Tag Archives: Nin

Permanent Links to my decklists

As some of you have discovered, I’ve been working on a set of pages for my decks, proposed or existing. It’s up there, and the main page has links to all my decks, what’s in them, and how they’re supposed to work. If you hover over the main page link, you’ll also get a dropdown showing the sub-pages (which hopefully will be self-explanatory).

I’ll be updating those pages every now and then, especially when cards go on or off the Wantlist and Watchlist (which will be available for each deck… eventually.) When I make changes to the decks I’ll still post here, but I’ll also update the decklists on these pages.

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Posted by on March 16, 2012 in Challenge of Doom, EDH/Commander


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Game report: Damia

I took a bunch of notes for this game so I have more of an idea about what happened.

The Decks

Oros, (my) Nin, Damia, (my) Kaalia, and Progenitus

I get a turn 2 Sakura-Tribe Elder which lets me get double Signets (Dimir and Golgari) turn 3, but in the meantime Oros mountain cycles Igneous Pouncer and then Reanimates it on his turn three, attacking Kaalia. I drop a Zombie Infestation and Cryptoplasm. The next turn he attacks Kaalia again, and this time has Sunhome to really bring the beats. Kaalia drops a Pristine Angel, forcing the Igneous Pouncer (which lives for a surprisingly long time) to focus elsewhere. Nin has a Darksteel Myr on the board, and my Crpytoplasm copies it, meaning it’s Progenitus (which is really a 5-colour control deck – he never casts Progenitus the whole game) which gets the 8 damage.

A few turns later Progenitus casts Brilliant Ultimatum, which meets a Dream Fracture from Nin. On his next turn he tries Debtor’s Knell, to which Nin responds with Hinder, and Progenitus counters with Dismiss.

Meanwhile Kaalia has cast the Oros of her own, and equipped it with Champions Helm. It swings into Oros, and activates it’s ability which kills off a few creatures, most notably Nin. It also kills a completely surplus to requirements Llanowar Elves of mine. At this stage my Cryptoplasm is still the Darksteel Myr, so it survives.

Oros casts (Oros’s) Oros to Legend Rule (Kaalia’s) Oros (my notes say Oros –> Oros –> Oros 😉 ),

The Knell starts doing it’s work, first bringing back Kaalia’s Oros, then (after a Day of Judgement from Oros) her Pristine Angel.

Kaalia gets cast for the third time, and equipped with Champion’s Helm. By this stage I have 12 mana and Damia in play, and go for what I hope will start to close out the game; I first cast Psychosis Crawler, which meets an Overwhelming Intellect from Nin. I Eternal Witness the Crawler back, then try something a bit risky – Bottled Cloister.

Kaalia then attacks me, and drops…. Angel of Despair into play. Uh-oh… Thankfully he’s persuaded to hit the Debtor’s Knell, and not the Cloister. I take 9 from the attack, but still have my hand safely under the Cloister. It survives the whole round, and I stack the triggers properly so Damia refills my hand (draw 7) then get my old hand back (4 cards at the time) and draw an extra. If the Psychosis Crawler hadn’t been countered I would have been much happier 🙂

Progenitus gets back and recasts Brilliant Ultimatum which reveals:

Oh damn. The table debates for a while and put Intet and Bloodgift in one pile and the other three in another. He takes the Intet pile. On his next attack, he attacks Nin with Intet, and the Oros player decides to Sunhome Intet, which gives Progentius Future Sight and Mulldrifter for “free”. Mulldrifter draws him into Maelstrom Nexus and Spin into Myth (revealed due to the Future Sight).

Oros then tries to reset the board a little with Kirtar’s Wrath, but it meets a Spell Crumple from Progenitus who by now has a pretty dominant board position.

On my turn I tap out to Genesis Wave for 10 getting:

9 out of 10 ain’t bad even if 6 of them were lands 😀

Kaalia attacks me again, this time dropping Dragon Tyrant into play 😦 I block Kaalia with my 5/6 Intet, and take 18 from the pumped Tyrant, dropping me to 7.

