At the beginning of combat on your turn, target creature you control gains indestructible until end of turn.
: Nahiri's Machinations deals 1 damage to target blocking creature.
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Nahiri's Machinations Discussion
3 weeks ago
I'm in the process of making a Marisi deck right now; I think I'm doing it a little differently - mostly trying to control combat, but I think there are a couple ideas that could interest you. Nahiri's Machinations, Duelist's Heritage (also cool that you can use it when your opponents are goaded into attacking each other), Invasion Plans makes it so your creatures can get through in a pinch, or let's you kill key creatures your opponents have. Bedlam has obvious synergy, Crescendo of War makes your opponents hurt each other more as well as your creatures, and then No Quarter gives you even more power with your big creatures. (Fight to the Death and Master Warcraft seem really fun, but I dunno if they'll make the cut... I want them to, though. haha.)
I like your deck, I got some good ideas from it, so thanks!
2 months ago
Burningdragon91 I used to run with Reconnaissance and Nahiri's Machinations but they were both dead cards. With 3 opponents, someone is ALWAYS open or has 1 creature to use any of the single target removal, OR first strike just overrules their blocker. Narset games don't last long. HOWEVER, if they "do," there are 2 creature board wipes to cast to remove what you need: Catastrophe , Cyclonic Rift (also single target), and Cataclysm .
7 months ago
Yeah, your list looks great. Seems a little light on interaction but that might be inevitable considering how many dinos you need to run and the ramp spells to support them. Rite of Passage is some sick Enrage tech!! Crush Contraband is a great new card. Glad you included Runic Armasaur --seems awesome. I count twelve ramp and discount cards and that's probably where you want to be! It's a lot but dinos.
I know your slots are tight but here are some cards worth putting in the memory banks/maybeboard.
Duelist's Heritage is half-price since the reprint. Might be worth considering. Double triggers and no equip cost, after all. Small upside of being usable in political ways.
True Conviction would be castable for you if you're looking to upgrade later. The lifelink might be great since your strategy is a bit slow to start.
You might want to consider putting Swords to Plowshares and/or another instant-speed removal card for when Polyraptor and Marauding Raptor start to combo because without stopping the chain the game ends in a draw. Being 1 CMC is very attractive since you've likely cast a spell once the chain starts.
Kinjalli's Sunwing seems worthy of consideration. I now you're going for Enrage-tribal but the effect shouldn't be underestimated. Worth putting in the maybeboard IMO.
Where it me I'd include one more silver-bullet board wipe, like Planar Cleansing , Cleansing Nova , Austere Command , or Hour of Revelation . If you're worried about your enchantments you could do Hallowed Burial or Descend upon the Sinful .
Since you're running so few artifacts it might be fun to include some hosers like Stony Silence , Creeping Corrosion and Shatterstorm (my favs), or Fracturing Gust . Pulverize is on-flavor! By Force and Vandalblast are good too. There are tons of other great interaction cards but with so few slots and with all your ramp you may as well go for the big ones. Purify is good but you may want to keep your enchantments around. Seeds of Innocence is a funny one. Collector Ouphe is good but it's not a dino and it'll probably get killed by your Enrage stuff. Rampage of the Clans is a fun new one. Slight flavor fail though.
Wear / Tear , Ancient Grudge , Destructive Revelry , Hull Breach , Nature's Claim , Unravel the Aether , Deglamer , Dust to Dust , Return to Dust , and Ray of Distortion are solid in case you need something
1 year ago
Zurgoltron, thanks for your comment, friend! I may have been a little misleading by my $5 price tag -- I meant that I spent $5 on new cards, while the rest was random, seemingly unplayable junk from my collection. I bought stuff like Sunforger and Sigarda's Aid, and also jammed old bulk like Into the Maw of Hell, and it slayed in my casual playgroup to the point where it got a little boring for me. Unfortunately, that means it's been 3 years since this deck was a Voltron build, and I couldn't reconstruct it exactly if I tried.
However, judging from your username, I'd guess you have the basics of a Voltron strategy down to where you wouldn't need my actual list for the basics. I think Narset's real innovation comes when you realize that she can cast complete haymakers (think Star of Extinction, Omniscience, Indestructibility and friends) for free, so your CMC only matters if you can cast her, then keep her alive for a single combat. If you cast Nahiri's Machinations to swing and get two or three CMC>6 hits with her ability, you shouldn't need to worry about much after that except getting hated out.
I hope that helps a bit. In addition, I'd love to take a look at whatever list you've been brewing up and provide feedback based on my Narset experience! Cheers!
1 year ago
I suggest to add Kor Cartographer even if it isn't a soldier but being able to put plains into play seems very useful in R/W. Burnished Hart and Myriad Landscape can help as well if you have ramp issues or want to focus more on emeria or high mana cards. Unfortunately the last two cards might be too slow.
If you add some more equipments like Lightning Greaves for the angels (other protection might be Nahiri's Machinations but I don't think it is as good if you have many tokens / little creatures), Taj-Nar Swordsmith might be a good inclusion. Marshal's Anthem might be good for the tokens + revivng creatures.
How good is Gleam of Battle? It seems very expensive for what it does.
2 years ago
I enjoy the concept. You need more lands, though. You are never casting 11- and 12-drops off 29 mana-producing lands and three mana rocks. I assume those Islands are supposed to be Swamps. I'd cut the Sword and Helm of Kaldra since you just need the shield for indestructibility. Maybe Angelic Overseer also, since you don't have many Humans and your commander isn't human, either. Myriad Landscape, Temple of the False God and Shrine of the Forsaken Gods would be good adds. Plus more dual lands. And mana rocks.
Some other indestructible (or pseudo-indestructible) enablers: Gift of Immortality, Nahiri's Machinations, Frontline Medic, or Legion's Initiative. I like Valorous Stance too, because it fits with the theme and can also kill something if you need something killed.
2 years ago
Carrion Feeder, Viscera Seer, Animate Dead, Bloodthrone Vampire, Hidden Stockpile, Stingscourger, Bone Shredder, Bygone Bishop, Devouring Swarm, Kathari Bomber, Pawn of Ulamog, Victimize, Cabal Executioner, Dauthi Mindripper, Flesh-Eater Imp (if you wanna be mean), Marsh Flitter, Vulturous Aven, Endrek Sahr, Master Breeder, Karmic Guide, Knight-Captain of Eos, Reveillark, Solar Tide, Butcher of Malakir, Corpse Connoisseur, Burnished Hart, Priest of the Blood Rite, Sin Collector,
Cards to think about