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Nahiri, Forged in Fury

Nahiri, Forged in Fury

Legendary Creature — Kor Artificer

Nahiri wants a deck that casts extra spells for free off the top of its deck. It also works in a deck built around Artificers, Equipment / Hammer Time or Kor.

  • Mana cost4 genericredwhite
  • White, Red ()
  • Power / toughness5 / 4
  • RarityMythic

Affinity for Equipment (This spell costs 1 generic less to cast for each Equipment you control.)

Whenever an equipped creature you control attacks, exile the top card of your library. You may play that card this turn. You may cast Equipment spells this way without paying their mana costs.

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Archetypes

Cards That Fit Nahiri, Forged in Fury

Picked for what they do in Nahiri's deck. When two cards do the same job, the one with the lower comes first. All of them fit Nahiri's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Rulings for Nahiri, Forged in Fury

explain how Nahiri works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 12 May 2023

An "equipped creature you control" is any creature you control with one or more Equipment attached to it.

Wizards of the Coast 12 May 2023

If you cast an Equipment spell this way, you may choose to pay its mana cost if you want to.

Wizards of the Coast 12 May 2023

If you don't play the card, it will remain exiled.

Wizards of the Coast 12 May 2023

Nahiri's last ability will trigger once for each equipped creature you control that attacks, no matter how many Equipment are attached to any of them.

Wizards of the Coast 12 May 2023

One reason you might want to pay its mana cost is if there's an {X} in its mana cost. If you cast such a spell without paying its mana cost, you must choose 0 as the value of X. (If you pay its mana cost, you may choose the value of X as normal.)

Wizards of the Coast 12 May 2023

Playing the exiled card follows the normal rules for playing that card. Unless you're casting an Equipment spell this way, you must pay the spell's costs, and you must follow all applicable timing rules. For example, if the card is a creature card, you can cast that card by paying its mana cost only during your main phase while the stack is empty.

Wizards of the Coast 12 May 2023

Unless an effect allows you to play additional lands that turn, you can play a land card exiled with Nahiri only if you haven't played a land yet that turn.

Wizards of the Coast 12 May 2023

You may play the card exiled with Nahiri's ability even if Nahiri or the equipped creature leaves the battlefield or you lose control of them.

8 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Nahiri, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWRPlayers write colors as letters: W for white, R for red.Cascade/Free CastCascade decks cast extra spells for free, straight from the top of their deck, every time they cast the right card. Cascade turns over cards from the top of your library until it hits a cheaper spell, which you may cast without paying for it.Open the Cascade/Free Cast pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw pageFree CastCan be cast without paying its mana cost when a condition is met, often "if you control your commander". Because it costs nothing, you can still answer something after your mana is already spent. Fierce Guardianship, Deflecting SwatOpen the Free Cast pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger pageEquipment / Hammer TimeEquipment, plus cards that attach it for free. That lets even Equipment with a huge equip cost, like Colossus Hammer, go to work right away.Open the Equipment / Hammer Time pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageCost ModificationChanges what a spell costs to cast: cheaper for you, or more expensive for everyone. It is the broad family; Cost Reducer and Spell Tax say which direction a given card goes. Herald's Horn, Foundry InspectorOpen the Cost Modification page