Progenitus plays and activates an Oblivion Stone, which aside from all my creatures (including Damia) kills my three Signets, Sol Ring, Mana Crypt, and most importantly Bottled Cloister. Sad face…

Oros drops Kaervek the Merciless. If anyone casts a big spell, Kaervek can just kill me. My turn rolls around, and my Crytoplasm becomes a Kaervek (it survived the O-Stone due to still being a Darksteel Myr), and the Legend Rule does its thing so that I’m not quite dead.

Kaalia plays Malfegor, discarding two cards which is enough to clear the board of creatures again. End of Kaalia’s turn, Progenitus plays Fact or Fiction revealing:

We split it the first two and the last three, and he takes the three. On his turn he plays the Chronarch, getting Brilliant Ultimatum back again. He plays it immediately, revealing:

We again debate for a while, and decide that Unburial Rites and everything else is the way to go. He takes the everything else and casts them all for free (Willbender as a Morph. It’s always Willbender), Arcane Denial excepted.

Sometime around here I have a 20/20 Allosaurus Rider (19 lands are fun!) and swing into Nin to try finish him off, but Oros gives him a spirit token off Forbidden Orchard to block with, for some reason that no one can properly explain.

I draw and cast Ice Cauldron, add 3UUB to it and stick a Rite of Replication of my own under it. I also suspend a Living End, and play a morph (“it’s Willbender!” they exclaim. I don’t dissuade them of this opinion. It’s actually Vesuvan Shapeshifter).

Oros casts Carnifex Demon. On my turn I get the Rite out from under the Ice Cauldron and target the Carnifex Demon – Oros takes the two counters off in response to make his bigger and kill the two “Willbenders” – I morph my shapeshifter into a Carnifex Demon of my own.

This where I think I made an error. I have 6 Carnifex Demons (5 from RoR with 2 -1/-1 counters on them and 1 Shapeshifter with 1) and 9 black mana available. The Oros player has a Carnifex Demon with no -1/-1 counters on it and 3 black mana. I spend a good couple of minutes trying to figure out some way where I can kill his with -1/-1 counters while still holding on to mine – we spend the next five minutes activating, resolving, and responding to triggers, and when the dust clears, they’re all dead. I’m reasonably sure I did it wrong, but I still don’t know how I could have done it. The primary issue is of course that each time I activate one of my demons, it puts a -1/-1 counter on every other demon I have as well, and eventually they add up to kill everything. It was suggested that I should have really only used one or two of them, and not worried about the rest; I think that’s probably correct. If anyone can figure this out (assuming optimum responses from my opponent as well) then please post in the comments!

Not much happens until it’s my turn again, and I attempt to Genesis Wave (I got it back with Regrowth) for 12. Progenitus casts Dismiss. Nin Twincasts the G.Wave. Progenitus Spell Crumples the Twincast. Nin Rewinds the Spell Crumple. In the end, Nin gets the G.Wave, and Progenitus gets a card, and I get to spend 15 mana. Sigh.

All this happens while I’m still on 5 life (I got hit for 2 by someone somewhere). Shortly after that Oros swings at me with his general, and I’m the first one out. Shortly thereafter Progenitus (decked by a Mana Geyser-fueled Blue Sun’s Zenith from Nin) and Nin follow and then Kaalia kills of Oros and wins.

Aside from the somewhat random (and if I’m honest somewhat annoying) interventions by Oros on behalf of Progenitus (against Nin) and for Nin (against me), this was a very enjoyable game. It’s by far the best game my Damia deck has had, despite being the first eliminated. Lessons learned:

  • I confirmed my suspicions that while Damia can do a lot of stuff, it’s very short on finishers – at one point I had more mana than anyone else, more creatures than anyone else, and a full grip, and I still couldn’t do anything. (My board was something like 2 Zombie tokens, Damia, a fake Darksteel Myr, Eternal Witness, Durkwood Baloth, and mana). I built this deck so that I could accelerate into Damia as soon as possible, and never later than turn 6. It has done this admirably, and reliably, but it means I often draw irrelevant creatures (like Llanowar Elves) in the late game. I’ll have to address that soon.
  • I need more flying defence. The deck is blue/black – it should be able to muster some decent fliers.
  • There aren’t currently any counterspells in the deck. I think maybe I should put a few in.

MVP: Tough call – I’m going to go with Genesis Wave here, but the only reason it was so good (or would have been if it wasn’t countered the second time) is because of the work that went into my boardstate earlier

LVP: Llanowar Elves. Was a dead draw.


