To start things of, I'll explain why I got Nahiri, the Lithomancer as my commander.

First things first, I when I started playing Magic, I obviously started off playing Standard. Being a newbie in this cardgame got me beaten pretty much all of the time, especially when the local shop I visited all the time was and still is a very competitive mindset environnement if you'd ask me. After all those defeats I started losing intrest in the game. However, I randomly found out a friend of mine was also playing Magic and he told me: "You should try out the Commander format, it's way more fun than the Standard format!".

Knowingly he was playing, I thought: "Why not?". So I started off by picking a pre-constructed commander deck and I immediatly made up my mind when having seen the collection of choices...

Nahiri, the Lithomancer! She seemed to me to fit just perfectly for me. Since that day I've been playing with Nahiri, the Lithomancer as my commander pretty much every time I was at my local shop every weekend. After lots of casual gameplay and pretty budget-minded, I upgraded the deck to be a little bit better than before.

Playing with my playgroup was very fun and we all stimulated eachother to improve, while also improving our decks at the same time. Our casual commander decks kept improving and improving in power to high-power decks. After playing Magic for a decent amount of time and having a wider budget available into the cardgame, I was willing to make my deck even stronger.

So now I'm trying to make my Nahiri, the Lithomancer commander deck as strong and consistent as possible to be a Competitive Commander Deck. While working on my goal to make my deck competitive, I want to make it Top Tier worthy and show my opponents how strong she really can be.

Well, why not?

A planeswalker as commander can be more useful than you think in all kind of ways, like:

  • Resistant to creature boardwipes/spot-removal.
  • Gives you different loyality abilities to choose from.
  • Oppressive in it's own way, it will draw combat damage attention away from you.
It does have it's own down sights though, like:
  • It can't block for you.
  • It can't deal commander damage.

But why Nahiri, the Lithomancer?

For me personnally, after playing Nahiri, the Lithomancer for such a long time and building my deck around the token army and equipement theme, I really recommend her as commander.

Why? Well mostly because she can make tokens herself and interact with your hand and graveyard with your equipements. To top it off she can even made a deadly equipement herself, Stoneforged Blade, which isn't a rare artifact you'll barely see. You'll be able to use it more often than you think as you're constantly making tokens to protect her. You'd be surprised how long Nahiri, the Lithomancer will be able to sustain on the battlefield unlike many other planeswalkers you'll encounter.

Sure many people will say: "Commander is a fun and casual format!". It sure is! Don't get me wrong, I totally love the 3 hours games where everything can happen, but the term 'competitive commander' basicly means that you'll be playing a deck which plays on a much higher level than a casual commander deck would play.

So what's the difference between a competitive deck and a casual deck? A competitive deck is more consistent on a higher powerlevel than a casual deck. If that doesn't satisfy you for an answer then let me settle it down with some examples:

Acceleration and Consistency

A casual deck usually has a more budget minded playing field, so the mana acceleration is way slower than it can be like in a competitive deck. Like every deck will run a Sol Ring, like why on earth wouldn't you? This card is cheap as it'll be reprinted every year and massproduced. A lot of casual players might tell you Soll Ring is broken and shouldn't be in a casual format. Well, on that statement I agree but also disagree.

Sure if you play a Sol Ring on turn 1, everyone will look at you with the 'Oh my God, seriously?'-face. Obviously, it's a 'broken' start in a casual format. But I strongly disagree with the fact that it shouldn't be played in a casual format. Sol Ring is available for everyone to put into their deck and because it such a common card, none but really none should have any trouble of acquiring one and putting it into their deck aswell.

To step it up in competitive decks, where you want to accelerate as fast as possible, you'll have to play several mana rocks. Why so many mana rocks? To adress that you have to imagine for don't play any green ramp spells because you play mono-white in this matter. So you'll have to get your acceleration from something else. Mana rocks are a great example of having on your turn 1 like 1 or 2 generic mana () and 2 or more colorless mana ().

To have that many different mana rocks like Sol Ring, Mana Crypt, Mox Diamond, Mox Opal, etc. You'll have more chances of having one of them along with a land drop in your hand on your first turn, this is what makes your openings more consistent so you can have a faster mana acceleration.

Ofcourse having to much mana sources in your deck will eventually lead to mana flood, to prevent that you basicly replace land slots for mana rocks.

So the biggest difference between a casual and competitive deck is the consistency and acceleration between them. But synergy between your cards and the effective power of each individual card in your deck has a great impact aswell!

Synergy and Power

Synergy will decide how easy the rest of your cards can play a role in the already chosen plays in current situations. Hereby I bacisly mean that it'll be easier for a card to be played if it will attain it's effect every time you play it in each game. Some examples that I use in this deck: Oath of Gideon, Legion's Landing  , Midnight Haunting, Luminarch Ascension, etc.

