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.
|Want (5)||rwinkler , Rabu , Simekit , SamuraiLincoln , spaceyjdjames|
Printings View all
|War of the Spark: Mythic Edition (WARMED)||Mythic Rare|
|Shadows over Innistrad (SOI)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Nahiri, the Harbinger occurrence in decks from the last year
All decks: 0.07%
Commander / EDH:
All decks: 0.01%
Nahiri, the Harbinger Discussion
1 week ago
I think I'm starting to understand more. This is a very fun deck tbh. I still have more questions though.
Any reason to fetch for Anafenza, the Foremost ? Is it only for the dredge matchup ? What do you think or Kaya's Guile or Ashiok, Dream Render in that spot ? I guess the Kitchen Finks combo might be your answer though (and I agree it is strong).
And finally, I'm guessing you thought about Gaddock Teeg , is he absent from the wish board because he nullifies too much of your search spells ?
2 weeks ago
+1 from another Alesha fan. A few suggestions: Nahiri, the Harbinger can be a good source of removal and/or filtering/filling the yard, and if you happen to get the ult off, bonus. Priest of the Blood Rite brings a 5/5 evil flap flap with him every time you rez him. Yahenni, Undying Partisan is great as a sac outlet and makes opponents think before they boardwipe. Ignition Team can get pretty big, and on the land topic, though not big as a creature Anathemancer can pack a punch. Don't ask what to take out... that not my forte, hope it helps.
1 month ago
The discard outlets i mentioned are also good for quick discard early in the game if you draw him, allowing you to possibly get him out earlier than with Nahiri, the Harbinger , and are also good if you don't have a Nahiri.
1 month ago
I disagree. It just actively increases the odds of that actually happening (=drawing it T2). If I do draw the single copy T2, then Nahiri, the Harbinger 's +1 will allow me to discard it, which then in turn will cause it to automatically shuffle itself and the rest of the graveyard into the library. So bottom line, still not worth it imho. T2 Emrakul in hand just means aggressively dig for Nahiri.
1 month ago
I feel like Ajani, Mentor of Heroes is something this deck could make great use of. His second +1 ability seems super relevant. Every one of Dack Fayden 's abilities is relevant in any game of commander. Every one of Kaya, Orzhov Usurper 's abilities is relevant in any game of commander. Narset, Parter of Veils is a literal nightmare. Nahiri, the Harbinger is surprisingly flexible removal (and looting). Sarkhan Unbroken is just a really good, relevant card whose +1 and -2 are just super nice to have at your disposal. Same goes for Teferi, Hero of Dominaria , but he has a -3, not a -2.
There are a lot of instances where Shalai, Voice of Plenty could be useful, Oath of Kaya , while perhaps more oriented toward formats where life starts at 20, is still a solid card, and life gain is very rarely irrelevant.
Wilderness Reclamation is bat-shit crazy with Sisay. Related- your ramp is lacking in a serious way. Yeah, I get that you have a bunch of creature that ramp you but the problem with that is 1- half of them only produce one color of mana, and 2- more importantly, every single color has access to creature removal. Maybe your meta runs a ton of artifact hate and 0% board wipe, that's the only reason I can think of that you wouldn't just use signets and Rampant Growth effects.
1 month ago
I had never thought of Nahiri, the Harbinger as an option, but it fits surprisingly well. If i can get my hands on some I will definitely test it out at my next local pioneer event.
2 months ago
Metropolis39 Thank you for the suggestion! So, Merchant of the Vale , huh? I was interested when I saw it, and I asked myself the question I put in the primer: What does Merchant of the Vale add to the deck that it a) doesn't already do more efficiently?, b) How does it add to the pre-established game plan?, and c) what can we take out from the 75?
With these questions in mind, adventure, as a mechanic, and therefore Merchant of the Vale , are interesting, but I don't believe they add to the game plan exactly. Merchant of the Vale would replace our card draw engine, Ransack the Lab , which is replacing Faithless Looting post-ban. Ransack the Lab provides specific benefits that Merchant of the Vale can not: a) trigger Young Pyromancer to get a token, b) lower the cost of Bedlam Reveler , and c) filter our upcoming draws. The plus/benefit to Merchant of the Vale is discarding Lingering Souls or Smiting Helix for flashback and VALUE. Also, it's a decent body on the field, with stats like Kambal, Consul of Allocation . In all honesty, it might be better to play Nahiri, the Harbinger for the same effect, build with removal and a tutor ultimate effect. But, as the primer indicates, I am hesitant about Planeswalkers in Mardu Pyromancer, personally. I hope this answers your suggestion!
PastorSinnerxr Thank you for your enthusiasm! If you have any suggestions or critiques, please feel free to share them! I hope everyone here feels validated and justified when they suggest something that can improve.
mikeb388 I actually enjoy the simplicity of Burn and I was REALLY tempted to invest into the deck when I transitioned into Modern. The primer here actually has my sideboard and match-up tips against Boros Burn already posted, but I will summarize. I think Burn is a 50/50 match AFTER sideboarding. Mardu Pyromancer is too slow in game 1, with not a lot of "Control". After siding in Collective Brutality , Kambal, Consul of Allocation , and Kaya's Guile , there is more Control of the match-up. Dreadbore is HORRENDOUSLY slow and Thoughtseize turn 1 only to see a hand full of burn spells, like Lightning Bolt , Lightning Helix , and Boros Charm makes my stomach somersault. Burn will ALWAYS eventually draw to kill; the trick is to stabilize and turn around with life gain mechanics and Lingering Souls . I hope this answered the question!
2 months ago
As for sig. spell, I like Boros Charm since it gives you versatility and aggro, which is kinda what samurai (and boros in general) likes.