Posted by on December 29, 2011 in EDH/Commander, Game Report


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Game Report: Garza Zol (again)

Made some small changes to the deck before taking it out for a whirl, since I was short on blue sources last time out:

-1 Shinka, the Bloodsoaked Keep
-1 Forgotten Cave
-1 Altar’s Reap

+1 Halimar Depths
+1 Vivid Creek
+1 Urge to Feed

Ended up being a 6 person free-for-all – I was quite enjoying it, but I think most folks got sick of this one before the end, as you’ll see later on.

The Table:
Intet, (my) Nin, Scion of the Ur-Dragon, Garza Zol, (my) Tolsimir, (my) Jaya Ballard

Intet: Land, go
Land, Sol Ring, Signet, go.
Rest of Table: Oh shit….
Me: How come I never get that start with my own decks!

As it turned out, Nin didn’t actually have a whole lot to do, and his turn two, with 5 mana (another land) was Kami of the Crescent Moon and Darksteel Myr. The Kami of the Big Buttcrack keeps everyone with full hands, and most of us end up discarding a few cards – I get a Crystal Ball into play, and I remember keeping a Condescend for something important but then forget to use it on Intet’s Scroll Rack, and instead keep the ultra important, uh, something from Scion (the player to my right) just to get the card out of my hand and scry before I draw my next two cards.

Highlights of the early-mid game:

  • Tolsimir gets an early Suture Priest
  • Jaya gets an early Spellshock
  • Intet gets Scroll Rack
  • Nin gets…. Nin. And by my count, four of the six counters which are in the whole deck, which he uses to counter most of Intet’s stuff.
  • Scion gets…. well it’s a Dragon deck. It doesn’t get much early on
  • I gets a Crystal Ball, and a Bloodlord of Vaasgoth, although that dies before it does anything.
  • Tolsimir discovers a very well hidden combo in Seed the Land and Suture Priest (bwahahaha)
  • Jaya starts throwing her weight around, for some reason latching onto Scion and attacking him with burny burn spells (like Meteor Shower), usually fueled by Mana Geyser. This turns into a bit of theme, for some unknown reason. The spellshock – which lasts for as long as Jaya does!!! – in conjuction with the Suture Priest is keeping everyone’s life down, so pretty much everyone is in the mid-20’s before anything really useful starts happening. Tolsimir is ahead of most people due to the Suture Priest working for him.
  • I gain some life from a Falkenrath Noble, when the inevitable happens and creatures die. For a 2/2 for 4, he’s surprisingly good.
  • Intet sticks a Body Double, choosing the Iona in Scion’s graveyard, naming blue. Luckily for me I only have one blue spell in my hand (Dream Leash), but it shuts Nin down for a while.

Eventually Scion casts Wrath of God, leaving the Spellshock and Seed the Land as the only important permanents remaining. There’s a little jockeying for position, but no one seems willing or able to do anything about the Spellshock, or it’s controller, and so it keeps chip chip chipping away at peoples life totals. I jump into the lead with a Malakir Bloodwitch (more to protect against a Yosei that just hit the table than anything else) which gains me 15 while draining everyone else for 3 (I also had a Viscera Seer and Garza Zol on the table). From that point on everyone starts getting picked off – I’m on close to 40, but Jaya keeps picking on Scion, and to cut a long and not particularly exciting story short, being on three times as much life as everyone else (who are mostly in single digits by now) is enough for me to win the game. Not a particularly satisfying win, but I’ll take it!

MVP: Malakir Bloodwitch
LVP: Crossway Vampire, who I had to discard because I couldn’t find two red sources (obviously still haven’t got the mana right; I think I’ll drop a Swamp and put Shinka back in – it doesn’t come into play tapped, and I have three targets for the First Strike ability)
Close, yet so far away: Crown of Empires in play, Throne of Empires in my hand when the game ended. One day…..


Posted by on November 16, 2011 in EDH/Commander, Game Report


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My Decks: Power Rankings

Just made this post over on, thought I may as well post it here too.

