Here is a Nahiri, the Lithomancer that focuses on controlling the board with wipes, planeswalkers, and swords
Nahiri Control
Who is Nahiri?
Nahiri, the Lithomancer is a planeswalker that was released in the Commander 2014 set for white. She was released without any good cards in her deck, no game changers except for herself. A monowhite commander such as Nahiri has the unique advantage of dodging most of white's notorious sweeper mechanisms, a theme not seen very well in the set she was released in. On top of her planeswalker status, her abilities are extra-relevant for white, revolving around equipment.
Why play Nahiri?
Nahiri, the Lithomancer packs a powerful punch between powerful equipment to repeated sweeps. She dodges Humility, which can end games, she retrieves your equipment, she makes tokens, and she makes a pretty powerful equipment piece. This aggressive card serves as an excellent commander for a deck that focuses on removal, tutoring, and ramping into late-game fatties. If you are going to play her, it's obvious that there are a number of essential cards, equipment among that list, that are costly. I collected the swords and have since bought/traded for the expensive lands in the past few years and just had them lying around for this type of deck. You don't NEED the swords to make the deck, but they certainly help.
What will a typical game look like for this deck?
Early game is mostly ramping and reacting. You're capable of a few early sweeps and removal spells, but you're mostly focused on setting up. By the time you can cast Nahiri, the Lithomancer, you should have some equipment out or ready, perhaps a creature ready or a manland out, and some ramp or top-deck control mechanism out. Mid-game should consist of you making your presence known with sweeping the board, playing and equipping equipment, and playing planeswalkers. Late-game, you should be still chugging along with big fat creatures to mop up your opponents, sweeping, and reapplying your equipments, planeswalkers, and control.
Winning the game
Winning with this deck is simple: make a token or use a planeswalker, equip, swing. The rest of the deck is control. Mean control that only white can bring you.
Great deck list! Nahiri is one of the options I'd been looking at for Mono White, as I really like how you can wrath and still have your primary engine present. I enjoyed this when playing Heliod, as well, but he had less of a synergistic win con.
Argivian Find has a surprising amount of utility in a deck like this.
Sine you're already running Crucible Of Worlds, the fetchland quartet might be worth sticking in there to get you your land drops. Bonus being the white four are probable the "cheapest" just now.
World Queller can put a ton of pressure on opponents. Lands choice gets stax-y, but creatures can often come out in your favor against battlecruiser midrange.
Relic Seeker - it's a bit conditional, but it's EDH and it's a tutor.
There are some really appallingly priced cards like Mishra's Workshop and Ravages Of War that apply to this deck archetype, but...
After some goldfishing and playtesting, I've decided Earnest Fellowship is overkill in light of all of my other creature removal and effects. I've decided that I need a Staff of Nin effect or an enchantment that specializes in removing permanents. Any ideas? I'm going to do more research on the topic, but artifact/enchantment/planeswalker/land removal should be my focus if not CA.
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Here is a Nahiri, the Lithomancer that focuses on controlling the board with wipes, planeswalkers, and swords
Who is Nahiri?
Nahiri, the Lithomancer is a planeswalker that was released in the Commander 2014 set for white. She was released without any good cards in her deck, no game changers except for herself. A monowhite commander such as Nahiri has the unique advantage of dodging most of white's notorious sweeper mechanisms, a theme not seen very well in the set she was released in. On top of her planeswalker status, her abilities are extra-relevant for white, revolving around equipment.
Why play Nahiri?
Nahiri, the Lithomancer packs a powerful punch between powerful equipment to repeated sweeps. She dodges Humility, which can end games, she retrieves your equipment, she makes tokens, and she makes a pretty powerful equipment piece. This aggressive card serves as an excellent commander for a deck that focuses on removal, tutoring, and ramping into late-game fatties. If you are going to play her, it's obvious that there are a number of essential cards, equipment among that list, that are costly. I collected the swords and have since bought/traded for the expensive lands in the past few years and just had them lying around for this type of deck. You don't NEED the swords to make the deck, but they certainly help.
What will a typical game look like for this deck?
Early game is mostly ramping and reacting. You're capable of a few early sweeps and removal spells, but you're mostly focused on setting up. By the time you can cast Nahiri, the Lithomancer, you should have some equipment out or ready, perhaps a creature ready or a manland out, and some ramp or top-deck control mechanism out. Mid-game should consist of you making your presence known with sweeping the board, playing and equipping equipment, and playing planeswalkers. Late-game, you should be still chugging along with big fat creatures to mop up your opponents, sweeping, and reapplying your equipments, planeswalkers, and control.
Winning the game
Winning with this deck is simple: make a token or use a planeswalker, equip, swing. The rest of the deck is control. Mean control that only white can bring you.
