bladehold and now all your guys are +2/+1 on your 1st attack and +4/+2 on the 2nd attack bc the buff lasts till the end of the turn. with just the captain, hero of bladehold and Aurelia you can swing for almost 30 damage on 1 turn
2 years ago
Spook9MM you just made my life easier because I wanted to make a deck with these dragons. Thank you.
3 years ago
The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.
When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.
The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.
Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)
Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.
Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.
3 years ago
I'm working on a side-deck for Adriana as well, to play when I don't feel like running Queen Marchesa. Some things I've found interesting:
Tajic, Blade of the Legion becomes an absolute powerhouse.
Assemble the Legion feeds your numbers, so you can proc Melee as much as possible each swing.
World at War, Relentless Assault, Seize the Day, and Waves of Aggression are all additional combat phase spells. Scourge of the Throne is another extra combat phase body, and with enough mana, so is Hellkite Charger.
3 years ago
Also, you don't have to include any of these if you don't want to, but these are all the White commanders I could find that weren't in your list.
Atalya, Samite Master, Avacyn, Guardian Angel, Brigid, Hero of Kinsbaile, Brimaz, King of Oreskos, Celestial Kirin, Cho-Manno, Revolutionary, Commander Eesha, General Jarkeld, Gerrard Capashen, Guan Yu, Sainted Warrior, Hazduhr the Abbot, Hikari, Twilight Guardian, Hixus, Prison Warden, Huang Zhong, Shu General, Kataki, War's Wage, Kentaro, the Smiling Cat, Kiyomaro, First to Stand, Konda, Lord of Eiganjo, Lieutenant Kirtar, Lin Sivvi, Defiant Hero, Liu Bei, Lord of Shu, Major Teroh, Myojin of Cleansing Fire, Nagao, Bound by Honor, Opal-Eye, Konda's Yojimbo, Orim, Samite Healer, Oriss, Samite Guardian, Oyobi, Who Split the Heavens, Pang Tong, "Young Phoenix", Pianna, Nomad Captain, Radiant, Archangel, Rashida Scalebane, Rashka the Slayer, Rune-Tail, Kitsune Ascendant, Sensei Golden-Tail, Sidar Jabari, Soraya the Falconer, Takeno, Samurai General, Tivadar of Thorn, Yomiji, Who Bars the Way, Yosei, the Morning Star, Zhang Fei, Fierce Warrior, Zhao Zilong, Tiger General, and Zuberi, Golden Feather.
3 years ago
Anax and Cymede? Neat choice. But I see you're over the deck limit, and some of your cards could be replaced.
You don't have enough card draw to need Thought Vessel. Mind Stone or Coldsteel Heart is a better 2-mana rock. Also lose Springleaf Drum; you want to attack with your creatures, not tap them for mana.
Kabira Vindicator, Hand of Justice and Foundry Champion all cost too much for what they do. Better options are Soltari Champion, Pianna, Nomad Captain and Catapult Master, but you might not have enough soldiers to use Catapult Master to the fullest. In any case, don't run Hand of Justice.
You don't have enough +1/+1 counter stuff for Elite Scaleguard to be worth it, but that can be remedied with some more bolster and outlast cards like Anafenza, Kin-Tree Spirit and Abzan Falconer. I think the Scaleguard could really shine in this deck with the right support.
Zada, Hedron Grinder is kind of like a backup Anax and Cymede. Note that the copies won't trigger your heroic guys cuz copying and casting aren't the same. But I'd cut all the heroic creatures anyway, except Phalanx Leader and maybe Fabled Hero.
Peace, and have fun Borosing