Nahiri, the Harbinger

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Shadows over Innistrad Mythic Rare

Combos Browse all

Related Questions

Nahiri, the Harbinger

Planeswalker — Nahiri

+2: You may discard a card. If you do, draw a card.

-2: Exile target enchantment, tapped artifact, or tapped creature.

-8: Search your library for an artifact or creature card, put it onto the battlefield, then shuffle your library. It gains haste. Return it to your hand at the beginning of the next end step.

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Nahiri, the Harbinger Discussion

DrLitebur on Keep or Sell Ajani Unyielding

1 day ago

GW is MADE for creatures, and while you will probably never ultimate him, if it ever does hit, the game is over (but of course, the same can be said for most all PW ultimates). His +2 is a non-land filter, great if you need them, his -2 is Swords to Plowshares, albeit at sorcery speed, but is unconditional, unlike Nahiri, the Harbinger. The guy has a high ceiling, and it will only take one or two good decks to make his price skyrocket. I would hold onto him for a little while, unless he is burning a hole in your pocket. He isn't eating anything, is he?

dwarvishandsavy on Faheeli, Harbinger of the Cat - aclysm

2 days ago

Thanks for the compliment, it's testing pretty well. Your deck is quite good. I'm running 2 copies of Nahiri, the Harbinger because her -2 allows her to protect herself and eliminate something on the board. At worst, she's pretty much a destroy that, but she usually contributes a little bit of card filtration / tempo. At best, her ultimate can grab Felidar Guardian. Her +2 meshes nicely with Saheeli Rai's +1; How many times have you scryed with Saheeli, seen the Twin and wanted to grab it!

myronrocks on [KLD] Reanimator FNM Record 11-7-1

3 days ago

ziggster First off thanks for the comment and +1! I really appreciate it. I've had more fun with this deck than I have with any other deck in a while. It's something special that's for sure. Glad you enjoy it too.

Second you should know FYI that the link you posted to your deck actually links to someone else's deck. You might want to check the link and make sure you have the right address.

I gave consideration to Kari Zev's Expertise after you suggested it. At first I was intrigued because it's a card I must have missed as I looked over the spoilers. I read your comment and applied it to use in this deck. I realize that gaining control of an opponent's creature can be very powerful. There are certainly some powerful creatures in the format worth stealing from the the opponent. That kind of action is big play and can really swing the game in our favor.

I think though that the downsides to the card are significant. First it's a sorcery. I'd much rather play this kind of thing as an instant. Second I'm not sure that there's anything I'd cut in favor of this card. For example each card in the 3 cmc slot serves a really specific purpose, and the number of each is really dialed in at this point. I would only cut them if the card I was adding outweighed them considerably, and I can't see wanting this card in favor of Collective Defiance or Unlicensed Disintegration. What those cards do for this deck in my opinion outweigh what Kari Zev's Expertise could do, statistically speaking. Sure, KZE could net me an ulamog here or there. But a) I feel that's more of an outlier situation, meaning more often than not it will hit for me a creature that is less impactful than I'd like, and b) amplified especially when I may well have dumped two gearhulks with a Collective Defiance and drawn into Refurbish, Rise from the Grave and/or Ever After, on curve.

Moving from the 3 cmc slot would mean looking at cutting cards elsewhere, and would in turn expand the 3 cmc slot. There just aren't any good places to consider in this case. Early removal is too valuable. Loot is mission critical. Reanimation is mission critical. Gearhulks are mission critical. That leaves Nahiri, the Harbinger, and she's bonkers good. So much more value at 4cmc than KZE.

Another couple downsides of KZE lie in the function of KZE itself. First it's a temporary effect. We don't get to permanently gain control of the creature. So that means unless we kill it somehow we give it right back to the opponent. To me this is too complicated and not impactful enough.

Second, I'm not sure we'd benefit much from the second clause. We could maybe cheat a Harnessed Lightning or Tormenting Voice or Cathartic Reunion. I could see how the latter two would be cool but things would have to line up really well for us to be able to pull it off consistently.

All in all id say this is an interesting card. It might be a card to consider for the sideboard for midrange match ups or mirror match ups. But then again I'm not sure why I wouldn't want to just play another removal spell that's instant speed.

Hope all of this made sense. I'm more than happy to try and clarify my thoughts. Thanks again for the input!

amazingdan on Mardu Nahiri vs Jeskai Nahiri?

3 days ago

I'm currently considering a trade with a friend for a Thoughtseize and Inquisition of Kozilek among other things. Alternatively, I could order myself a Snappy and some Serum Visions. I've been wanting to build into a Nahiri, the Harbinger list for a while and I already own all the Nahiris. With the printing of Fatal Push, which version do you think will be the most viable, or will they be at least close in power level, or will Fatal Push affect it at all? I have about equal parts for each deck right now. I like the Mardu build a bit better, but I don't want to spend a bunch of time and money on something if there's a better version. I understand that it's hard to predict the future, I just want to hear some second opinions. Thanks!

Zaueski on Saheeli twin control

4 days ago

You need a little bit of enchantment hate. A lot of the strategies Ive seen for dealing with the combo will just do a turn 1 Authority of the Consuls. That completely shuts off your combo, you need to be able to stop it. Nahiri, the Harbinger is my recommendation for a maindeck answer although you could just put Fragmentize in the board. I'd also recommend 4x Dispel. Everyone will try to hate on your combo with instants, make sure you win the counter war.

Shwang on H(AR)binger of Nightmares

4 days ago

Disallow is so good. Why isn't it in mainboard?

I never see 4 Torrential Gearhulk in a deck. How does that work? Do you find that they ever take up space in your hand early game and restrict the cards you can play until late game?

BTW I've had the angel combo from Nahiri, the Harbinger and it's just fantastic :)

Ursaromg on Tabaco

5 days ago

I was wondering why there were no Drudge Skeletons for that matter. Did you forget about the best card Snow-Covered Swamp? Dude, you should totally add Storm Crow, it's modern legal you know ?

On a more serious note you should play (or at least consider) : Pyroclasm, Anger of the Gods, Flame Slash, Nahiri, the Harbinger, Ajani Vengeant, Nyx-Fleece Ram, Porphyry Nodes, Silence, Soulfire Grand Master, Seeker of the Way...

AND Myth Realized

abby315 on Mardu Walkers

6 days ago

I would suggest cutting 1 Nahiri, the Harbinger, 1 Noxious Gearhulk, and moving 1 Yahenni's Expertise to the side to run 3 Liliana, the Last Hope. Though she combos well with Expertise, there will be some matchups where expertise is clunky or dead, so one in the side should help balance those games out. This also starts to lower your curve and make the 4-drop spot less contentious--you really don't want hands with more than one or at most two 4-drops in them, and Gideon, Ally of Zendikar will most likely be the best play t4.

I'm also not convinced you need Stasis Snare when you already have quite a lot of kill spells; its best target, Emrakul, is now banned, and the only other threat I can think of that is best exiled not killed is Scrapheap Scrounger. I suggest cutting them entirely, along with the ineffectual Transgress the Mind (never run one-of a discard spell, the chances you draw it early enough to snag something is minimal) for something like Shock (good for Saheeli Rai combo), Fatal Push, Ruinous Path main, or 2 Push and the 4th Grasp of Darkness.

Finally: -3 Release the Gremlins, -1 Collective Brutality in the sb for +4 Transgress the Mind versus combo and control. I would cut 1 Pick the Brain for the Yahenni's Expertise and the other Pick the Brain for a 3rd Lost Legacy, probably.

These are all suggestions to help streamline your CMC and help you draw the things you need when you need them.

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