As Pithing Needle enters the battlefield, name a card.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
|Have (6)||DudeMan1031 , Forkbeard , metalmagic , , CompleteWaste , gildan_bladeborn|
|Want (5)||Spynnr , Yacapo2 , wolf-tasu , ViRSneG , SNIBRS297|
Printings View all
|Secret Lair (SLD)||Rare|
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Return to Ravnica (RTR)||Rare|
|2010 Core Set (M10)||Rare|
|Tenth Edition (10E)||Rare|
|Saviors of Kamigawa (SOK)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Pithing Needle occurrence in decks from the last year
Latest Decks as Commander
Pithing Needle Discussion
5 days ago
Pithing Needle I feel is a medium card, and Bitter Ordeal I'd need to look at. I think this deck has the ability to disrupt people's early games heavily enough as long as you don't get crushed by any early engines, you should be good.
If you can disrupt their ramp plan, they might not get to stick The Gitrog Monster before you get their main pieces (discard outlets/dredge cards) already discarded/exiled.
This is the current goal I believe. I'll playtest a more strict list than this, then tune it for what I see it should aim for. I'll comment here afterwards. Love the list!
5 days ago
Thanks SynergyBuild, I am trying to figure out ways to deal with the issues you brought up. I know this deck is weak to other black decks that utilize discarded cards and the graveyard. I made room for Nihil Spellbomb, Soul-Guide Lantern, and I’m also considering Relic of Progenitus and Sentinel Totem. I also like these cards because they can always draw me a card, even if the graveyard wiping isn’t necessary, unlike Tormod's Crypt.
The Gitrog Monster and a few other combo decks are tricky because they can’t be stopped once they go off. I included Bitter Ordeal, Praetor's Grasp, and Pithing Needle as ways of removing combo pieces like Dakmor Salvage before they can be played.
I think I’m getting closer. What do you y’all think?
5 days ago
The real issue is that i would need 4x Pithing Needle in my 75, to have it with any consistency.
Getting it on t5 with Inventors' Fair tends to be either too late, or just a "win more" move, without other tutor(s) its too inconsistent.
At the end of the day as long as i don't get spammed with walkers that can bunce Swiftfoot Boots thing tend to be okay
And i found Engineered Explosives to be a non-issue.
The opponenet has to either pick 0, 1, or 2, and all of them leave me with a LOT of value. If they leave Sram/Paladin, i am back where i was the previous turn as soon as i untap. If they leave the 1 cmc stuff, i have Golem-Skin Gauntlets on the field to be used with the tokens from Castle Ardenvale.
And wiping away the 0 mana defensive stuff pretty much does nothign.
However i would like to find some big ugly evil uncounterable and hard to remove threat that can be cast with my mana base - preferrably and artifact, that i can get with Inventors' Fair.
1 week ago
I have always liked Puresteel Paladin/equipment decks like this... obviously you cant prepare for everything but I think making some room in your sideboard for Pithing Needle would be good for this deck... shut off bothersome planswalkers or other activated abilities your opponent uses for their own gameplan as well as give you something to ward off Engineered Explosives.
1 week ago
PurePwnage SynergyBuild isn't a troll, just a very well informed player who doesn't sugarcoat anything. They're not wrong about their arguments, although many of their suggestions might take the deck down a path that I'm unwilling to take it.
Regarding board wipes, removal shouldn't be a part of this deck. If it is, then I can't really justify running a 6 mana enchantment combo whose primary purpose is to invalidate creatures.
Greater Auramancy might be ok as sideboard tech, but it definitely shouldn't be run maindeck as Nine Lives already has hexproof, which is its primary advantage over making 'just another Phyrexian Unlife combo deck'. Additionally, the whole point of my counter-magics are to invalidate enchantment removal while providing additional flexibility. Greater Auramancy is just more narrow.