As for the power of each individual card you must have played some games already and never had any usage of some cards in you hand, so they basicly didn't do anything when you played them. To prevent this from happening you should keep trying different things untill you're satisfied of the overall effects because each card you play everygame you'll want it to deal a significant amount of impact. Some examples I use in this deck: Elesh Norn, Grand Cenobite, Avacyn, Angel of Hope, Humility, Reconnaissance, Grand Abolisher, etc.

The power tier of your deck should be adjusted to your playgroups in my opinion. If your playgroup, like mine, really wants to improve everytime after each game, even if it's not improving just your deck but also but the knowledge about the rules and possibilities, you'll want your deck to be among the top.

You can still play a different deck more suited for casual play to play with your casual playgroup, but if you want to improve and improve you should think of getting another playgroup for competitive play. Because I think you can only improve your own gameplay if you give it your all in every game.

Small but mostly important...!

This is were it starts and will decide how you'll improve over time.

My motto is to never give up, don't concede (scoop)! Eventhough you are behind and in bad luck, the game is still running until you lose! The chances of winning a game are always higher if you don't give up and that is a fact.

In this part I'll try explain more why I choose those cards to put into my deck and why I think they are so good/usefull. Detailled combo's of this deck will be explained in a different part.

Nahiri, the Lithomancer

Having Nahiri, the Lithomancer as commander really suites the playstyle of this deck.

Her first loyalty ability +2 will allow you to put a 1/1 white Kor Soldier creature token onto the battlefield and you may choose to attach an equipement you control to it.

The second loyalty ability -2 allows you to put an Equipement card from you hand or graveyard onto the battlefield. Which is really usefull as your opponents will often try to get rid of your equipements so you can use this loyalty ability to return them from the graveyard to the battlefield. You could also use this loyalty ability to get an equipement from your hand onto the battlefield so you don't have to pay it's mana cost so you'll have mana left to pay it's equip cost.

Her third loyalty ability -10 will put a colorless Equipement artifact token named Stoneforged Blade onto the battlefield, a very powerfull equipement which will really shows it's power after you start using it. Usually using a planeswalker's ultimate ability will be difficult to do so as it will be most likely to be targeted as soon as a planeswalker enters the battlefield and destroyed before they get the chance to use their ultimate ability. However with this deck you'll be able to get enough creatures out on the battlefield to protect Nahiri, the Lithomancer from taking damage, so her ultimate ability will be use more often than other planeswalkers.

