As an additional cost to cast Nahiri's Wrath, discard X cards.
Nahiri's Wrath deals damage equal to the total converted mana cost of the discarded cards to each of up to X target creatures and/or planeswalkers.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Nahiri's Wrath Discussion
1 month ago
I'll try it out when I get the snow land, though I'm not sure how good it is. I was tried out cheap burn like Roast and Lightning Axe from an earlier suggestion, but found that it made Nahiri's Wrath much weaker and therefore harder to one-shot an opponent. I think Skred might end up the same way, but there's enough damage potential here for me to give it a shot. Thanks for the suggestion =).
3 months ago
4 months ago
4 months ago
I made a similar deck on here a while back, I also used Nahiri's Wrath as extra copies of carnage.
8 months ago
This looks quite nice. Lots of synergy and powerful plays you can make. I’d increase the number of Nahiri's Wrath, personally. It’ll be difficult enough to hold everything off until you can play Scrap Mastery and go off, so the more time you could buy the better.
9 months ago
MindAblaze: It's really just too slow needing delirium to work properly. It's bad when you don't have it and when you do have it (really unlikley to ever have delirium in a deck with enough hits for cocon I might add) your opponent is unlikley to have hand. I stand by Smallpox as far as that sort of effect goes, much more devestating at every stage of the game and stacks better in multiples even if it hurts you.
seshiro_of_the_orochi I'm not seing how Nahiri's Wrath could finish your oppoenent off. Were you thinking it could hit opponents or is there something I'm missing? Sanity Grinding is really bad in any deck, but in a deck that is (at least, but probably more than) 2 colors and dosen't have mill as a main plan, it won't ever preform well.
I'm curious, why Contingency Plan? It's very mediocre unless your deck needs some weird combination of miracles + graveyard shenanagins. I would never want to see it on a cocon hit and wasting 2 mana and a card to make sure I hit something with cocon sounds like a losing proposition. Wouldn't it be better to just play good sorcery hits (that maybe interact with your opponent) rather than this?
9 months ago
I think I might just have found some perfect cards for CoCo Jr.:
I kinda like where this is going.
1 year ago
Wow. Thanks for taking the time to write that all out!
The rocks you mentioned are all good, I'll add around 3/4 of them as I do think card-draw is a bigger concern for the deck. Retriever/Diver are fun, I'll add one if not both. Goblin Engineer only hits small artifacts, so that doesn't exactly work, but the Welder is a welcome addition. I don't think Purphorous is quite on strategy enough to merit a spot, but Daretti is cool. Mystic Forge is a wonderful card, not sure how it slipped under my radar. I don't love planar bridge as much, as high CMC artifacts are only good if they like dying ;D. The Forgemaster's cost to activate is a little too high for the pace of the deck, I tend to play/sac/play/sac/play, not play/play/play/sac/sac/sac. I don't feel like I want to spend 9 mana on an effect really only helps me "choose my timing", but the Boots/Greaves suggestion is a good one as the Head Honcho himself doesn't want to die. Ugin, the Ineffable/Foundry Inspector are likely both going in the deck, appreciate those suggestions. As for Clock/Myr... Not necessary enough. Of the "big ham" artifacts you mentioned, Duplicant/Ancient Stone Idol are the only ones I like. Big artifacts for the sake of big artifacts isn't what I'm looking for, more along the lines of big artifacts that are practically screaming to die. Lattice is a very powerful card, I'll try to fit it in. The ability doublers are smart, I'll squeeze one of 'em in.
As for the cards you're suggesting to remove... Elemental/Servant are good to take out. I like Forge Armor as my general is already a 6-power trampler, if I can just casually put 8 counters on him then my opponent has work around me, even if I don't really want to be swinging in. Nahiri's Wrath, and Azor's Gateway Flip are all good to take out, we can agree on that. I like the familiar as it comes down early and disincentivize attackers, and then draw me card and Bolt someone later in the game. The comparison of Dockside Extortionist to Wily Goblin is a fair one, but I know I'm getting a treasure from Wily Goblin, and that's important since I'm counting on that early ramp + body. I find Rise to be just solid value, and you didn't suggest a whole lot of card advantage to I don't see fit to remove it just yet. You burn through a lot of cards in this deck, and it's good to keep a steady flow. Scarecrone can get artifacts, from the graveyard, to the battlefield repeatedly. And I like the digger. But he probably needs to go.