Nahiri's Machinations

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Nahiri's Machinations

Enchantment

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.

CharTheRac on It's About Mushrooms

1 year ago

carpecanum, thank you so much for your feedback!

I'm completely new to commander (besides playing 2 games), and after a hiatus from MTG I thought I'd make a commander deck to join into the hype ^^

I got rid of some cards that didn't have anything special (Blood Artist), didn't fit the commander's color (Nahiri's Machinations), or were being replaced by others abilities (Engineered Might and Lunarch Mantle); to add Dolmen Gate, Contagion Clasp (for good measure), Contagion Engine, and Pollenbright Wings.

Thank you again for the comment!

carpecanum on It's About Mushrooms

1 year ago

Pollenbright Wings and Contagion Engine (you have more than a dozen cards that would benefit from any Proliferate)

Nahiri's Machinations has a Red mana symbol and is illegal with this commander (but deck shows as legal? Did they change that rule while I wasn't looking?)

If you find yourself getting a big numerical superiority you can take advantage of that with The Great Aurora. You will end up with a huge land advantage and a full hand of cards. Dolmen Gate (or Bubble Matrix) is also a strong choice, so your little guys can attack without dying but they aren't as budget friendly as the other cards

kurban1213 on Angels, Dragons, and Demons..OH MY!

3 years ago

The main comment I have is that the deck seems a tad creature heavy. I understand the point is to sneak out creatures and have them do their thing, but protecting Kaalia is important for that to work. I would suggest swapping out some creatures for protection Mother of Runes , Nahiri's Machinations , Shielded by Faith , and Flawless Maneuver all give either a single creature (like Kaalia) or all creatures some protection. Also, a board wipe like Austere Command can give you a choice to destroy creatures with power 3 or less, which might be something that can wipe other boards and maybe keep yours a bit more intact for an advantage. Other cards to consider that are just plain good in this deck:

Gamble and Sneak Attack additionally let you find cards you need and then sneak them onto the battlefield without needing Kaalia!

Zirilan of the Claw may be worth considering before it becomes totally priced out of the water (RL cards are spiking like crazy right now)

And in my Kaalia deck I run three mana altering cards Conversion , Blood Moon , and Sunglasses of Urza in hopes that I can alter everyone's mana to benefit me. Of course you have to know the order of how these cards resolve, like if you have Conversion and Blood Moon in play, all non-basic lands are still mountains and Conversion is essentially dead. Also, playing Conversion then Sunglasses allows me to change all mountains to plains AND then still be able to use that white mana as red (and its only in my pool, still messing up mountains for my opponents). Also, one last card while on the topic of mana, Mana Flare is also super powerful in this deck because of the obvious need for lots of mana in the event you can't cheat out your big beaters. It gives your opponents mana too, but hopefully it would benefit you the most.

Optimator on Giant's Deck

3 years ago

Oh, I like Chained to the Rocks a fair amount. Keep that one in.


As far as utility goes, you have some real winners. I like Berserkers' Onslaught and LOVE Warstorm Surge and Where Ancients Tread. Iroas, God of Victory is excellent. I like Brave the Sands a lot too. I actually have a soft spot for Story Circle but i could see it staying or being cut.

I kind of like Deflecting Palm but Comeuppance may be better. Probably won't have room for them though. Feudkiller's Verdict I love for the flavor but isn't too great. I might be tempted to keep it though!

I love that Hammer of Purphoros is in. Haste matters a surprising amount when you're dropping huge creatures. You might want to include Fervor as well. I should have one on hand for trade. One more advantage for Swiftfoot Boots and Lightning Greaves. No wonder they're so ubiquitous!

Aurification seems like a sweet choice. I have a Ghostly Prison on hand if you want an added layer of defense. I run one in my Giant deck. Speaking of defense, Boros Charm is an excellent include. Make sure it ends up in the final list.

I would drop all the anthem effects. They aren't great when you're boosting two 6/6s up to 7/7s. They're for go-wide strategies like zombies, elves, and goblins. Spear of Heliod has the utility of destroying creatures, but leaving three mana open al the time is hard when you're trying to cast a bunch of 7-drops. Perhaps it could count as one of your Removal cards.

Damage doublers will be much more effective. I have a promo Dictate of the Twin Gods if you'd like. Furnace of Rath is good and Fiery Emancipation is insane, but they're pricey. I don't have either of them for trade. I do have a Gratuitous Violence somewhere that you can have; it's almost as good.

Along with Berserkers' Onslaught, I have Blood Mist and a Duelist's Heritage on hand. Rage Reflection would be great too because it works on defense too. I don't have one though. I have a Loyal Unicorn, but it's no giant. Nahiri's Machinations is a fun budget choice if you wanted to pick up an effect like that. I have a Dolmen Gate for trade as well. I adore that card and run it in many decks.

You probably aren't going to have much more room for utility cards if you want to keep your creature count high. I would recommend dropping every miscellaneous card not mentioned here.

Optimator on Jurassic

3 years ago

Some fun cards to perhaps note:

Nahiri's Machinations or Dolmen Gate. Swing Gishath with impunity!

Soul's Majesty and Return of the Wildspeaker are excellent in stompy decks.

Boros Charm and/or Heroic Intervention would be a decent addition. I love running two or three effects like this in decks that tempt board wipes like crazy. Flawless Maneuver too, but it's pricey.

Blood Mist, Duelist's Heritage, Rage Reflection, and True Conviction are all interesting alternatives to Berserkers' Onslaught--each with their own pros and cons. Nothing wrong with Berserker's Onslaught though. I kind of like True Conviction for the lifelink, since Gishath sometimes comes online late and it can give you an extra turn to swing for lethal.

I just noticed you don't have a single board wipe. Even in very creature-oriented decks you sometimes need to put a halt to an emergency. With all your ramp and your commander's ability you can ideally rebuild faster than your opponents. Lots of options there, from the classic and well-costed Wrath of God and Blasphemous Act to even more impactful stuff like Hour of Revelation or Ondu Inversion  Flip

Optimator on Welcome to Gishathic Park

3 years ago

I would recommend more land-based ramp and fewer artifacts. Cultivate, Kodama's Reach, Farseek, Rampant Growth, Explosive Vegetation, Migration Path, Harrow, Wayfarer's Bauble, and Thunderherd Migration are all good choices, with several more out there. Wild Growth and Frontier Siege are decent choices too.

Land-based ramp is always safest because of things like Vandalblast and Hour of Revelation, et al. Since you're running Green you may as well take advantage.

Mana dorks are usually fantastic ramp pieces due to their low cost and high speed, but a board full of dinosaurs will tempt wraths like crazy and you don't want to lose your ability to rebuild along with them. Also, you are aiming for the higher CMCs and dorks are better for getting 3-drops on turn 2 or 4-drops on turn 3. That said, I would still run the dinosaur-specific rampers for fun and flavor and Sol Ring for it's power.

I would aim for at least eight pieces of ramp, and probably closer to 10-12 considering how much dinosaurs and your commander cost. My brother has a good budget-ish list (Dig Up Her Bones) and Gishath usually gets whacked immediately due to the existential threat she poses to the table. As such, you should plan on your commander costing 10 mana a good amount of the time.

A fun piece of budget tech for Gishath: Nahiri's Machinations

SizzleySurprise on Marisi Naya Aggro

4 years 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!

Skillville on Solitaire

4 years 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 .

Good question.

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