  • Ancient Tomb
  • Adding mana to your pool is recieving the 2 damage dealt to you, worth its while. Ancient Tomb is a perfect replacement for Temple of the False God as Temple of the False God is a dead card in your openingshand or if you'd draw it in the first few turns.
  • City of Shadows
  • As you will be putting out tokens each turn, exiling one of them shouldn't be a problem as you should be able to provide more anyway. What I think is so good about this card is that you can do this any time you'd like. For example: at the end of the turn from the player who's passing his turn to you or when you block a creature with a token to prevent it's damage from dealing it to you, then exile it to put a counter on City of Shadows before the damage step. This way you can get extra mana each turn by exiling only 1 token.The only downsight of this land, which has me considering it to be replaced by a different card, is that if it's an useless opening card. You won't have any use for it in the first few turns of the game.
  • Deserted Temple
  • The ability of untapping a land for might not seem a big deal in this deck, but the possibility of having it synergize with Nykthos, Shrine to Nyx can provide you a lot of if you have a decent of devotion to white ofcourse.Also because the untap ability isn't a mana ability, you can also make it combo with Rings of Brighthearth.
  • Emeria, The Sky Ruin
  • Having it entering the battlefield tapped might be a bit slow for what we want, but the triggered ability this land provides for us is just way too good. Ofcourse if possible you'll always play a Plains if you still can't use the effect of this card, unless you don't need the extra mana during your upcoming turn or just can't because it's the only land you still hold.7 Plains may seem a to take a bit long to acquire, but with Sword of the Animist you can 'cheat' in more Plains faster than usual.The creatures you play in this deck will help you control the boardstate more than they are needed to battle themselves, so having the possibility to return them from the graveyard to the battlefield is very usefull.
  • Flagstones of Trokair
  • This card basicly speaks for itself, if someone is playing land destruction or you play Armageddon yourself, you'll be able to put a Plains straight onto the battlefield from your deck. Having it enter the battlefield untapped gives me no reason to even doubt about giving this land a place in this deck.
  • Gemstone Caverns
  • Eventhough the chances of having this card in your opening hand, while you're not playing first, is way lower than drawing it later on, it's still a chance of it giving you a faster start than usual which is always good.
  • High Market
  • I think this card should be in every deck eventhough you have very poor graveyard interaction of whatsoever. Having this card at your disposal, you'll be able to stop your opponents from exiling your creatures or taking control of them if you can sacrifice them in response. Eventhough I only run Nykthos, Shrine to Nyx, Sun Titan and Sword of Light and Shadow, it's still better than none. So keeping them in your graveyard is better than letting them get exiled or being controlled by your opponents!
  • Homeward Path
  • This one is obvious as it tells you exactly what is does, no doubt another good land to use in any deck.
  • Inkmoth Nexus
  • A land that can provide you with and even turn into a 1/1 artifact creature with flying and infect! Sure it's until end of turn, but having a 1/1 flying infect creature that you can buff with equipements you have laying around, you'll be having no trouble of giving a player 10 poison counters.
  • Kor Haven
  • Why I rather use Kor Haven instead of Maze of Ith? The reason for that is that I'll gladly pay extra mana to keep the attacking creature tapped, leaving your opponent more open for a counter attack. Also Kor Haven can still provide itself which Maze of Ith can't, so you're left with more options.
  • Mistveil Plains
  • Another land that enters the battlefield tapped, it is slower than we'd like, however this land will allow you to put cards from your graveyard on the bottom of your library for just . This can be usefull to get a chance on casting an instant of sorcery again if you'd be able to draw it ofcourse.
  • Nykthos, Shrine to Nyx
  • Nykthos, Shrine to Nyx, one of the best lands in this deck if you'd ask me. The only catch for it having any use is to have a significant amount of a devotion to , which shouldn't be too hard as you're playing mono white.
  • Petrified Field
  • This land can be pretty usefull to get back a land from your graveyard to your hand when your opponent destroyed a nonbasic land of yours. To give a great example of one is Nykthos, Shrine to Nyx. However if you play Strip Mine, you could also get that land back into play to destroy another valuable land of your opponent.
  • Reliquary Tower
  • Another land that is basicly a no-brainer, having a no maximum hand size is always a great opportunity.
  • Secluded Steppe
  • Usually you'll try to play this only early game if you have no other available lands to put into play OR use it late game as card draw as you'll already have enough lands or mana rocks on the field by then.Though it's more likely you'll use this land only for it's cycling ability.
  • Strip Mine
  • A land like Strip Mine is always a great addition for any deck to keep your opponents from using their powerfull lands. Most of the time I don't use my Strip Mine for it's land destruction ability because you destroy a mana-producing land of yourself aswell. But I rather sacrifice my Strip Mine to destroy a land my opponent controls like Nykthos, Shrine to Nyx, Cabal Coffers, Hall of the Bandit Lord, etc.
  • Temple of the False God
  • Having this card in your opening hand will most likely make this card a dead card in your hand early on, but if you have 5 lands under your control as this enter the battlefield will make it an awesome land to play.
  • Terrain Generator
  • Terrain Generator is a nice land to have to gain extra lands in play, especially when you have Land Tax out aswell for faster and consistent ramping.
  • Windbrisk Heights
  • This land will be usefull every time you'll play it, to be able to play a card without paying it's mana cost at instant speed is great. The only restriction is to have attacked with atleast 3 creatures during that turn, ofcourse that's not a problem for the tokens we'll produce with ease!
  • Avacyn, Angel of Hope
  • Being able to have Avacyn, Angel of Hope on the battlefield will make it very difficult for your opponents to deal with your boardstate. All permanents you control being indestructible will put huge pressure on your opponents, especially if you're able to cast Armageddon.
  • Brimaz, King of Oreskos
  • Every card in your deck producing tokens is a great add-on, but Brimaz, King of Oreskos stands at the top of them all. Having vigilance will have you left with a blocker even if he attacked, even producing a token with vigilance that's already attacking makes it even better. It doesnt stop there, even when he blocks he'll produce a token with vigilance! Thought I was done complementing Brimaz, King of Oreskos? Hell no! He even has a power of 3 along with a thoughness of 4 which you can cast for only ! Did I mention he has vigilance?