Starting from the bottom in the power stakes:

Fun: 7
Power: 3

There’s something about this deck; it just never seems to fire. I have some quality fliers in here now (Baneslayer, Yosei, Glen Elendra Archmage) and a biggish suite of counters (about 9 in total, counting things like Draining Whelk) but I have yet to even get close to winning a game with it. I may have to look at a few other lists to see what they’re running differently, but I’ve been trying to avoid that (to me, it would feel too much like someone else’s deck. Yeah I know, I should get over myself 😉 )

Fun: 6
Power: 4

This is the deck of mine that really needs the most work. It’s basically the Political Puppets precon with a few changes thrown in. I have some ideas for this, but it’ll have to wait until I take a break from actual deck building. Occasionally I’ll trade for some cards for it and chuck them in, but really I should basically redo the whole deck from the word go.

Fun: 6
Power: 6

Treefolk Tribal. If I’m honest I went a bit overboard with the theme on this one – too many Treefolk, not enough stuff that deals with other peoples things – I have a Lignify, a Rootgrapple…… and that may be it. I have a Solar Tide that REALLY should go in here, but again this is a deck that needs 15-odd cards taken out, and 15-odd “destroy/exile target X” cards thrown in. Can attack for stupid amounts of damage fairly early on though.

Fun: 7
Power: 7

Token deck. Somewhat Wrath-resistant given Fecundity, Cobra Trap, and Fresh Meat, but it needs upgrading for things like Dauntless Escort and/or Concordant Crossroads… basically things that let my “little” 3/3 or 4/4 Saproling army actually attack 🙂

Kitsune Mystic
Fun: 8
Power: 6

Mono-White enchantments. I loving playing this deck, but if the the rest of the table is playing “properly” the whole thing is a 2-for-1 waiting to happen. When it goes off (usually with an Open the Vaults or Retether) the board state gets awesome 🙂

Fun: 7
Power: 7

Savra is all about sacrificing my guys to keep your guys off the table – it’s not a slow grinding control deck (I can’t build – or play – those types of deck properly) but it intends to get massive Lord of Extinctions and Golgari Grave-Trolls and beat face. I’m listing this after KMystic even though it’s less fun to play because it is more powerful. The groans when Mindslicer hits the table make this deck worth playing all by itself 🙂

Fun: 8
Power: 7

My latest complete deck that I’ve actually played a game or two with. Nin can do some stupid good stuff, and is lots of fun to play. It plays the political game quite well as it can let other people draw a ton of cards, then when it’s time to pounce it can take those players out quite quickly. In theory 😉

Fun: 9
Power: 7

I think – when it works – this is by far the most fun deck I have. I guess that speaks more about my inner Timmyness than anything else, but when I’m smashing peoples faces in with Demons, Dragons and Angels it make me very big happy 🙂 Truth be told though, it’s not very powerful and without Kaalia it’s just an overpriced Fatty deck

Fun: 8
Power 8

Another fun deck, this one can also take the rest of the table out pretty quickly – very low on creatures so not affected too much by boardwipes. Burn baby, Burn! 😉

There’s a fairly major gap between the previous decks and the other 4 – All of the ones below here are capable of winning pretty consistently, although (as always) there are always improvements to be made

Ghost Council
Fun: 7
Power: 9

This deck more than any of my others has the late game sewn up. It’s all about controlling the board, and plinking away for 5 or 10 or so per combat phase. It has a “blink” theme in it, but I’ve made sure that the creatures that it can blink want to be either leaving or entering the battlefield, like Skeletal Vampire or Cloudgoat Ranger.

Fun: 9
Power: 9

One member of our playgroup got to live the dream with Omnath last week; he managed to kill the table by turn 6, using General Damage. Essentially this is a very linear deck – make mana, make Omnath huge, give him trample/make him unblockable (Trailblazer’s Boots is tech!) and SMASH. Add mana doublers, Seedborn Muse and Patron of the Orochi for the huge lol’s. It does have the big dumb green spells like Terastodon and GWave in here, but this deck, more than any of the others is all about the General Damage. Tons of fun, and my fastest deck by quite some margin.

Fun: 10
Power: 9

My first EDH deck, and still my favourite. What’s not to like about putting all the bestest creatures in the world in one deck (Blue and Black creatures need not apply)? Mana Mana Mana, big dude, big dude, 2 big dudes…. Love it.

