I built this deck because I think Nahiri and Chandra are some great planeswalkers. I felt like control was the way to go to keep the planeswalker engine going. Recently I added some Panharmonicon to take greater advantage of the ETBs I was already running like Combustible Gearhulk, and Goblin Dark Dwellers. With the opening of the Kaladesh being aggro and vehicles I felt like instant speed Removal was very important. I threw in an Emrakul for Nahiri because 13/13 Flample and the deck goes late enough that I can usually cast Emrakul for 7 to 9. And with Chandra on board I have managed to Turn 6 Emrakul. Suggestions appreciated!
UPDATE!
AETHER HUB - Helps Harnessed Lightning and Dynavolt tower. Also Enables the use of Eldrazi in he sideboard.
Chandra, Torch of Defiance - Board Control, Card Advantage, Ramp, Direct damage. So many options. Turn 5 Gear hulk. You can play her and cast some 2 mana removal. With 6 mana you can cast her +1 her for mana and also play nahiri. Just overall does a lot. I've found
Combustible Gearhulk - I great body. If they are below 10 health they can't really risk taking the damage so you get to put cards in your hand. If they are above 15 health they usually take it and sometimes his damage alone can end the game.
Drownyard Temple - Surprise Ramp. Turn 2 voice, Turn 3 Return Drownyard, Turn 4 Fumigate. Also colorless source for Eldrazi Should you want to include them in this build.
Dynavolt Tower - Rewards your control with more control. Also can turn a harnessed lightning energy into 3 player damage instead of creature.
Emrakul - Something big for Nahiri to fetch and you can usually follow it up with a hardcast.
Fiery Temper- Plenty of discard outlets. Also it burns to the face at instant speed. Quite important
Fumigate- Destroy's their creatures and negates some of the early game damage you took
Goblin Dark Dwellers- Recast some removal or burn gain some energy maybe to burn more. Menace is pretty relevant in a deck controlling the board like this one.
Harnessed Lightning- Amazing card. Gains energy and can kill anything without indestructible or hexproof as long as you have the energy to spend. Also you don't have to spend energy until it resolves so if an opponent has something to save a creature you can choose to save the energy.
Incendiary Flow- Damage to the face and help stop Scrounger and zombies from coming back over and over
Nahiri- Card Filtering, Removal for enchantments artifacts and creatures, Go get your win con. Great card
Sin Prodder- A surprise performer in this deck. Helps get in some early damage or card advantage. Forces them to deal with him making it less likely that they have removal for your gearhulk or Dark Dweller later. Also Menace is great when your opponent isn't likely to have more than one creature on the board.
Tormenting Voice- Turns a bad opening hand into a good one. Drops the things you want in the gy there and Filters your cards for optimal performance.
I'm open for Suggestions. Thanks!