  • Containment Priest
  • This is the perfect creature to flash in while your opponent tries to 'cheat' one of their creatures in to exile them instead. This will make your opponents forcibly hard-cast the cards they'd like to put into play.
  • Elesh Norn, Grand Cenobite
  • Granting all your creates +2/+2 and giving all your opponents creatures -2/-2 is a very powerfull static ability. Just for that she's very good, then also having a body of 4 power and 7 toughness with vigilance makes it even better.
  • Ethersworn Canonist
  • As this deck is based partially around equipements, it contains a significant amount of artifacts to deny the downsight of this static ability for this deck. Towards your opponents on the other hand, they'll most likely have a harder time dealing with Ethersworn Canonist.
  • Geist-Honored Monk
  • Having this creature entering the battlefield will also make 2 spirit creature tokens with flying which is usefull as we could really use flying creatures to defend ourselves from other flying creatures our opponents control. The other usefull thing this card does is having a power and toughtness equal to the amount of creatures you control, as we try to produce a lot of tokens, this creature will be a tough one to handle for our opponents at times.
  • Grand Abolisher
  • Grand Abolisher is kind of a must have in each white deck because this card will basicly let you have your turn without interference from your opponents.
  • Hero of Bladehold
  • Much like Brimaz, King of Oreskos, Hero of Bladehold is a solid aggressive creature to put extra tokens on the battlefield and due her battle cry, she'll buff them up as they attack. So as her being a strong creature, early game is Brimaz, King of Oreskos better, but having more tokens out on the battle field will have Hero of Bladehold deal way more impact than Brimaz, King of Oreskos.
  • Iona, Shield of Emeria
  • To deny your opponents from casting spells from a certain color will most likely leave your opponents helpless from doing what they want.
  • Linvala, Keeper of Silence
  • Disabling the activated abilities of your opponent's creatures, even the mana abilities can slow your opponent down very well.
  • Plague Myr
  • Infect. Yes not many people like this but it's a wincondition that we can really use. Eventhough my intent on putting this card into the deck was more intented as a 'slow' mana rock that could block if needed, having this creature equiped with some equipements made him truely a game decisive creature.
  • Puresteel Paladin
  • Having him out on the battlefield will make your decisions be made much easier. As long as you control 3 or more artifacts your equipements will cost no mana to equip and drawing a card each time an equipement enters the battlefield is a great card draw engine.
  • Requiem Angel
  • Let's say you have a decent amount of tokens on the battlefield, most likely most of them will be non-spirit tokens. If you have Requiem Angel out on the battlefield aswell and someone decides to use a boardwipe, you'll get spirit tokens with flying in return for each non-spirit lost this way.
  • Serra Avatar
  • A creature with the power and toughness eqaul to your life total is just great. Having Serra Avatar equiped with Loxodon Warhammer or Sword of Vengeance to give it trample, you'll be able to deal a lot of damage which can be, and most likely will be, fatal to your opponents.
  • Stoneforge Mystic
  • Another must have card for this deck. She can tutor an equipement of your choice to your hand as she enters the battlefield. As this deck is based on equipements, tutors will be always welcome.
  • Stonehewer Giant
  • Like Stoneforge Mystic, Stonehewer Giant will tutor equipements aswell but instead to your hand they'll come to the battlefield and as they enter you can attach it to a creature you control. The downsight of Stonehewer Giant is that's he's much slower and more expensive to cast. Eventhough of being slow and more expensive to cast, he's still a good assest to remain in the deck. The reason behind that is if you can attack with him and you have open, you'll be able to tutor an equipement to the battlefield attached to Stonehewer Giant suitable for the current situation.
  • Sun Titan
  • An enter the battlefield triggered ability and an attack triggered ability which both allow you to return a permanent with converted mana cost 3 or less to the battlefield. Because this deck runs a lots of cards with converted mana cost 3 or less, there will be plenty of targets for Sun Titan to hit.
  • Wall or Reverance
  • A flying defend doesn't really do much besides of being a blocker for you, though the triggered ability that lets you gain life at the end of the turn equal to the power of target creature you control, is a nice benefit for you because it will let you gain life.
  • Batterskull
  • This is equipement you really will be playing the most besides Skullclamp. You can get Batterskull into play easily with Nahiri, the Lithomancer and when Batterskull enters the battlefield it will have a 0/0 germ attached to it. With the vigilance and lifelink static abilities you'll be able to do a lot of pressure on your opponents.
  • Grafted Exoskeleton
  • Having infect in your deck is always a good addition do increase your winning chances. Especially if your would be able to flash it in with Sigarda's Aid or with the activated ability from Stonehewer Giant.
  • Loxodon Warhammer
  • The main purpose of Loxodon Warhammer is to give the equiped creature trample, but it giving lifelink aswell is a great addition.
  • Masterwork of Ingenuity
  • A copy of an equipement that's already on the battlefield for only . Most likely you'll be able to tutor the equipement you need for the current situation you'll be facing. Then to have Masterwork of Ingenuity in your hand so you can have 2 of them will be pretty usefull. A great use of this equipement will be having it enter as a copy of Batterskull, Loxodon Warhammer, Sword of Vengeance or maybe a Sword of Feast and Famine.
  • Skullclamp
  • Skullclamp is the equipement you'll be using the most and you want to have on the battlefield as soon as possible. Why? Well, because you'll be producing 1/1 tokens every turn and with Nahiri, the Lithomancer you'll be able to make a 1/1 kor soldier creature token and equipping Skullclamp for free so you draw 2 cards. Skullclamp is a very good card draw engine in this deck, so having it out as soon as possible will let you get you through you deck very fast.
  • Swiftfoot Boots