Fun: 8
Power: 10

Easily my most powerful deck, I built Animar to be flat-out good while at the same time fun. It’s the only deck I purposefully built an infinite combo into (Cloudstone Curio + Animar + two Eldrazi/morphs, for an infinitely large Animar.. add Tidespout Tyrant to bounce every (targetable) permanent on the board), and it’s designed to be able to do it’s thing under duress. Having said that, you can still make a lot of crazy, silly, fun plays with this deck.

I’ve just finished a Garza Zol deck, and I’m now building Damia. From looking at it I’d say Garza is about 7 fun/6 power, and the way I’m thinking about building Damia will make it about 6 fun/8 power.

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Posted by on November 7, 2011 in Challenge of Doom, EDH/Commander


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Game Report: Isperia (again), and Kaalia

Had time for a couple of games last night; both were kind of underwhelming but some lessons were learned 🙂

Game 1: Isperia the Inscrutable

The Table: Isperia, (my) Doran, Child of Alara, Glissa the Traitor

After last week’s horrendous performance (three posts ago), I wanted to take Isperia out for another test. I still maintain that despite having Baneslayer Angel, Yosei the Morning Star, Meloku the Clouded Mirror and Glen Elendra Archmage, and more counterspells than any of my other decks, this is by far one of my weakest. All it does really is cast fliers and swing at people; I’ve ranked my decks in power from 1 to 5, and I’ve given this one a 2, tied for least powerful with Zedruu. I started off OK, and had a Pride of the Clouds (as a 1/1) with the Pointy Stick O’ Doom but it wasn’t to last too long and by the time it got destroyed I hadn’t added to the board except for Sensei’s Divning Top. Doran wasn’t faring much better, and actually now that I think about there was very little going on except killing whatever did make it on to the board. I had kept a marginal hand, and was concentrating on trying to get some land into play. At one point I cast Spy Network on the Child player (hey Sam!) and saw Putrefy, Akroma’s Vengeance, a couple of land and Oblation, with a Ward of Bones on top of his deck. On top of my deck (Spy Network is actually pretty good!) was Yosei, Godhead of Awe, Riftwing Cloudskate and Vengeful Archon – four decent fliers, but no land… At this stage I had 6 land and the Divining Top in play. A couple of turns later I had Yosei and a Thieving Magpie in play, with Remand, Cloudskate and Archon in my hand. Child had dropped a Deceiver Exarch. Somehow my spidey-combo senses failed to go off – I think because I “knew” what was in his hand… mental error on my part, for sure. After he drew into Demonic Tutor and cast Kiki-Jiki (waiting until I had tapped out, since I was the only other blue player at the table), infinite Exarchs kill us all just as we were getting some board presence. Although our group generally frowns on infinite combos, I don’t mind them if they end the game on the spot, and I dropped the ball not once but twice for this game; I saw the Exarch and never even considered why such a sub-par card would be in the deck, and I just plain didn’t hear or see him casting the Tutor, which should have set off real alarm bells. As it happens the only counter in my hand was Remand, but he didn’t have 6 red sources to cast Kiki-Jiki twice, so it would have bought us at least one turn. As Sam pointed out after the game, lesson learned, and that deck probably won’t be able to pull that one off again, now that people know about it.

Game 2: Kaalia of the Vast

The Table: Akroma, Angel of Wrath, Kaalia, (my) Nin, the Pain Artist, Ghave, Guru of Spores