Let's also be realistic here because too much redundancy is also a bad thing: What modern deck runs Thoughtseize, Blood Moon, AND Oblivion Stone? Thoughtseize is annoying, but most aggro decks don't run it. Jun[d/k] run it, along with assassin's trophy, but jun[d/k] are two of the biggest natural predators of combo decks due to the heavy and diverse disruption suite they run. I'd rather not invest too much into fixing a bad matchup, other than maybe including some Greater Auramancys in the sideboard.
Blast Zone is my biggest actual threat. Pithing Needle can fix that, and so can some Ghost Quarters, so running some of those in the sideboard may be worthwhile. Based on the number of decks running Blast Zone, Pithing Needle may even be worth mainboarding instead of Hex Parasite.
With that tech in the sideboard to help ameliorate bad matchups and cards that are very hard to answer, any remaining threats can (hopefully) be countered, and I'm left with a few slots to reinforce matchups that might flip after the sideboard.
2 weeks ago
Hex Parasite is a silver bullet and Swiss Army knife put together in this deck. You cite Blast Zone and Ugin, the Ineffable as problem cards. Parasite deals with those, and can remove counters from nine lives. I don’t run black, but by paying 2 life (which is life loss, not damage) I can remove counters from Nine Lives. One or two black sources may be prudent, but the fishbowl won’t tell me that. I can also bounce Blast Zone with Cryptic Command (again, not an answer) which slows down that particular threat enough to where I can hopefully finish a game 1 with Kefnet in time.
Kefnet is here as a very pesky, slightly faster clock than emrakul. Since he has evasion and inevitability built in, he helps close games against many more aggressive/midrange decks quickly, so that they don’t have time to draw outs.
You cite Abrupt Decay, but that can only target Solemnity, not Nine Lives. If I play right, I can either use Cryptic Command to bounce my own solemnity, or can replace the enchantment with a second copy next turn. I’m a firm believer that this deck should run no creature removal by nature of the lock, and that this lack of removal is what justifies spending card slots on the lock itself. If the lock isn’t strong enough... well then I really should just be playing U/W control instead.
As for pesky walkers and lands like Blast Zone which really can ruin my day (as can Oblivion Stone) the post board hope is that some Pithing Needles and my countermagic are enough to play through. Otherwise... rough.
I do appreciate that you’re trying to help me make this deck as good as possible, but I’d rather not go too far down that rabbit hole, as it’s very likely that the most competitive version of this deck just cuts the enchantments and becomes Yorion U/W control.
dingusdingo on Abzan
2 weeks ago
Cards to look at
Trinisphere - 3x of this will do everything you wanted Thalia to do, and more. This is the daddy of stax pieces, and it will frustrate tons of decks.
Collector Ouphe - Turn off equipment and tons of artifacts, 2/2 for , 2-3x and can easily go into your SB if you don't want to MB. Plays well alongside artifact based lock pieces like Static Orb or Trinisphere, look for triggered abilities or static abilities to build around the Ouphe
Gaddock Teeg - Shut off plenty of wincons and huge value cards, a nice 1-2x in this style of deck, and its a 2/2 for . This will usually turn off something in an opponent's deck, requires a bit of build around on your end.
Maralen of the Mornsong - Neat combo with Mindcensor/Arbiter and a great way to find your silver bullet hate cards you need, especially if you run them at 1x slots. You pretty much never want to play this without either Mindcensor or the Arbiter, so I'd look at 1-2x inclusion
Elesh Norn, Grand Cenobite - Dunks on tons of utility dorks and creatures, and if you have a couple hatebears on the field you can punish their life total. Expensive to cast, solid choice at 1, maybe 2 for a deck.
Root Maze - This card pulls double duty against fetch lands, and will generally slow the game against any style of deck. A real nice card to look at for turn 1 plays, but multiples don't do anything for you. Good 3x include, but you will occasionally mulligan another hand when you see 2x of this.
Plow Under - Nasty card that can stall out your opponents for two turns. 2-3x if you want to grab this card, absolutely brutal alongside Trinisphere, best used alongside mana acceleration to hit this on turn 3 or 4.