The deck
1x Batterskull
1x Caged Sun
1x Crucible of Worlds
1x Extraplanar Lens
1x Haunted Plate Mail
1x Mox Opal
1x Nevinyrral's Disk
1x Oblivion Stone
1x Orbs of Warding
1x Scourglass
1x Scroll Rack
1x Sculpting Steel
1x Sensei's Divining Top
1x Skullclamp
1x Sol Ring
1x Sword of Body and Mind
1x Sword of Feast and Famine
1x Sword of Fire and Ice
1x Sword of Kaldra
1x Sword of Light and Shadow
1x Sword of the Animist
1x Sword of Vengeance
1x Sword of War and Peace
1x Thran Dynamo
1x Trading Post
1x Worn Powerstone
Instant (3)
1x Enlightened Tutor
1x Path to Exile
1x Argivian Find
1x Ancient Den
1x Blinkmoth Nexus
1x Buried Ruin
1x Darksteel Citadel
1x Dread Statuary
1x Emeria, The Sky Ruin
1x Forbidding Watchtower
1x Ghost Quarter
1x Glacial Chasm
1x Haunted Fengraf
1x Inkmoth Nexus
1x Kjeldoran Outpost
1x Kor Haven
1x Maze of Ith
1x Mishra's Factory
1x Mutavault
15x Plains
1x Mishra's Workshop
1x Flagstones of Trokair
1x Secluded Steppe
1x Strip Mine
1x Temple of the False God
1x Terrain Generator
1x The Tabernacle at Pendrell Vale
1x Wasteland
Planeswalker (7)
1x Ajani Steadfast
1x Elspeth, Knight-Errant
1x Elspeth, Sun's Champion
1x Gideon, Champion of Justice
1x Gideon Jura
1x Karn Liberated
1x Ugin, the Spirit Dragon
1x Academy Rector
1x Avacyn, Angel of Hope
1x Solemn Simulacrum
1x Elesh Norn, Grand Cenobite
1x Eternal Dragon
1x Heliod, God of the Sun
1x Myr Retriever
1x Stoneforge Mystic
1x Stonehewer Giant
1x Sun Titan
1x Wurmcoil Engine
Sorcery (9)
1x Armageddon
1x Austere Command
1x Catastrophe
1x Ravages of War
1x Day of Judgment
1x Phyrexian Rebirth
1x Steelshaper's Gift
1x Wrath of God
Enchantment (3)
1x Humility
1x Land Tax
1x Oblivion Ring
1x Karmic Justice
1x Earnest Fellowship
As always, suggestions are welcome.
Great deck list! Nahiri is one of the options I'd been looking at for Mono White, as I really like how you can wrath and still have your primary engine present. I enjoyed this when playing Heliod, as well, but he had less of a synergistic win con.
Argivian Find has a surprising amount of utility in a deck like this.
Snow-Covered Plains are some of the cheapest snow-covered and get you Scrying Sheets and Mouth Of Ronom.
Sine you're already running Crucible Of Worlds, the fetchland quartet might be worth sticking in there to get you your land drops. Bonus being the white four are probable the "cheapest" just now.
Flagstones Of Trokair synergizes nicely with the mass land destruction.
I've found Oblation incredibly useful in any token-making white. It's removal that doubles as a kind of white Altar's Reap when needed.
Contagion Clasp / Contagion Engine might be worth taking a look at given the Planeswalker theme.
World Queller can put a ton of pressure on opponents. Lands choice gets stax-y, but creatures can often come out in your favor against battlecruiser midrange.
Relic Seeker - it's a bit conditional, but it's EDH and it's a tutor.
There are some really appallingly priced cards like Mishra's Workshop and Ravages Of War that apply to this deck archetype, but...
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
Seriously though, nice deck.
How does this deck deal with artifact hate and more dedicated stax-control builds?
I finally built the deck and can say that the most powerful card is Skullclamp.
Making room for:
Mishra's Workshop
Ravages of War
Solemn Simulacrum
Flagstones of Trokair
Argivian Find
By dropping:
Baneslayer Angel
Cleansing Meditation
Ensnaring Bridge
2 Plains
I could use some more suggestions and fine tuning. Thanks!
~"Time is a great teacher, but unfortunately it kills all its pupils."
-Louis Hector Berlioz
I feel like I need a few more 'gamechanger' enchantments since I'm running enough tutors..
Here are a few ideas: Crackdown, Ghostly Prison, Earnest Fellowship, Hanna's Custody, Karmic Justice, Nevermore, and Runed Halo. I also noticed I'm not running Godsend, so I should probably make room for that.
Karmic Justice and Earnest Fellowship really stand out the most. Earnest Fellowship really halts other decks while mostly avoiding any interactions with this deck as equipments are colorless. Karmic Justice is fantastic removal too.
After some goldfishing and playtesting, I've decided Earnest Fellowship is overkill in light of all of my other creature removal and effects. I've decided that I need a Staff of Nin effect or an enchantment that specializes in removing permanents. Any ideas? I'm going to do more research on the topic, but artifact/enchantment/planeswalker/land removal should be my focus if not CA.