- Commander Nexus
- Commanders
- Pia Nalaar, Chief Mechanic
Command zone
Pia Nalaar, Chief Mechanic
Legendary Creature — Human Artificer
Pia Nalaar wants a deck that saves up energy and spends it on stronger effects. It also suits a deck that turns its Vehicles into creatures and attacks with them.
- Mana cost
- Blue, Red, Green ()
- Power / toughness2 / 4
- RarityMythic
Whenever one or more artifact creatures you control deal combat damage to a player, you get (two energy counters).
At the beginning of your end step, you may pay one or more . If you do, create an X/X colorless Vehicle artifact token named Nalaar Aetherjet with flying and crew 2, where X is the amount of
paid this way.
Build a deck with Pia Nalaar Find it in the app
- Themes
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- Artificers
- Humans
- Vehicles
Cards That Fit Pia Nalaar, Chief Mechanic
Picked for what they do in Pia Nalaar's deck. When two cards do the same job, the one with the lower comes first. All of them fit Pia Nalaar's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
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Rulings for Pia Nalaar, Chief Mechanic
explain how Pia Nalaar works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
{E} is the energy symbol. It represents one energy counter.
Energy counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” can’t give you energy counters.
If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can’t pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
Keep track of how many energy counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
Some spells and abilities say that you “may pay” a certain amount of {E}, then describes an effect that happens “if you do.” In that case, no player may take actions to try to stop the ability’s effect after you make your choice. If the payment is instead followed by the phrase “when you do” followed by an effect, then after you choose to pay {E}, a new triggered ability called a reflexive trigger is put on the stack, and you choose targets for the reflexive trigger (if the effect asks for targets). Players may respond as normal to this new triggered ability. Once that reflexive trigger resolves, the effect will finally occur.
Some spells and abilities say that you “may pay” a certain amount of {E}. You can’t pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
Some spells and abilities which give you {E} or say you “may pay” some amount of {E} require one or more targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. None of its effects will happen, you won’t get any {E} from it, and you won’t get the chance to pay any {E} for its effects even if you want to.
8 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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