Weathered Wayfarer - Can be a useful card in these types of builds if you want to investigate further into land based tech. Useful alongside the Ravnica bouncelands like Golgari Rot Farm to guarantee further usage. Useful with Manlands to guarantee beaters. Works well with Inventors' Fair if you have a decent amount of artifacts.
Torpor Orb - Everything has some flashy ETB stapled onto it for value these days. Backfires against Uro and the other titans (no sacrifice trigger), but great sideboard material. Peek Hushwing Gryff for a creature alternate.
Leyline of the Void - Nasty card that breaks tons of combos and tons of value
Hokori, Dust Drinker - Another alternate to Thalia that similarly attacks their mana base, tons of lands to get around it like Ravnica bouncelands or Lotus Field. Best at 1-2x, don't wish to see multiples in your hand ever.
Kataki, War's Wage - I don't recommend this guy as Collector Ouphe fills this niche wonderfully, but this is always an option if you have 2-3 equipments you want to run that the ouphe would shut off and don't mind paying the tax for them.
Authority of the Consuls - Works extremely well against aggro, slowing them and giving you small life gain to survive further. Multiples give multiple life triggers, so not totally wasted, good at 3x if you're interested.
Blind Obedience - Enters tapped is nice, the extort helps stabilize you to late game while getting in valuable life loss against your opponent. Multiples give multiple extort triggers, so you can go up to 4x rather easily if you'd like to.
Time of Need - Nice toolbox card if you want to run 1-2x of a handful of legendary creatures for this style of build. Look at Elesh Norn, Grand Cenobite, Hokori, Dust Drinker, Kataki, War's Wage, and Gaddock Teeg. Gives consistency if you're trying to go for a silver bullet kind of build.
Chord of Calling - Lets you pull Aven Mindcensor from your library at instant speed, also gives Mindcensor something to do on the battlefield if you can't swing with it. Once again, powerful in silver bullet style builds.
Grave Pact - Big board control, heavy color weight cost. Targets neither the player nor the creature, so useful against hexproof/shroud and other hyper evasive creatures. Multiples work fully, but you aren't keeping hands with multiples of this in it probably.
Luminarch Ascension - Control or prison style wincon. Lots of these cards slow the game or shut off an opponents plan to win. This card can use the extra turns to come online, and becomes a hyper mana efficient threat when it does. Works very well when playing under adverse mana conditions, like Hokori, Dust Drinker or Smallpox. Your Aven Mindcensor can gain extra usage on turn 4-7 by chump blocking to power this bad boy on. Best in decks that want to slow the game heavily.
Smallpox - Nasty board control, another way to imitate the hate effect Thalia has on an opposing mana base while also hitting creatures in play and forcing a discard. Works best with cards that allow you to mitigate your own downsides, such as Bloodghast, Gravecrawler, Flagstones of Trokair, Ramunap Excavator. Works well with anything that has madness, works well as fuel for delve too. One of these after playing Luminarch Ascension can give it the perfect amount of space to turn on.
Liliana of the Veil - Whole lot of board control, whole lot of hand hate.
Pithing Needle - CMC answer to any planeswalker and tons of juicy cards that players want to resolve.
Fiend Artisan - Toolbox enabler and nasty wincon packed into one. A good choice for silver bullet style builds. The +1/+1 for creatures in the graveyard shouldn't be underestimated, it keeps the card as a live draw later in the game or with no creatures on the field. The hybrid costs help in 3 color mana base
Beastmaster Ascension - Put those bears to work. Works well on stalled out boards, but your bears have to survive the swings to turn this on. I personally don't like this as much as Luminarch Ascension but it is worth looking at as an option, especially if you have a lot of flyers or evasive creatures. Aven Mindcensor flys :)
Tendershoot Dryad - Expensive to cast, but getting a token each upkeep adds up fast. You will hit the cities blessing rather fast, and then it doesn't take too many 3/3 tokens swinging to end a game.