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Not Your Usual Jeskai Nahiri-Oneechan Control

Modern

KuroYuri


Sideboard

Enchantment (5)

Artifact (2)


Maybeboard

Artifact (3)

Sorcery (4)


So I fell in love with Nahiri and Angels. In addition to that, Eldrazi theme is just very very very cool! So I plan to make a deck based on them.

The basis for this deck is Nahiri Jeskai Control deck.

I've been playtesting other Nahiri Jeskai Control deck for days and I plan to modify it somehow (include angels and other eldrazi). Then at the middle of play, I suddenly think about Eldrazi Displacer. I asked my opponent if I "blink" a creature that is summoned by Nahiri, The Harbringer -8 ability, will that creature go back to my hand at the next end step. After discussion and reviewing the rule which is said that "Returned creature is a whole new object, all other stuff that is attached before exile cease to exist" or something like that, I realize that we can make the creature stays on the field. So I try to make this deck.

The first idea of this deck is the same as other Nahiri Jeskai Control deck which to summon Emrakul, the Aeons Torn or Iona, Shield of Emeria with Nahiri, The Harbringer ultimate. Usually when Emrakul, the Aeons Torn is summoned, game is secured. However, we want to crush our opponent's will to fight by creating a almost hopeless situation for them. That is, why don't we make our big boss stays on the field rather than go back to our hand at the end of next turn?

The second goal is to make either one of them stays on the field. By blinking either Emrakul, the Aeons Torn or Iona, Shield of Emeria, those creature will stay on the field so it is basically a free summon. Also, Iona, Shield of Emeria's ability is when she enter the battlefield, not cast. This way, we can reset the color if in any case necessary. Emrakul, the Aeons Torn has protection to colors which make it hard to "blink". However, Eldrazi Displacer and its ability are colorless so it DOES apply to Emrakul, the Aeons Torn. Well I think you can imagine what will happened Emrakul is summoned at turn 7 and stays there FOREVER and annihilate your entire field and life.

The rest of the deck just consists of Instants and sorcery for drawing power and board control so we can survive to turn 7. Snapcaster Mage.. I don't wanna use him because he is so god damn expensive but well he is OP so I can't think of a cheaper card to replace him. As long as you get post turn 7 with Nahiri, The Harbringer come out at turn 4, game is pretty much secured.

To add more fun on it, I really want to squeeze in Temporal Mastery but I am not sure what card to replace. So I put it in the Maybe board.

As for the sideboard, I put in card to destroy enchantment and artifacts such as Disenchant and Aura of Silence. Also, to fight non-ramp token with Ghostly Prison. Blessed Alliance is used to fight a single huge-powered creature attack like Electrostatic Pummeler if in any case the controller gave them indestructable + hexpoof. Grafdigger's Cage.. Well, this card pretty tricky because it will make our Snapcaster Mage pretty much useless since we can't cast anything from the graveyard. But well, we have to have a graveyard hate card so it is there. Relic of Progenitus can also be a good card to replace Grafdigger's Cage.

For the Lands, I know there are many other very good land to put in this deck such as Celestial Colonnade, Scalding Tarn but they are expensive for me so I exclude it in the deck.

Suggestions and feedback are very much appreciated. I really want to make this deck work very well and can compete in equal footing other competitive decks.

Thankyou!

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Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

10 - 0 Mythic Rares

27 - 2 Rares

16 - 9 Uncommons

2 - 4 Commons

Cards 60
Avg. CMC 2.69
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