  • Some people will think Lightning Greaves are better than Swiftfoot Boots because it has as equip cost. Though I think because Lightning Greaves gives shroud, it will get me sometimes in an awkward situation that I'd like to equip an equipement to a creature but simply can't because it has Lightning Greaves equiped. With both Ligthning Greaves and Swiftfoot Boots I feel like they should be equiped to creature you really don't lose, so equipping it to a different creature, if you have a valid target atleast, will leave that creature vulnerable for instant spell or activated abilities from your opponents. So my conclusion about them is that I rather play Swiftfoot Boots and pay the extra .
  • Sword of Feast and Famine
  • This equipement has one of the best triggered abilites among all the great equipements in this deck. Untap all lands you control and the opponent you dealt the combat damage to has to discard a card. The triggered ability makes this equipement good enoug hto already run in a deck, but also granting the equiped creature protection from black and green, makes it a very powerfull sword.
  • Sword of Fire and Ice
  • Being a little less powerfull full as Sword of Feast and Famine, the Sword of Fire and Ice is still very strong on its own. After dealing combat damage to a play you draw a card and you can deal 2 damage to any creature on the battlefield or player of your choice. The protection from red and blue is very good aswell.
  • Sword of Light and Shadow
  • If this equipement wouldn't provide protection from white, I'd probably would've replaced it for a different card because I think the triggered ability this card provides isn't very good for this deck as it could be, though it can be usefull occasionally. Providing protection from white is still a great addition to the rest of the deck.
  • Sword of the Animist
  • After you get your Skullclamp out on the battlefield early on, the next equipement you most likely want to use is Sword of the Animist. This is a very efficient way of getting lands into play as for mono-white ramp.
  • Sword of Vengeance
  • Like Loxodon Warhammer, the reason this equipement is so usefull for this deck, is because it gives trample. Additionally giving first strike, vigilance and haste to the equiped creature, makes it also a very powerfull equipement.
  • Whispersilk Cloak
  • Having an unblockable creature will most definetly deal it's damage, if played with infect it will be even more significant for it's use. Ofcourse you'll have to get the creature/token equiped first with the other equipements beforehand.
  • Basalt Monolith
  • The main reason Basalt Monolith is in this deck is because it can combo with Rings of Brighthearth to generate 'infinite' mana. Besides that, Basalt Monolith is still a good mana rock to use anyway.
  • Chrome Mox
  • Another mana rock that'll boost the consistency from this deck to have one of them all in your opening hand.
  • Gilded Lotus
  • A mana casting cost artifact that will give you every time you tap it is very usefull because this is a mono-white deck.
  • Grim Monolith
  • A mana casting cost artifact, that provides you with , is very usefull aswell. Untapping Grim Monolith isn't necessary if you can't keep mana open, but if you can you can do it at instant speed which is pretty convenient.
  • Mana Crypt
  • I think Mana Crypt is the best mana rock there is. A mana cost artifact that gives you mana everytime you tap it is just great. Ofcourse there is a downsight to Mana Crypt, having it deal 3 damage to you every upkeep IF you lose the coinflip, which I think isn't a big deal if you play your cards efficiently.
  • Mox Diamond
  • Playing Mox Diamond early on in the game is basicly the same as having 2 lands out on your field in just 1 turn and ready to use by just discarding a land from your hand.
  • Mox Opal
  • I do think Mox Opal is better than Mox Diamond because having 3 artifacts on the field should be no problem at all for this deck. Though on the first few turns Mox Diamond will be more effective.
  • Sol Ring
  • Next to Mana Crypt stands Sol Ring in power. A mana casting cost artifact that gives you mana whenever you tap it without any setbacks is just great.
  • Thran Dynamo
  • Mana rocks are always usefull. I haven't used Thran Dynamo much often in other decks but I feel like it's a nice add-on to the deck to get an extra mana rock in play. A mana casting cost artifact that'll provide you with mana everytime you tap it for mana is solid aswell. Unlike Basalt Monolith and Grim Monolith, Thran Dynamo does untap during your upkeep.
  • Caged Sun
  • A very usefull artifact for mana acceleretion. Sure, it has a high casting cost of , but I rather to think of Caged Sun being 2 cards in one. As Caged Sun gives all your creatures +1/+1, which usually other cards can do aswell with a mana cost of like Crusade or like Honor of the Pure. It also adds an additional to your mana pool whenever you add one to your mana pool, which in my opinion only costs for that part of the ability. So mana for the both of them combined does adds it's value to the deck.
  • Rings of Brighthearth
  • The main reason Rings of Brighthearth is in this deck because it's a very usefull combo enabler. As there are several activated abilities in this deck, there will be enough options to choose from. The combo's will be explained in a different section.
  • Sculpting Steel
  • To copy an artifact that's already on the field for only is always usefull. You can either copy an artifact from yourself or from your opponents, which will allow you choose from a lot of different options.
  • Sensei's Divining Top
  • I think Sensei's Divining Top is one of the best, if not the best, utility artifacts ever. Why? Well, to be able to manipulate the top 3 cards from your deck for only mana is very convenient, but you can tap Sensei's Divining Top to draw a card and then put Sensei's Divining Top on the top of your deck aswell, which is even better. So basicly you'll have the cards in your hands, along with the 3 cards on top of your deck you can work with. That allows you to interact with 3 extra cards, besides you hand, at all times.
  • Anointed Procession
  • As this deck can produce a lot of tokens, a token doubler is always welcome.
  • Aura of Silence
  • Having your opponents pay more mana for each artifact and enchantment they want to cast is a great way to slow them a bit down. If needed you can still sacrifice Aura of Silence to destroy an artifact or enchantment.
  • Authority of the Consuls
  • Like Aura of Silence, Authority of the Consuls will slow you opponents down a bit by having their creatures enter the battlefield tapped. Also each time they have a creature enter the battlefield, you'll gain 1 life.
  • Cathars' Crusade
  • As you want to have out tokens every turn, getting +1/+1 counters on each creature whenever a creature enters the battlefield under your control will really make your small token get really big in such a short time.
  • Humility
  • Humility is the best card for this deck. As you'll be making 1/1 tokens without abilities anyway, it really won't be an issue for this deck to deal damage because you can equip the equipements to the token to make strong creatures. So Humility really puts this deck in a very big lead above your opponents because your opponents will most likely only play creatures in their deck that have usefull abilities or ETB (enter the battlefield) triggers but because Humility will prevent all those triggers and abilities they'll be left vulnerable for you to attack.
