Nahiri's Machinations is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
At the beginning of combat on your turn, target creature you control gains indestructible until end of turn.: This enchantment deals 1 damage to target blocking creature.
Complete guide
Nahiri's Machinations is a versatile enchantment that provides both protection and offensive pressure during the combat phase. By granting your creatures durability and picking off defenders, it ensures your army can navigate even the most crowded battlefields. It is a perfect addition for Boros decks looking to maintain board presence while whittling down the opponent's blockers.
Invulnerability on the Offense
The first ability of Nahiri's Machinations triggers at the beginning of combat on your turn. You choose one target creature you control, and it gains indestructible until the end of the turn. This happens before you even declare your attackers, allowing that creature to charge in without fear of being destroyed by combat damage or 'destroy' effects.
Surgical Striking
The second ability allows you to pay one generic and one red mana to deal 1 damage to a blocking creature. A blocking creature is any creature that has been declared as a blocker during the current combat phase. Note that using this ability to destroy a blocker does not make your attacking creature 'unblocked'; the attacker remains blocked, though it will no longer receive combat damage from the removed creature.
Timing and Responses
Because the first ability targets a creature, your opponent has an opportunity to respond. If they cast a removal spell on the target while the ability is still on the stack, the creature will be destroyed before it gains indestructible. Furthermore, if you destroy a blocking creature with the activated ability, your attacker still counts as having been blocked for the rest of combat, meaning it won't deal damage to the opponent unless it has trample.
When to Activate the Machinations
You should use the targeting ability to protect your most valuable utility creature or your largest attacker. The activated damage ability is best used to finish off creatures that have already taken damage or to kill small tokens that are standing in your way. Remember, you can activate the damage ability multiple times in a row if you have the mana to do so.
Interaction examples
If you have Impact Tremors on the field, your creatures entering the battlefield already deal damage to your opponent. With Nahiri's Machinations, you can then ensure those same creatures survive their first combat by granting one of them indestructible. This synergy allows you to keep your creatures alive to trigger Impact Tremors again if you have ways to flicker them or return them to your hand.
Even if your opponent has a Ghostly Prison, Nahiri's Machinations will still trigger at the beginning of your combat. You can target a creature with the indestructible ability before you decide whether or not to pay the {2} mana to attack. If you choose not to pay for the attack, the creature still retains indestructible until the end of the turn, protecting it from other spells your opponent might cast during your second main phase.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Nahiri's Machinations
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Players can respond to the triggered ability of Nahiri's Machinations by destroying the creature you target before the ability that gives it indestructible has resolved.
No other card is named in this ruling.
- #2· Wizards of the Coast
Destroying a blocking creature doesn't cause the creature it was blocking to become unblocked.
No other card is named in this ruling.
Legal formats
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Meta decks with Nahiri's Machinations
No archived Top 8 deck with this card yet.



Impact Tremors
Ghostly Prison