Staff of Nin

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander 2015 Rare
Magic 2013 Rare
Promo Set Rare

Combos Browse all

Staff of Nin

Artifact

At the beginning of your upkeep, draw a card.

: Staff of Nin deals one damage to target creature or player.

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Staff of Nin Discussion

vincilios on Angels and Demons

4 days ago

I will give you the tips I am always gave.

---First of all: correct your mana-curve! In the right of this page have a graphic that show you your mana-curve. Your mana-curve don't looks like a curve, yeah?

How do you make this? Simple. Put things you can get time and game advantage with low mana cost. I am a big fan of cheap deck, so i will try indicate cheap cards.

A good deck have at least 8 removal cards, this cards may be really versatil like Murder or more restricted like Smother, a great removal that support early creatureless game in single or multiplayer games is Innocent Blood (now is very cheap). From the white side, you have 2 excellent removals for everything Oblivion Ring and Banishing Light. If you what spend more money you can also use Anguished Unmaking.

Your deck don't have draw, which makes it slow. Draw engine are always necessary. Can be constant like Phyrexian Arena ($$$) or Staff of Nin, or can be recursive like Sign in Blood or Night's Whisper (ideal for this deck). One of the most important things about low mana cost draws is to always have a land to play in all of your turns.

---Secound: You need create a deck more consistant, 4x or 3x of each card, 2x only for utility cards like Ob Nixilis Reignited or great mana cost like Resolute Archangel. That way you will create a focus on your deck and more efficience too.

---Third: Make a more synergy deck, with one card contributing to another. You gain alot of life maybe you can make Angelic Accord or Well of Lost Dreams works. If you have token generator (Moonsilver Spear, Captain's Claws, Lingering Souls, etc) you can use morbid of Reaper from the Abyss better and also can use Tragic Slip who is a wonderful low mana cost removal.

With this tips you can make any deck with not much trouble.

Obs.: the ideas of mana ramping like Sol Ring is nice, but so unfair, because this card is banned for all formats (except vintage) for a reason. You can use this strategy easily, but you probably never will learn how make a solid deck without non-sense banned cards like Sol Ring.

SlimJim83 on Jace Draw Mill Deck

1 week ago

Probably Staff of Nin and Keening Stone. They're both drops and will tie up all your resources for a while. Just think of it this way, you're swapping two artifacts for two others that cost less and impact the board more.

CrazyPumuckl on Wort Goblin Doom

1 week ago

I think you want too much with an "Aggro combo competitive deck that abuse hand and land destruction". You have nearly no land hate or discard effects. I would remove Dwarven Blastminer and add Chancellor of the Forge. Also you may consider cards like Phyrexian Arena or Staff of Nin as an example for card draw, which is REALLY important. :) And because you run Grave Pact, may add Dictate of Erebos and some sac outlet like Ashnod's Altar.

tlaine967 on Zurgo's Human Army

2 weeks ago

I would recommend Worldslayer for sure. It is a great combo with Zurgo unless they just have a ton of Indestructible stuff. Brainspoil and Open the Armory are okay tutors for Worldslayer. I would also run Chandra's Ignition for its awesome boardwipe ability with Zurgo and is also tutorable with Brainspoil if Worldslayer was countered or removed or whatever.

I agree with the sentiment of more land. If it is working for you then I understand why you don't want to mess with it but I am a fan of the Innistrad set Clifftop Retreat, Dragonskull Summit and Isolated Chapel. They aren't too expensive and are pretty easy to get into play untapped.

For Equipment I like Tenza, Godo's Maul, it has always worked well for me with Zurgo.

For Card Draw I would get rid of Read the Bones in favor of Seer's Sundial, Staff of Nin and/or Underworld Connections. These all allow for repetitive drawing.

For some Removal I like Mizzium Mortars and Vandalblast for their potential disruption to your opponents board. On a lesser level I like Crackling Doom especially after your opponent casts their Commander and then you just make them sac it... I get maybe a little too much joy out of that. I would probably get rid of Shatter and Demystify for Vandalblast and Wear / Tear.

Creatures are tough for me because I went much more Warrior tribal as opposed to Human. I still think Flamerush Rider and Jor Kadeen, the Prevailer could find homes here. You might want more artifacts for JK but if you added Worldslayer then it would probably be fine. Then Cavalry Pegasus FTW, kind of kidding but kind of not. That ability for a two drop in this deck is pretty sweet.

