How They Brew It - Niko's Untap Dancing

Niko, Light of Hope by Aurore Folny
Johnny Steps
Ah! You're finally awake. It took a miracle, but you're safe now. Do you remember what happened? As you were walking to your car, you got caught in the crossfire of a funky-fresh dance battle. Thankfully, all those sick moves missed your vital organs, so you're gonna be okay.
Let me introduce myself: I'm Michael Celani, and I am the true lord of the dance, no matter what those idiots at work say. For you to fully recover, you need to learn some rhythm so that your body can properly absorb the beats it took. You're in luck: be it tango, rumba, or bowel, I am a true expert in all things movement.
Meet Niko, Light of Hope
The Untap Dance
Today, I'm teaching you to tango with Niko
- Get a bunch of Shardtokens
- Cast some creature that has no business being on the battlefield in multiples
- Turn all of your delicious, delicious Shardsinto copies of that creature.
In that sense, Niko
When compared to Brudiclad
These downsides get balanced out, though. First, Niko
We fill the void left by those clone spells with much more useful blink spells
Since destroying enchantments en masse is already a tough ask for a huge percentage of decks, and since we can blink around most removal spells in the game, we can lean into a far greedier strategy than Brudiclad
Shard Times
But first thing's first: how are we going to assemble enough Shards
The Quickstep
The most common category of blink spell you'll find in the deck are the instant flickers, which return the targeted creature from exile immediately. They're best used in response to a single-target removal spell, but if you've got the mana and it's going to be your turn, don't hold back. My testing's revealed that you'll need at least six Shard
Getting to the spells in question, Cloudshift
Slow Dancing
The other category of nonpermanent blink spell you'll find in the deck are the slow flickers, which return the targeted creature from exile at the beginning of the next end step. These are the only spells that can avoid board wipes, since a fast flicker won't leave your target in exile long enough to wait it out.
Each of these are more expensive, at two mana, but they also have substantial utility included. Well, mostly: Getaway Glamer
The End Step
Finally, we've got a few permanents that can blink Niko
Backup Dancers
It's time to talk untappers, so put on your... untap shoes and meet me in the ballroom. Like the blink spells before it, our twiddlers are largely redundant inclusions: Clever Conjurer
Nimbleclaw Adept
Fatestitcher
Back and Forth
Enough warmup, let's get to the meat of the performance: the stuff that's worth untapping. The bulk of this will be permanents that make more than one mana, since, when they're combined with a twiddler, it turns that twiddler into a Sol Ring
Land, Ho
One of the simplest ways to get a permanent onto the field that makes more than one mana is to play it as your land drop for the turn. Bouncelands, like Arid Archway
Lotus Field
Rock 'n' Roll
Good ol' fashioned mana rocks can do the trick, too. You've heard of Sol Ring
Other Stuff
It's not just mana rocks you'll want to untap, though. Card draw lands, like Minas Tirith
The last thing worth untapping is something that makes more untappers. You can spend and tap Gilraen, Dúnedain Protector
Dumb Dorks
There is one last category of cards we should look at before we get to the big finale, and it's a bit of a combination of the previous two categories. As Niko
These two-mana dorks have two purposes in the deck. Not only do they let us cast Niko
Manlands are also a decent way to get the same effect. We're focusing on manlands with very low activation costs, like Blinkmoth Nexus
The Big Leagues
So you've got your six twiddlers, you've got your Sol Ring
Resolving a huge spell will swing the game in your favor... very wildly. Most on the list draw cards, be it Finale of Revelation
And it's a little bit win-more, but actual Niko Aris
Don't spend all your mana, though, because the ultimate prize is drawing into an extra turn spell. There's no sense in holding all the cards if you're not going to play them, and an extra turn spell solves all those problems at once. It untaps all your lands and twiddlers, handles any summoning sickness, gives you an extra combat, and draws you a card to boot. Make as big as possible, draw as many cards as you can, and then use them on your next turn to end your opponents!
You Got Served
...Fine, okay, extra turns are nice, but pirouettes do not a dance routine make on their own. We do actually have to win the game somehow, and we should leverage our Shards
One way you could close out the game is with huge unearth creatures, leveraging the strategy we learned from Fatestitcher
A gigantic, difficult-to-block creature with annihilator 3 can also do the trick. With how much ramp this deck can leverage, the casting cost on Pathrazer of Ulamog
The most fitting way to end the game, though, is with one final untapper: Halo Fountain
Step Off
With that, you should know everything there is to know about untap dancing. Wait, you said I started teaching you the tango at the start of this article? Uh... aren't tangos tap dances? I swear, I know a lot about this subject and did not rob you blind while you were unconscious.
Like How They Brew It? Hey, me too! Come check out our Discord and meet up with a bunch of like-minded weirdos brewers. And then, check out the other stuff I do on my website, including a ton of other Magic-related projects. Hope to see you chatting with us soon!
Untap Dancing
View on ArchidektCommander (1)
Planeswalkers (1)
Creatures (24)
- 1 Cathar Commando
- 1 Gold Myr
- 1 Ornithopter of Paradise
- 1 Silent Hallcreeper
- 1 Silver Myr
- 1 Aboleth Spawn
- 1 Clever Conjurer
- 1 Entity Tracker
- 1 Forensic Researcher
- 1 Gilraen, Dúnedain Protector
- 1 Kelpie Guide
- 1 Palladium Myr
- 1 Soulherder
- 1 Village Bell-Ringer
- 1 Vizier of Tumbling Sands
- 1 Curiosity Crafter
- 1 Fatestitcher
- 1 Nimbleclaw Adept
- 1 Twining Twins // Swift Spiral
- 1 Witch Enchanter // Witch-Blessed Meadow
- 1 Overlord of the Floodpits
- 1 Cityscape Leveler
- 1 Kederekt Leviathan
- 1 Pathrazer of Ulamog
Sorceries (9)
Artifacts (8)
Enchantments (5)
Lands (36)
- 1 Adarkar Wastes
- 1 Arid Archway
- 1 Azorius Chancery
- 1 Blinkmoth Nexus
- 1 Command Tower
- 1 Deserted Beach
- 1 Exotic Orchard
- 1 Floodfarm Verge
- 1 Glacial Fortress
- 1 Guildless Commons
- 7 Island
- 1 Lotus Field
- 1 Minas Tirith
- 1 Mishra's Factory
- 1 Mystic Gate
- 1 Nimbus Maze
- 6 Plains
- 1 Port Town
- 1 Prairie Stream
- 1 Reliquary Tower
- 1 Restless Anchorage
- 1 Seachrome Coast
- 1 Skycloud Expanse
- 1 Temple of Enlightenment
- 1 War Room
View this decklist on Moxfield
- If you're wondering about the other lands that make multiple mana, I've got bad news: the presence of the three bouncelands unfortunately means Temple of the False Godcan't make the cut, and there's too few basics for Karooto make sense. Ancient Tomband friends are decent upgrades, but they're expensive.