Combos Browse all Suggest
- Alesha, Who Smiles at Death + Pia and Kiran Nalaar
- Chandra, Acolyte of Flame + Pia and Kiran Nalaar + Witch's Oven
- Dreadhorde Invasion + Pia and Kiran Nalaar + Witch's Oven
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Pia and Kiran Nalaar
Legendary Creature — Human Artificer
When Pia and Kiran Nalaar enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying.
, Sacrifice an artifact: Pia and Kiran Nalaar deals 2 damage to target creature or player.
8 months ago
Here are some other swaps you might consider:
Balefire Dragon -> Krenko, Tin Street Kingpin
Dragon's Rage Channeler -> Chandra's Incinerator
Glorybringer -> Pia and Kiran Nalaar
Volatile Arsonist -> Battle Hymn
Spitfire Lagac -> Goblin Offensive
Blightsteel Colossus -> Iron Myr
Venser's Journal -> Extraplanar Lens
Prism Ring -> Nykthos, Shrine to Nyx
Alhammarret's Archive -> Slate of Ancestry
Crackle with Power -> Tooth and Claw
Roil Eruption -> Mogg Infestation (target yourself to double creatures while dealing a ton of damage with Purphoros)
Fated Conflagration -> Bonders' Enclave
Demolish -> Dwarven Mine
Combustible Gearhulk -> War Room
Flameshot -> Kher Keep
Seismic Shift -> Den of the Bugbear
1 year ago
SWAP Pia and Kiran Nalaar for Marton Stromgald . This is big! Marton can pretty much turn our whole side lethal if we get to swing with (not flip into.. doesn't trigger that way) him. P&K is still meh and doesn't fit in the curve.
1 year ago
- Benalish Marshal relatively weak lord effect and expensive to hard cast
- Accorder Paladin relatively weak flip since already attacking does not trigger battle cry. Also does not trigger Winota
- Pia and Kiran Nalaar not fantastic, but at least provides some more fuel and better than either of the cuts. This may come back out since it is not "setting up" Winota early (same CMC - if you have a choice you're casting WInota) and isn't particularly a game-breaking human
- Ethersworn Canonist a bit pricey for our budget build (~$6) but can really slow down some decks. Can flip into to it as well
1 year ago
Thanks for stopping by my hot mesh of cards I like to call Naya Tron. I really appreciate when other players ask me in-depth questions about my deck. It makes me evaluate what I’m trying to do. In the midst of answering your questions, I found some flaws that I feel like I was able to correct.
How many Tokens/Treasures do you find you are actually getting it to play? In games are you actually closing it out with a Tall-Commanders, or just going wide with Thopters and Golems? Some combination of Tall-Golems thanks to Ich-T? Or are you closing games out more combo-style with the mentioned R.Fireweaver, Terror of the Peaks, or Alibou?
I am finding that I can produce a moderate amount of token. However, this deck is called “Gonna Need a Bigger Playmat”, not “This Can All Fit Just Fine on the Playmat.” I've been debating with myself if I need three token doublers. I think that answer might be no. Because of that, I added Servo Schematic to the main deck. This creates precious artifact creature tokens on ETB, LTB, and is an artifact itself. I thought about adding Pia Nalaar or Pia and Kiran Nalaar for the Thopter tokens. However, I wanted something that was loopable with things like Daretti or Goblin Welder . Tangent aside, this deck, generally, closes out the game with a combination of burning out the table and applied pressure with tokens. There is a line where Ich-T and all the golems get infinite +1/+1 counters, but I haven’t put that to use yet. Also, Chandra, Torch of Defiance is another burn outlet and gets ultimated more often than you think.
I feel like I am not understanding all the Pop-rocks you have (Lotus Petal, Chromatic Sphere, Etc) are you managing to get Teshar/Osgir consistently? Does this deck go in for the kill extremely fast? Or am I missing the point all together here?
This deck isn't a fast kill deck. It has more infinite combos than intended, but this build is meant for the mid-game. Like in Modern Tron, I want my mid-game much faster than everyone else at the table. For example, I've gone Ancient Tomb into Mana Vault , played Lotus Petal , then played Hour of Promise . Now, this was the absolute nut draw, but that was capable due to fast mana like Lotus Petal . The pop-rocks are like artifact-based cantrips. I can't count the numerous times I've played Ancient Stirrings off of a Tron land due to Chromatic Star or Chromatic Sphere .