  • Karmic Justice
  • I figuered that after my equipements were getting blown up a lot, Karmic Justice is a great enchantment to prevent my opponents from destroying my noncreature permanents. Ofcourse the opponents are still able to destroy them but then you're able to destroy any permanent that opponent controls.
  • Land Tax
  • Mono white does have limited ramp possibilities so Land Tax is a must have.
  • Legion's Landing  
  • An enchantment that turns into a land when you attack with 3 or more creatures is a decent slow ramp. Though it's ETB triggered ability to create a 1/1 white Vampire creature token with lifelink is what makes it a good 1-drop.
  • Luminarch Ascension
  • If you manage to play Luminarch Ascension on turn 1 or turn 2, you'll be having a great early game if your opponents can't damage you. When it has 4 or more quest counters on it, you'll be able to make 4/4 white Angel creature tokens with flying on instant speed for only .
  • Marshal's Anthem
  • Giving your tokens +1/+1 is a good way to buff them, but what makes Marshal's Anthem shine is it's Multikicker static ability. For each time you paid an additional you can return a creature from your graveyard to the battlefield.
  • Oath of Gideon
  • Creating two 1/1 white Kor Ally creature tokens when Oath of Gideon enters the battlefield is a good way to put some tokens on the field like Legion's Landing  . As Nahiri, the Lithomancer is the commander of this deck, having Oath of Gideon out on the field will let Nahiri, the Lithomancer enter the battlefield with 1 additional loyalty counter. This will allow you to use her -10 loyalty ability 1 turn earlier than usual.
  • Reconnaissance
  • I think Reconnaissance is a very strong card which is very underrated in my opinion. A mana cost enchantment with the activated ability to remove target attacking creature you control from combat and untap it for . So basicly you can attack with all of your creatures and before damage if it gets blocked, you can save it from dieing by removing it from combat and untapping it. Also even if you attacked, after you've dealt combat damage, you can still remove target attacking creature you control from combat and untap it because a creature is still considered attacking until the combat phase is over. So Reconnaissance does kind of give your creatures "vigilance" for free.
  • Sigarda's Aid
  • Casting your equipements in instant speed is a good way to surprise your opponents when attacking or blocking because you may attach those equipements to target creature you control as they enter the battlefield.
  • True Conviction
  • Giving all your creatures double strike and lifelink will turn out to be a great threat for your opponents.
  • Angel's Grace
  • Because a lot of high power decks will most likely use some infinite combo's or other winconditions like Doomsday and such. So having a card that can prevent you from losing the game until the end of turn can surely turn the tides. The good thing about Angel's Grace is that it has split second, so your opponents can't respond on Angel's Grace so it will resolve.
  • Comeuppance
  • Like Angel's Grace, Comeuppance is used to prevent you from losing the game or to deal a lot of damage to the opponent who is trying to deal damage to you or to a planeswalker you control. Comeuppance can't prevent you from losing like Angel's Grace but it can prevent all damage that would be dealt to you or a planeswalker you control, then all damage prevented this way will be dealt to the source of that damage.
  • Enlightened Tutor
  • A tutor that'll let you search for an artifact or enchantment is a much have in this deck as this deck runs a lot of artifacts and enchantments.
  • Faith's Reward
  • Faith's Reward is a valuable card you'll want to play if you run Armageddon in your deck. Tapping your mana to fill up your mana pool in response when you cast Armageddon yourself so you'll be able to return all of your lands when you cast Faith's Reward after Armageddon resolved. Also is Faith's Reward very usefull if an opponent use a spell to destroy a lot of your nonland permanents so you can bring them back afterwards.
  • Midnight Haunting
  • Creating two 1/1 white Spirit creature tokens with flying for only on instant speed is always a great way to get some creatures on your battlefield.
  • Return to Dust
  • is quite expensive to cast for spotremoval, but having Return to Dust cast during your own main phase will let you exile up to 2 target artifacts and/or enchantments which makes it a very powerfull spotremoval card.
  • Secure the Wastes
  • When you have mana open you didn't have to use, you can still use it to create 1/1 white Warrior creature tokens on instant speed for just .
  • Swords to Plowshares
  • A mana creature spotremoval into exile. Swords to Plowshares will always have it's use in any game you'll play.
  • Teferi's Protection
  • Teferi's Protection is by far the best card that will protect your board state, your life total and yourself. Teferi's Protection is a must have card for every deck that has white in it's colors.
  • Armageddon
  • Destroy all lands. If you have a good board state, Armageddon will make sure to slow down your opponents so you can still make tokens if you have Nahiri, the Lithomancer on the battlefield.
  • Deploy to the Front
  • Using Deploy to the Front will make sure you'll have enough tokens on the field.
  • Idyllic Tutor
  • Having Idyllic Tutor in this deck will make it easier to get Humility in play. It is possible to search for different enchantment if needed like True Conviction but getting Humility out on the battlefield is much more important in most situations, unless you control Avacyn, Angel of Hope or your boardstate is already powerfull enough to overwhelm your opponents.
  • Martial Coup
  • A splendid boardwipe which will allow you to have some tokens out on the field afterwards.
  • Nomads' Assembly
  • Just like Deploy to the Front, Nomads' Assembly will get you some tokens on the battlefield and because Nomads' Assembly has Rebound you'll be able to cast it again for free at the beginning of your next upkeep.
  • Spectral Procession
  • If you cast Spectral Procession for to put three 1/1 white Spirit creature tokens with flying into play will make Spectral Procession a great asset to this deck.
  • Steelshaper's Gift
  • Having a tutor on sorcery speed that'll let you search for an equipement and having it put into your hands is always usefull to get the equipement you need most at the time.
  • Storm Herd
  • Paying is quite a lot to spend but creating an amount of 1/1 white Pegasus creature tokens with flying onto the battlefield can be a real powerplay if your opponents can't find an answer before your next turn.
  • Wrath of God
  • Wrath of God is a great boardwipe to play to get rid of all the creatures on the battlefield because they won't be able to regenerate.

