|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Mythic Rare|
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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
1 day ago
Im running a pretty similar deck (Angelic Control) using Nahiri, the Harbinger and Brisela, Voice of Nightmares with the exception of using Mana Leak and blue for more control. let me know what you think.
4 days ago
alright so here are a few options, i will go through this by card type.
Creatures - so you have two ways to go here. if you want to be aggressive you want 4Snapcaster Mage 4Spell Queller and 3 Geist of Saint Traft. or if you want to go slow and fight mostly with none-creature spells just 4Snapcaster Mage is fine.
Land- so again this changes with how aggressive you want to be. if you want to be aggressive don't change your lands are fine, if you want to go longer and more controlling up the count to 25 by adding 2 Field of Ruin and switch 1 Hallowed Fountain for another Celestial Colonnade.
what to add? so you always want 4 Path to Exile and 4 Lightning Bolt. next add 4 Cryptic Command this is the best card you can have in control it does everything, if its out of your budget range try Ojutai's Command. you want some board wipes if you going for the more controlling rout 2 Supreme Verdict and a Settle the Wreckage or Wrath of God is good. you also want 2-4 Electrolyze depending on how many small creature decks you play against. if people are playing bigger creatures go with 1-2Condemn. you also want 2-3 Mana Leak and 2-3 Logic Knot along with a Negate. lastly if you want some card draw go with some Think Twice.
planes-walkers - if your going aggressive you don't want any planeswalkers. if your going more controlling 2-3 Jace, the Mind Sculptor or if you budget doesn't have room for this try 1Ajani Vengeant 1Gideon Jura and 1Nahiri, the Harbinger.
I think that about sums it up, if you have more questions please ask!
1 week ago
Scourge of the Throne might be fun in this list.
2 weeks ago
Looking at my Pure Steel Storm for ideas.
A singleton Noxious Revival is something you can fetch out and use to get something back that Wheel might have missed or give your opponent a bad top deck.
If you're going the infinite Manamorphose route i feel like having one Grapeshot gives you an easy out to make a semi-convoluted combo, simple, and Simian Spirit Guide can speed the deck up. If you start the combo with Desperate Ritual then cast a Manamorphose from hand, can't that just give infinite mana by chaining them after that? then Emrakul, the Aeons Torn would be a good finisher and could be way to keep your yard in your deck, while making the Nahiri, the Harbinger maindeckable.
I don't see what Flayer Husk or Batterskull are really doing in the deck besides being value cards, and combo decks with value cards usually cause inconsistency issues.
2 weeks ago
Modern FNM 2/2/18: I went 3-2 in a 5 round league, here is the breakdown:
5-Color Humans: W 2-0. Game 1 I simply had enough removal to keep up with the threats and went with the Snapcaster Mage + Celestial Colonnade beatdown plan. Second game went to time, I was chump blocking with tokens to survive and then I was able to ultimate an Elspeth, Sun's Champion with about 12 tokens on the battlefield and swing for lethal on turn 4 of overtime. Pretty epic match.
Temur Control/Mid: L 0-2. This is a super sweet deck, built a little like this . I was simpmly outplayed, never even really in the game. So many diverse threats and disruptions never let me turn the corner to stabilize.
Jeskai Tempo/Pyromancer: W 2-0. This was a good matchup. They run threat light and tempo based and I could deal with everything that came down and was super advantaged in the late game, particularly with Search for Azcanta Flip.
Mardu Pyromancer: L 0-2. Again, I was never in the game. Early hand disruptions, great mid-game. I never stabilized. I sideboarded poorly in the second match, giving up the mid-game by cutting Cryptic Commands to more early disruptions and sweepers, which was a huge mistake.
Classic Tron: W 2-0. This is a generally a good matchup assuming there is not natural turn-3 Karn Liberated because I have enough ways to deal with all their threats. Game 1 there did happen to be said turn 3 Karn, but I kept a 7 with a Negate and cruised from there. Game 2 I landed Stony Silence on turn 2 and it was over.
Mono White Death and Taxes: W 1-0. A friendly match after the rankings posted. I easily dominated the first game and the opponent decided to quit.
2 weeks ago
I'm not really on the burn plan, but playing a deck like this allows it to be an option, especilaly against Death's Shadow variants. Wincons are Celestial Colonnade and Secure the Wastes; Nahiri, the Harbinger is mostly there for utility, the minus 2 effect. I'm considering cutting the Torrential Gearhulk for more early interaction.
4 weeks ago
True, but with modern decks playing fast and hard, I do not expect Nahiri, the Harbinger to stay in play long enough to reach her ult. It is due to her +2 and -2 which make it so valuable. Ahh but I will test it out and see how it goes. Thank you again!
4 weeks ago
...thus I have replaced Gisela with Nahiri, the Harbinger.