For me, Teshar and Osgir play different roles. Teshar is more for recurring my low CMC creatures during the grindy mid-late game. With Teshar, I want to loop cards like Goblin Engineer and Blade Splicer for value. The exception to this rule is if I have a way to sacrifice or put Dockside Extortionist in the graveyard. If I have that setup, I'm going for that line of play immediately. Osgir, on the other hand, is more for explosive lines of play. This could be ramping hard with multiple Mana Vault s for Sol Ring s. For me, the synergy between the artifact lands and Osgir is too good to pass up, even without a token doubler. Though I save the bombs of this deck for Feldon of the Third Path , there are times when exiling them with Osgir is an option. For example, I don't need Wurmcoil Engine or Verdurous Gearhulk if I'm Feldon looping Triplicate Titan . I've gladly sac those options to get two token copies of those beaters. If Alibou, Ancient Witness is on the field, I'm more inclined to go for this option.
And between all the Land/Urza synergies you seem to be aiming for did Tireless Tracker or Crucible of Worlds end up not performing well? Have you considered Wrenn and Six for land recursion?
At one point, I consider using both Tireless Tracker and Crucible of Worlds in the 99. However, they both didn't make the cut for one core reason. This deck, besides Hour of Promise and Sad Robot, makes one land drop per turn. Thus, making one clue token per turn is ok, but there are better things I can be doing at three mana. As for Crucible, Eternal Witness is my answer if I need lands back.
1 year ago
2-drop mana dorks like Iron Myr , Gold Myr , Manakin , Hedron Crawler , Plague Myr , Wily Goblin , and Magda, Brazen Outlaw seem good with Winota since they get her out faster, and then once she's out they can attack to trigger her ability.
1 year ago
1 year ago
I can agree with Pia and Kiran Nalaar , I am myself still on the fence with it. On paper I probably should cut Treasure Map Flip.. but I just love this card, have ever since it was printed, mostly it's just the awesome flavor of it, but it also makes games real smooth coming down turn 2, and not the end of the world drawing it later on.
Also I think your suggestion of Recruiter -> Top is the correct choice. I have thought about the recruiter in the past, but it's also pretty nice if I have a wheel-esque effect on hand to set myself up for a big goblin hand.
This feels good:
- Loyal Apprentice -> Humble Defector
- Mountain -> Homeward Path
- Mind Stone -> Dockside Extortionist
- Goblin Recruiter -> Sensei's Divining Top
- Pia and Kiran Nalaar -> Moggcatcher
I'll have to think further about what slot to give Jeska's Will and Ignite the Future . I have to admit, not every card choice in my decks are necessarily completely rational, I also care about the feel the deck gets from running cards that are a bit outside of the ordinary. So I try to make my decks as good as I can while still keeping many of the core cards that made me want to build it in the first place!
1 year ago
TheSlowestBro I didn't even realize you could delete comments, I just figured it was another tappedout glitch. Regarding cuts, I agree with all except the following...
Honor Worn Shaku should be kept and you should remove Treasure Map Flip. You mention it as a repeatable engine, but its slow and doesn't provide much value. Also, Honor works with your planewalksers and purphorous, which is nice tech.
Magus is a good potential cut, but it should be kept IMO and you should remove Pia and Kiran Nalaar . Costs a lot to play and activate, tokens are nice but often unimpactful without impact tremors effects.
Potential cuts for Sensei's Top and Moggcatcher are as follows in order of should cut first to should cut last....
Goblin Recruiter - Ensures no land drops, often based on board states which constantly change. While having a creature tutor in mono red is nice, do you really find yourself in the situation that you would cast this, wait a turn and find a goblin.
Chandra, Acolyte of Flame - First 0 effectively does nothing without other chandras. Second 0 is like Pia and Kiran Nalaar, making tokens without much abuse for them. -2 is actually not bad, just not amazing IMO.
Squee, Goblin Nabob - Nice with wheels and self-discard looting effects. Fun with skullclamp. Otherwise, unimpactful. Had him in my build originally, took him out