The infinite combo in this deck all starts with Rings of Brighthearth. So the possibilities of Rings of Brighthearth that'll create infinite loops will increase but you'll need more cards in play each time.

  1. Basalt Monolith + Rings of Brighthearth will create infinite mana.
  2. When you have infinite mana you can use Sensei's Divining Top to create an infinite card draw loop. Ofcourse you do have to know when to stop because if you draw a card when there are no cards left in your library, you'll lose the game!
  3. If you have Deserted Temple + Nykthos, Shrine to Nyx in play you can generate an infinite amount of mana.
    • Then if you control Adanto, the First Fort you can use Deserted Temple again to create an infinite amount of 1/1 white Vampire creature tokens with lifelink. If you happen to have Cathars' Crusade or Geist-Honored Monk in play aswell then either all those tokens will have infinite +1/+1 counters or Geist-Honored Monk will have an infinite power and thoughness.
    • At this point you could use Deserted Temple + Kor Haven to prevent all combat damage dealt by creatures your opponents control unless they have hexproof or shroud.
    • Also from this point if you control Mistveil Plains aswell you can use Angel's Grace an infinite amount of times because with Deserted Temple + Mistveil Plains you can put every card in your graveyard on the bottom of your library. But because you have infinite card draw because of Rings of Brighthearth + Sensei's Divning Top, you can keep getting a hold of Angel's Grace so you can cast that card an infinite amount of times. The same counts for all other instants and sorceries you play except for Teferi's Protection as it's exiled as it resolves
  4. Because you have an infinite amount of 1/1 white Vampire creature tokens with lifelink at this point, you can also generate an infinite amount of life points with Deserted Temple + High Market