I had no preference of what to play in the second game so rolled randomly and came up with Kaalia. I like this deck; it’s very linear and very aggro, and can hit you for 20-30 out of pretty much nowhere. But it doesn’t have much of a Plan B, and it’s a bit of a glass cannon. Aside from Mayael, my Kaalia deck has by far the highest average mana cost, and so it’s rare that I can play a lot of spells. (By way of example, in the later parts of the game I had 10 mana available and could cast exactly (any) one of the cards in my hand, but not two.) Again I kept a marginal opener, with only two lands, but a bunch of Dragons and Demons I wanted to cheat into play – so much for that plan (see later…) I get a third, but not a fourth land, so Kaalia waits not-very-patiently in the Command Zone. In the meantime Nin has landed a Jace’s Archivist, so my awesome hand of beat-down is looking extremely shaky 😦 There’s a fair bit of back-and-forward, then I decide Kaalia has been waiting long enough, so I just cast her naked and hope she survives. She survives approximately 30 seconds, as Nin untaps and casts Soul’s Fire targeting his Archivist and Kaalia. Sad face, but it was what I was expecting. That was just me running out of patience, and slightly frustrated at my mana issues (which was my fault, as well!). Eventually the inevitable happens, and Jace’s Archivist forces me to discard my hand which at the time was Carnifex Demon, Kuro, Pitlord, Angel of Despair, Dragon Tyrant, Rune-Scarred Demon and Hellkite Charger. What do I get back? Aegis Angel, and some spells. SUPER MEGA UNHAPPY FACE 😦 At this point I start wondering why Living Death isn’t in this deck; stuff dies, and Nice Angels...the stuff that dies in this deck is Big And Stompy And Scary. Mental Note: Put the Living Death from the BWG Commander deck into Kaalia. Or Savra. Hrmm. I draw Shattered Angel, and since I can actually cast it, I do so. Nin untaps, Mana Geysers for a million (or 14, one of those) and Rite of Replication with Kicker (of course) my Shattered Angel. Seems good… A little too good for the rest of the table, who then go on to make sure all the tokens die. Meanwhile, on the quiet (sorta) Ghave has got Lurking Predators and Hunting Grounds going, and although they get bounced and/or dealt with, what eventually happens is that they both get exiled to Akroma’s Admonition Angel. A fine plan, until eventually the Angel mets it’s timely demise, at which point Ghave gets his free creatures back. In short time, Ghave has a not very small army and overruns us all, with (effectively) the last turn being when I draw my own Akroma’s Vengeance, and go to cast it before realising that one of the creatures on Ghaves considerable board is Vagrant Plowbeasts. What. The. Hell. Nin cracks the Memory Jar he has hoping that I’ll find my Damnation, but I don’t and we get run over by eleventy-million damage. (Yes the Vengeance would have got rid of the Predators and Hunting Grounds, but it was way too late for that to matter.)

Lessons learned from these two games:

Don’t keep two land hands, ya idiot. In both games I kept a two-lander with potential, and in both games I never really got going. I should know better than that, but sometimes I just want to get on and play the game, instead of shuffling up and trying for a better hand (we are a very casual playgroup; our mulligan “rule” is if it’s no good, throw it back and draw seven again. Yes, that’s incredibly open to abuse. No, none of us abuse it.)

Keep your eye on what the hell is going on. In game one, and to a lesser extent in game two (I could have Liliana‘d up a Vengeance to deal with the Predators/Grounds but chose not to) I lost to not knowing what was coming up, when I really should have seen it coming both times.

Blood Clock is not a good card. OK, so I pretty much knew this already. Blood Clock is in my Kaalia deck so I don’t have to pay pesky upkeep triggers (such as for Dragon Tyrant) or annoying combat triggers (such as for Rakdos the Defiler – who’s not even in the deck yet!), but it’s SUPER bad when your opponents can return Trinket Mages (Nin) and Eternal Witnesses (Ghave) with it! This is coming out RIGHT NOW and being replaced with Living Death, or another Kill Everything effect, which means I may well have to not put Rakdos in at all; that makes me Sad Panda, because I really like the big lug (Ravnica block is my all-time favourite block by about a thousand million miles).

Epic Games are Good Times. Despite losing both games, and not really having a whole lot of effect on either of them (although much more than last week’s dismal effort), I had a really good time slinging cards and watching big awesome stuff happen. Oh, and my Omnath deck (in another game) won on Turn 6 due to stupidness with Seedborn Muse and Patron of the Orochi 🙂


Posted by on November 2, 2011 in EDH/Commander, Game Report


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Game Report: Nin, the Pain Artist

Took Nin out for a spin last night and managed to take out a four person table (Hooray!). I was playing against (in turn order): Omnath, Memnarch (a counterspell-less version apparently), Anowon and myself. Highlights as follows:

