|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad||Mythic Rare|
Combos Browse all
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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|Have (16)||tragic_slip , Roadhog , RubyStrings , MouseyWolf , Borg0th , SamCre1993 , jrschnoebelen , dexxter7 , Archegos , thetechzombie , miracle , Mousemke , Caldazar , ironax , Justinaut , gildan_bladeborn|
|Want (7)||CoolBeansBrattah , DimSpirit , accioali , Kravian , Auriel , Dadaman11 , Oloro_Magic|
Nahiri, the Harbinger Discussion
22 hours ago
@PandaRob91. Refurbish can only get one thing back. Unburial Rites gets two things. If tossed in the graveyard via Nahiri, the Harbinger, it costs the same as Refurbish. Unburial Rites has more utility and can be used multiple times.
6 days ago
Between Nahiri, the Harbinger and Elspeth, Sun's Champion I recommend the former. Getting the right cards from your hand to your graveyard is vital for Alesha's ability to work. The extra removal is nice too.
1 week ago
Just found your deck. Looks very well thought out and fun to play. Think you can make room for Nahiri, the Harbinger? She is very versatile giving you card filtering, removal, and a tutor effect. I looked in the maybe and suggestions list but didn't see her. I have been playing with her since shadows released and she is very solid. That enchantment removal and card filtering alone has won me a ton of games. Check her out.
1 week ago
Chalice of Life Flip is a pretty meh card. If you want to gain 1 life per turn, there are far more efficient ways of doing so (Soul Warden and the like), and if you want to do damage by gaining life, there are more efficient ways of doing so (Ajani's Pridemate, Archangel of Thune and Serra Ascendant). I have used chalice once in a turbo fog deck... but that is a completely different deck.
But based on your description, some sort of control list might be what you are looking for. W/U Control is a pretty good deck. Most lists utilize a fair number of cards that gain life (Blessed Alliance, Sphinx's Revelation), although life gain is not a primary focus for the deck. Most W/U Control decks also use Celestial Colonnade as the primary win condition... and those are not cheap. Colonnades are good though as they are only creatures when you want them to be creatures -- which means you can play board wipes such as Day of Judgment and not lose your "creatures". I feel like this sort of style fits you needs best, so this leaves us with a few options.
Planeswalkers. Some planeswalkers are kind of pricey... others are not so bad. But planeswalkers synergize very well with board wipes as they are not creatures and it gives them "free turns" to tick up to their big abilities which can often, more or less, win the game by themselves. Some examples of good planeswalkers for this sort of deck are Gideon, Champion of Justice, Dovin Baan, Gideon Jura, Sorin, Grim Nemesis, and maybe Nissa Revane.Other ones are that are more expensive might be Ajani Vengeant, Koth of the Hammer, Mike expressed that he has had no urge to self-harm as of late. and Nahiri, the Harbinger.
Myth Realized. Is similar to a manland in that it is only a creature when you want it to be a creature, and can get scary big.
Alternately, if you are still keen on the idea of winning with Felidar Sovereign, there are a couple ways to help make sure you win. You could splash black and use Doomed Necromancer's ability to return your Felidar Sovereign back to play at the end of your opponent's turn once you are at 30+ life. This gives your opponent less time to be able to do something about the Felidar Sovereign as they have to be able to kill it with an instant -- or else you just win. Another option is to take a page out of the Emeria decks and run Emeria, The Sky Ruin. Play all the boardwipes, and do not care because once you hit 7 plains, all your creatures will start to come back.
Let me know what you think and I can start helping you carve out a deck list. Ultimately, you cant go terribly wrong with either of the establish archetypes, but brewing is not a bad thing either! As far as dealing with aggro decks, how fast are these decks winning? A normal aggro deck in modern will normally win turn 3 or 4. Although if you are playing against other budget decks, you likely have more time.
2 weeks ago
2 weeks ago
Purge without question!: Explosive Vegetation (why? you have ore than enough sorcery tutor), Gaea's Blessing (why? not that great 95% of the time in EDH), all the signets (replace with a Chromatic Lantern), Harmonize (why? one time use draw is meh unless its a bomb like a lot of blue draw can be. no versatility means you're better off with Sylvan Library and your other two bigger green sorceries), 2 Mountain (why? your land base is very hefty for many low cmc cards, and you have an excess o red mana according to your color wheel on the site), Fortified Village (why? these lands are not great in commander, and I find a good rule to be for land count to be 30+cmc of your commander), Bloodmark Mentor (why? doesn't target enough of your creatures to matter much), Honored Crop-Captain (why? low board impact), Khenra Charioteer (why? weaker Archetype of Aggression, low impact), Knight of New Alara (why? its not a Warrior! Also, most of your creatures are mono color, making this do almost nothing), Prowling Serpopard (why? sideboard this at best as it will do nothing in any game that's not against blue and even if it does something, its not that threatening), Somberwald Sage (why? you have almost no need for this ramp as it affects only creatures and your creature cmc is very low), Day of Judgment (why? well you have no real recursion or protection or way to reamass a board... this will end you faster than an opponent in most games)
Things to consider: Your enthusiasm for warriors are good, but you only need about 75% to 80% of your creatures actually be warrior to be true tribal. You want at maximum only 30 creatures too for just about any EDH deck unless rare exceptions apply (which this does not apply). The issue is, most warriors just plain are not that good. Commander is all about high impact. One and done spells and creatures do very little for players unless they're in a very specific situation. It is always better to go broad. One thing you should consider, along with Errast's amazing list of good cards (except for Reckless Bushwhacker and Whisperwood Elemental... don't do those, but seriously, add everything else!) is more utility creatures/ spells... leading me to suggest these for strong consideration:
-Sun Titan: Recur your smaller dudes and give their little impact more oomph by making them never go away!
-Nylea, God of the Hunt: Best trample anthem, also lets you buff dudes.
-Purphoros, God of the Forge: Wincon, ping damage and buff everyone!
-Iroas, God of Victory: This just is plain bombtastic in a go-wide-with-lotsa-dudes strategy.
-Nahiri, the Harbinger: Draw or removal. You can't go wrong. Ult to win.
-Ajani Unyielding: Again, draw or removal. You need more of both. Ult to win.
-Swords to Plowshares/Path to Exile/Chaos Warp: You have a lot of stuff you don't want to lose, so instead of big board wipes (I mean, really, you want to keep your board and let your creature oppression be part of what puts your opponents in line), run single target removal. These are the best for this deck IMO.
-Lightning Greaves: You want to protect your key creatures, and this is an EDH staple for a reason.
I hope this helped. :)
2 weeks ago
cpu_10 it's a RW Blood Moon-centrtic deck, but it also plays 4 Chalice of the Void and 4 Simian Spirit Guide to get its prison pieces out very quickly. It usually wins with Nahiri, the Harbinger. Here's a link to a decklist for it.
2 weeks ago
With an average converted mana cost north of 3, I think you're going to find you'll want more than 22 lands. I'm guessing you're on a budget, but adding a playset of Inspiring Vantage would do you well here. I'd then subtract 2 of each basic land and additionally insert a playset of Aether Hub, replacing Impeccable Timing with Harnessed Lightning.
Since your creatures tend toward the top end, you're probably going to want more early interaction. Consider substituting Magma Spray for Djeru's Renunciation and Immolating Glare for Sandblast. Another strong contender that can generate some advantage early on before you've established a board or cycle late is Sweltering Suns.
Lastly, to take advantage of Cataclysmic Gearhulk's ETB some more, you might look at Nahiri, the Harbinger if you can get your hands on her.