Nashi deck I made because it looked fun before it even released. I'm sure there's a lot of potential with other cards I haven't thought of, but there's basically nothing to go on for unreleased cards. Looking for feedback if anyone has it, as I intend to have this deck built around the time of the Neon Dynasty prerelease.This was built on a budget of $100 out of pocket, though I do intend to improve upon this deck over time.

The way Nashi plays is very unique, as I had to lean towards mono-black voltron life gain to keep Nashi functioning into the late game. Taking damage and being susceptible to targeted removal made for a challenge considering the cards black has access to don't usually protect permanents or allow for life gain. Below, I've included an explanation for some of the more important cards in the deck. I know there's a better way to do this, but I'm not very familiar with TappedOut description making since this is the first deck I've cared to have others see.

Ramp:

Cabal Coffers and NMykthos, Shrine to Nyx are both fast ramp in the land slot, making lots of mana in the future.

K'rrik, Son of Yawgmoth may cost a lot to cast, but if we can get him down, we can play many cards and still have excess mana for abilities.

Dark Ritual is a staple to black, but if we happen to have it in our opening hand, we can have Nashi, Moon Sage's Scion swinging on turn two with protection before other players even have blockers. One of the few perks of being a 3 cost mono-black commander!

Crypt Ghast and Nirkana Revenant double our mana, and easily let us drop our more expensive cards. Crypt Ghast also has extort, which is a good mana sink when we can get this going.

Sol Ring, because of course. Who doesn't run it?

Utility:

Buried Ruin, Myr Retriever and Scrap Trawler allow us to return just about any useful artifact to our hand. One is repeatable, and while the other may only be when it dies, this allows us to recover just about any of our win conditions from the graveyard.

Crystal Ball may be a little steep on mana cost per activation, but when we get to check the top and make sure we get a good hit, the cost is well worth it.

Cards such as Whispersilk Cloak, Trailblazer's Boots, and any other effect that gives unblockable lets us hit with Nashi consistently. Flying achieves the same effect, though it is still vulnerable to certain things.

Lightning Grieves, Swiftfoot Boots and any shroud/hexproof effect allows us to protect our commander from removal, which is the biggest thing to shut down this deck. The same goes for regeneration effects, which can help prevent boardwipes. Just be careful with shroud, as it may prevent our evasion or equipment depending on the circumstance.

As we are always paying lots of life, Font of Agonies can be good removal. Usually this card wouldn't be very great, but when you're usually paying 10 life a turn for value, this card can easily stop just about any creature on the board.

Win Conditions:

Nashi, Moon Sage's Scion is the most consistent win condition we have. The card is cheap to get out, can be made difficult to remove and lets us find many other win conditions we have while cheating their costs. He can easily be given unblockable, and when paired with power buffs or double strike, he can easily win the game on commander damage while opponents struggle to find a response.

Blackblade Reforged quickly turns Nashi into an unblockable menace. If we get it out early, we can swing for lethal in just a few turns.

Bolas's Citadel is an obvious win condition, especially when paired with life gain. We can cast as many cards as possible, and when we can't cast the top, we can swing with Nashi to exile the top and keep going.

Pontiff of Blight allows us to make use of our excess mana and many spells we cast to quickly drain our opponents while gaining us back most of the life we lost for casting spells. The same goes for the other extort cards, but Pontiff of Blight allows us to truly take advantage of this.

Vorpal Sword will be one of the main late-game win conditions should all else fail. By then, we should have enough mana to use the sword, and enough protection to have Nashi be unblockable and have hexproof.

Tendrils of Agony may seem niche, but it's common to hit 3+ casts off of Nashi. This can easily pay for itself when cast for life, and when combined with Bolas's Citadel, it can just outright win the game when cast at a good time.

Shifting Symmetry lets the deck tutor anything to win, and then we can cast that for free, while our opponent tutors something that will get exiled. This more than likely wins the game if we can get it off.

Notable Exclusions:

Sensei's Divining Top and Scroll Rack were excluded, and while they will be great upgrades to this in the future, I do not currently have the budget to include them.

Thoughtpicker Witch has a lot of synergy with the game plan, though there are not enough creatures to fuel it. This may be remedied in the future, though the current version of this deck could not feasibly make much use of it.

Exquisite Blood was taken out, primarily due to budget restrictions. If it was in the deck, it would make for a good auto-win condition with Aetherflux Reservoir and greatly increase the rate of life gain. In the future I also intend to include this, but for now it has been excluded.

There is much more I could talk about, though most of it beyond the ones I've explained are either staples or likely obvious inclusions. If I ever figure out a better way to make a description without the length becoming an issue, then I will likely expand upon this.

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94% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

35 - 0 Rares

22 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 2.70
Tokens Phyrexian Germ 0/0 B, Treasure
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