I didn't really mean to offer 17 cards up but hopefully a few of them will find homes here. These would probably have to come at the expense of cutting some of your creatures and enchantments though so idk. I hope I helped at least a little!

Panas on Aurelia's Angels

2 weeks ago

Hello :)

I will share my thoughts on your brew and hope that they prove useful to you.

At first glance this deck has one, very apparent and very serious problem, which will cause it to be super slow and clunky: It is very mana intensive, in R/W, and it's featuring 35 lands. Your colours are the worst when it comes to accelerating your mana and anything less than 37 lands is usually reserved for much lower curves (avg CMC < 3.5, yours is 4.5). So I would suggest that you add at least 2 more lands and 4-5 mana rocks (Sol Ring, Commander's Sphere, Mind Stone, Boros Signet, Everflowing Chalice, Thought Vessel, Darksteel Ingot, Boros Cluestone, Prismatic Lens, Worn Powerstone and many others) in addition to the 2 medallions you already have. You could also opt for more cost reduction cards such as Cloud Key, Semblance Anvil, Seal of the Guildpact and Urza's Incubator. Then, to glue your mana together and make certain you hit every land-drop, every turn, I would also suggest you replace some creatures that are out of place/not offering much to the deck (e.g. Sungrace Pegasus, Viashino Firstblade, the walls, Lose Calm...) for these little beauties: Weathered Wayfarer, Knight of the White Orchid, Oreskos Explorer and Kor Cartographer.

Problem number 2 - and this is a problem you can do little about and which banes almost all R/W decks - you have very, VERY limited options for card draw besides wheel effects (e.g. the namesake Wheel of Fortune). There are some available inclusions such as Staff of Nin, Mind's Eye, Seer's Sundial and a few of the mana rocks already mentioned can replace themselves, but that's that. Just be aware of this when you march into battle!

Problems with individual card choices do exist as well but I think they come second to the ones mentioned above. In general, life gaining is even less important in EDH than it is in other formats. Also, big X-spelss for burn are rather weak, especially considering your weak mana base. You also need some more premium spot removal (Swords to Plowshares, Chaos Warp) and your boardwipes are lacking. Most of your creatures are flying, so include cards like Fault Line and Molten Disaster! They can be real gems in such a deck. Lastly, and this is just a slow pitch, have you considered running Kaalia of the Vast as your commander? Access to black means better card draw, and she can cheat your angels into play (dragons and demons too, if you so wish it).

It's always a pleasure looking at new decks and I find the community here to be very helpful! Try posting on Advertise your commander as well, for more help, suggestions and comments.

PS. I wasn't taking budget into account so some cards may or may not be affordable. Don't worry about that! If you are working on a limited budget, your deck can still be very strong! Ah, the joys of multiplayer! ;D

Robobro72 on Kurkesh, Onakke Ancient - Forgemaster Combo

3 weeks ago

Thanks, Addrum for the feedback, and I certainly agree that some of my spellbomb/egg effects are less effective than wheels. However, I'm hesitant on any of them that dump cards into my opponent's GY due to a lot of the decks that my opponents run, but Winds of Change seems like a great card.
Staff of Nin has always been a consideration since I'm often against Mizzix of the Izmagnus and similar small commanders, but the CMC is a bit scary until I can get my hands on cards like Mana Vault or Grim Monolith. Will test though
Once I have 3-4 more fast/big mana cards, many of the larger, splashy effects will be cut for draw, wheels, and Clock of Omens synergy. Until then, Mycosynth Lattice and to a lesser extent Unwinding Clock, or Dross Scorpion feel unnecessary since most of my artifacts that tap sac themselves or are used in the combo. The Forgemaster will basically always kill itself while I have either my Commander or Rings in play. It's hard to explain, but it's mostly that those cards feel win-more judging by my average board state.
Really dig those shuffle wheels though, thanks a million!

Panas on Nicole's Angels <3

3 weeks ago

The deck looks decent, but it will come across the same problems every boros deck meets eventually. Ramp and card draw are lacking a lot.

To mend the former, I would suggest Kor Cartographer, Oreskos Explorer and Gift of Estates if Land Tax is not affordable, and, a couple more mana rocks.

The latter is a lot more difficult unfortunately. Staff of Nin is always nice, so is Mind's Eye.

But before any changes, it'd be nice to let your girlfriend try it out as it is and you can decide how the deck develops from there!

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