As for the gameplan and the possibilities I'll split this section into 3 parts.

  • Strategies
  • Choices
  • Winconditions

The strategy behind this deck is quite simple and straight forward but can be played in two different ways, or mixed together.

One of them is to create a significant amount of tokens and overwhelm your opponents by the large number of forces you send towards them. As this deck being a token based deck, this will be easy to pull off. As for your early game you'll want to try and get cards like Legion's Landing  , Luminarch Ascension, Oath of Gideon, Brimaz, King of Oreskos, Hero of Bladehold, Elspeth, Knight-Errant, Midnight Haunting, Spectral Procession or Secure the Wastes in play. Those cards will give you the opportunity to get some early tokens on the battlefield and start dealing damage. Ofcourse the best cards between those to get in first are Luminarch Ascension and Brimaz, King of Oreskos.

The second option is to use only a few creatures or tokens and equip them with some powerfull equipements to deal great chunks of damage to your opponents. This deck is not solely based on tokens but on equipements aswell. Equipements like Loxodon Warhammer, Sword of Vengeance, Batterskull, Swords of Fire and Ice, Swords of Feast and Famine and Swords of Light and Shadow are the strongest and most play deciding in dealing damage to your opponents in this deck. I think that the best one between them is Batterskull. Why Batterskull? Well, so far that I've been playing with this deck, I think Batterskull deals the most pressure on your opponents in general.

Besides the fact you'll be most likely to be using your army of tokens equiped with strong equipements, there are other valuable factors that will have strong impact on the game.

The most important of those is making an oppressive board state.
  • Humility is the best cards in this deck to slow down your opponents. Because Humility is so oppressive, your opponents will most likely team up and focus you if your playing a multiplayer game. Most of the times Humility will remain long enough on the battlefield for you to take your opponents down with your tokens equiped with equipements.
  • Authority of the Consuls is a good card to start the game with because it will slow your opponents down a little bit while you gain 1 life each time.
  • Karmic Justice is really making your opponents choose if it's really worth it to destroy a noncreature permanent you control because if they do you may destroy a permanent they control.
  • Aura of Silence is really good to have on the battlefield early in the game to make all artifacts and enchantments more expensive to cast. Later in the game the static ability of Aura of Silence has less impact than it has early in the game but it's activated ability to destroy target artifact of enchantment makes it still have it's impact.
  • Luminarch Ascension is very powerfull if you manage to play it on your first or second turn because it's less likely to recieve damage so early in the game and if you play a multiplayer game it will even be active sooner. Ofcourse Luminarch Ascension will draw attention towards yourself because your opponents will want to try deal damage to you each turn but I think it's worth the risk.
  • Grand Abolisher will have you play your turn just like you plan to because your opponents won't be able to cast spells or activate abilities of artifacts, creatures or enchantments.
  • Containment Priest will prevent your opponents from 'cheating' in their creatures so they will have to spend their mana to hardcast them.
  • Avacyn, Angel of Hope makes all of your permanents indestructible which makes it much harder for your opponents to deal with your board state.
  • Elesh Norn, Grand Cenobite gives all of your creatures +2/+2 and all your opponents creatures -2/-2 which might cause some of your opponents' creatures to die.
  • Armageddon always has it's impact on the game whenever you play it.
Infect is another wincondition for this deck because you'll only need to have your opponents get 10 poison counters. There are only two cards in this deck that can deal infect damage are Plague Myr and Inkmoth Nexus which turn out to be both creatures with a base power and thoughness of 1/1, but if you consider all the other cards in this deck that can increase their damage output then 10 poison counters will be easy to achieve.

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Updates Add

I have had a break from MTG but I'm starting back again and doing as much as I can to improve my decklists for Nahiri!

I have to either update the decklist to make it more cEDH valid or classify this deck as a more "high power" casual deck. I will be doing this as soon as possible and revise the discription and card choises. Optimally I'll be creating a possible cEDH (1v1 legal and multiplayer legal = 2 decklists) decklist aswell as a "high power" casual decklist. Already made a more "mid power" casual decklist but needs more testing.

Comments

Casual

97% Competitive