  • Only missed one land drop all game, on turn 5. However that was without any draw spells to help me (up until that point), and I’m not sure I could pull that off again. Jury still out on whether I’m running enough mana sources. At that point I had Niv-Mizzet, Darksteel Sentinel and Aeon Chronicler in my hand, any of which I would have happily played if I had a sixth mana. (Next turn I drew Deep Analysis, cast it, and got Island, Sol Ring as my two cards. Win! Play Island, cast Sol Ring, Flashback Deep Analysis… two more Islands!)
  • Cast Nin on turn 2, she lasted about 4 turns, but I never activated her ability, being constantly one mana off actually being able to kill something.
  • With the help of Inner Fire, cast a Rite of Replication on my Darksteel Sentinel, only to be Gather Specimens‘ed (it’s a word!) by Memnarch.
  • The crucial turn; Omnath had out Omanth, Seedborn Muse and… irrelevant stuff. I cast Minds Aglow, added 5 (leaving Mountain, Island, Darksteel Ingot untapped). Omnath added 5, Memnarch 1, and Anowon (possibly seeing what was coming) none. We all draw 11. I was planning on mostly-killing Memnarch with the Cerebral Vortex in my hand, but found Molten Psyche in my 11, along with Reliquary Tower and Scrabbling Claws. Tower –> Claws (giving me Metalcraft with Claws, Ingot, and Divvy Top), Molten Psyche. Everyone takes 22, knocking out Anowon and reducing Omnath and Memnarch both to 6 🙂
  • Omnath plays Terastodon killing my Reliquary Tower and Temple of the False God 😦 (and something of Memnarch’s) and I had just enough defence (and 19 life) to stop him running me over, so he passes the turn. Memnarch kills Omnath because he can, then I untap, Frantic Search dumping Conflagrate into my graveyard (as insurance), then cast Adamaro and Soul’s Fire, killing the Memnarch player.
  • I was actually one Red short of casting Adamaro, Soul’s Fire and Conflagrate (flashed back) all in one turn, so may be a little heavy on blue and light on red sources. Something to keep an eye on.



Posted by on October 12, 2011 in EDH/Commander, Game Report



Nin, the Pain Artist – Finished deck, Mark I

OK, I have the initial Decklist. This is what I’m going with:

Mistress of Pain

Nin, the Pain Artist

Delicate Instruments

Adamaro, First to Desire
Aeon Chronicler
Darksteel Myr
Darksteel Sentinel
Manor Gargoyle
Psychosis Crawler

Keeping the Hand Full

Ancestral Vision
Blue Sun’s Zenith
Careful Consideration
Compulsive Research
Deep Analysis
Font of Mythos
Howling Mine
Jace Beleren
Kami of the Crescent Moon
Minds Aglow
Mystic Remora
Temple Bell

Keeping the Hand… cycling

Frantic Search
Forced Fruition
Jace’s Archivist
Magus of the Jar
Memory Jar
Molten Psyche (see also “One is Good…”)
Teferi’s Puzzle Box
Tolarian Winds

Hand Size? What Hand Size?

Library of Leng
Venser’s Journal

Graveyard Control

Relic of Progenitus
Scrabbling Claws
Tormod’s Crypt

Spell Control

Cryptic Command
Dream Fracture
Faerie Trickery
Overwhelming Intellect (also keeps the hand full)

One is Good…

Cerebral Vortex
Parallectric Feedback
Soul’s Fire
Spiraling Embers
Sudden Impact

Two is Better

Echo Mage
Mischievous Quanar

Other Stuff

Darksteel Ingot
Inner Fire
Izzet Signet
Lightning Greaves
Mana Geyser
Meishin, the Mind Cage
Niv-Mizzet, the Firemind
Rite of Replication
Sensei’s Divining Top
Sokenzan Spellblade
Sol Ring
Spin Into Myth
Trinket Mage
Word of Seizing


Reliquary Tower (Hand Size)
Riptide Laboratory
Steam Vents
Evolving Wilds
Terramorphic Expanse
Buried Ruin
Temple of the False God (does anyone else think it’s weird that you can’t really cast Karona, False God off this without having mana left over? 😉 )
Izzet Boilerworks
Tectonic Edge
9 Mountains
16 Islands

The amazingly astute among you will note that this is 67 non-land cards, which is probably two too many. Currently I’m probably going to cut Concentrate and Deep Analysis. Having said that I want to add Thousand-Year Elixir and Soramaro, First to Dream when I trade for them, so will have to take another two cards out. However, I’ll burn that particular bridge when I get to it 😉

Link to deck analysis here

Comments, as always, welcome 😉


Posted by on October 7, 2011 in Challenge of Doom, EDH/Commander


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