1.3k
4/11/2024
OH LORD JESUS IT'S A FIRE! | Neheb EDH | PRIMER
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $1463.72
Salt Sum: 55.61
1.3k
4/11/2024
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Commander

Quantity: 1Price: $24.99
Neheb, the Eternal

Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) At the beginning of your postcombat main phase, add {R} for each 1 life your opponents have lost this turn.

Creature
Neheb, the Eternal (phou) 104s
1

DAMAGE

Quantity: 18Price: $79.94
Acidic Soil

Acidic Soil deals damage to each player equal to the number of lands they control.

Sorcery
Acidic Soil (usg) 172
1
Breath of Darigaaz

Kicker {2} (You may pay an additional {2} as you cast this spell.) Breath of Darigaaz deals 1 damage to each creature without flying and each player. If this spell was kicked, it deals 4 damage to each creature without flying and each player instead.

Sorcery
Breath of Darigaaz (c15) 143
1
Chandra, Torch of Defiance

+1: Exile the top card of your library. You may cast that card. If you don't, Chandra, Torch of Defiance deals 2 damage to each opponent. +1: Add {R}{R}. −3: Chandra, Torch of Defiance deals 4 damage to target creature. −7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."

Planeswalker
Chandra, Torch of Defiance (kld) 110
1
Delayed Blast Fireball

Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead. Foretell {4}{R}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Instant
Delayed Blast Fireball (clb) 676
1
Descent into Avernus

At the beginning of your upkeep, put two descent counters on Descent into Avernus. Then each player creates X Treasure tokens and Descent into Avernus deals X damage to each player, where X is the number of descent counters on Descent into Avernus.

Enchantment
Descent into Avernus (clb) 169
1
Fiery Confluence

Choose three. You may choose the same mode more than once. • Fiery Confluence deals 1 damage to each creature. • Fiery Confluence deals 2 damage to each opponent. • Destroy target artifact.

Sorcery
Fiery Confluence (c15) 26
1
Firebrand Archer

Whenever you cast a noncreature spell, Firebrand Archer deals 1 damage to each opponent.

Creature
Firebrand Archer (plst) HOU-92
1
Flame Rift

Flame Rift deals 4 damage to each player.

Sorcery
Flame Rift (nem) 80
1
Flamebreak

Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.

Sorcery
Flamebreak (dst) 61
1
Glint-Horn Buccaneer

Haste Whenever you discard a card, Glint-Horn Buccaneer deals 1 damage to each opponent. {1}{R}, Discard a card: Draw a card. Activate only if Glint-Horn Buccaneer is attacking.

Creature
Glint-Horn Buccaneer (m20) 141
1
Guttersnipe

Whenever you cast an instant or sorcery spell, Guttersnipe deals 2 damage to each opponent.

Creature
Guttersnipe (rtr) 98
1
Khorvath's Fury

For each player, choose friend or foe. Each friend discards all cards from their hand, then draws that many cards plus one. Khorvath's Fury deals damage to each foe equal to the number of cards in their hand.

Sorcery
Khorvath's Fury (bbd) 59
1
Myojin of Roaring Blades

Myojin of Roaring Blades enters the battlefield with an indestructible counter on it if you cast it from your hand. Remove an indestructible counter from Myojin of Roaring Blades: It deals 7 damage to each of up to three targets.

Creature
Myojin of Roaring Blades (nec) 36
1
Price of Progress

Price of Progress deals damage to each player equal to twice the number of nonbasic lands that player controls.

Instant
Price of Progress (plst) EMA-141
1
Pyrohemia

At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pyrohemia. {R}: Pyrohemia deals 1 damage to each creature and each player.

Enchantment
Pyrohemia (plc) 119
1
Quest for Pure Flame

Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame. Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.

Enchantment
Quest for Pure Flame (zen) 144
1
Seize the Day

Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Seize the Day (ody) 220
1
Torbran, Thane of Red Fell

If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.

Creature
Torbran, Thane of Red Fell (eld) 147
1

Draw

Quantity: 13Price: $432.07
Apex of Power

Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.

Sorcery
Apex of Power (afc) 114
1
Commune with Lava

Exile the top X cards of your library. Until the end of your next turn, you may play those cards.

Instant
Commune with Lava (dtk) 131
1
Endless Atlas

{2}, {T}: Draw a card. Activate only if you control three or more lands with the same name.

Artifact
Endless Atlas (c18) 55
1
Grenzo, Havoc Raiser

Whenever a creature you control deals combat damage to a player, choose one — • Goad target creature that player controls. • Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.

Creature
Grenzo, Havoc Raiser (cn2) 54
1
Humble Defector

{T}: Draw two cards. Target opponent gains control of Humble Defector. Activate only during your turn.

Creature
Humble Defector (cmr) 667
1
Ignite the Future

Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs. Flashback {7}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Ignite the Future (c19) 27
1
Jeska's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add {R} for each card in target opponent's hand. • Exile the top three cards of your library. You may play them this turn.

Sorcery
Jeska's Will (cmr) 187
1
Professional Face-Breaker

Menace Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.

Creature
Professional Face-Breaker (snc) 116
1
Sword of Fire and Ice

Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card. Equip {2}

Artifact
Sword of Fire and Ice (dst) 148
1
Tome of Legends

Tome of Legends enters the battlefield with a page counter on it. Whenever your commander enters the battlefield or attacks, put a page counter on Tome of Legends. {1}, {T}, Remove a page counter from Tome of Legends: Draw a card.

Artifact
Tome of Legends (eld) 332
1
Virtue of Courage

Enchantment
Virtue of Courage // Embereth Blaze (woe) 282
1
Wheel of Fortune

Each player discards their hand, then draws seven cards.

Sorcery
Wheel of Fortune (3ed) 185
1
Wheel of Misfortune

Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.

Sorcery
Wheel of Misfortune (cmr) 672
1

Land

Quantity: 35Price: $171.11
Bonders' Enclave

{T}: Add {C}. {3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.

Land
Bonders' Enclave (iko) 245
1
Homeward Path

{T}: Add {C}. {T}: Each player gains control of all creatures they own.

Land
Homeward Path (cmd) 277
1
Mountain

({T}: Add {R}.)

Land
Mountain (neo) 299
25
Myriad Landscape

Myriad Landscape enters the battlefield tapped. {T}: Add {C}. {2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (c19) 261
1
Nykthos, Shrine to Nyx

{T}: Add {C}. {2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)

Land
Nykthos, Shrine to Nyx (ths) 223
1
Ramunap Ruins

{T}: Add {C}. {T}, Pay 1 life: Add {R}. {2}{R}{R}, {T}, Sacrifice a Desert: Ramunap Ruins deals 2 damage to each opponent.

Land
Ramunap Ruins (hou) 181
1
Scavenger Grounds

{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.

Land
Scavenger Grounds (hou) 182
1
Strip Mine

{T}: Add {C}. {T}, Sacrifice Strip Mine: Destroy target land.

Land
Strip Mine (4ed) 363
1
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174
1
Valakut, the Molten Pinnacle

Valakut, the Molten Pinnacle enters the battlefield tapped. Whenever a Mountain enters the battlefield under your control, if you control at least five other Mountains, you may have Valakut, the Molten Pinnacle deal 3 damage to any target. {T}: Add {R}.

Land
Valakut, the Molten Pinnacle (zen) 228
1
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (cmr) 361
1

Protection

Quantity: 7Price: $147.93
Commander's Plate

Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander {3} Equip {5}

Artifact
Commander's Plate (cmr) 305
1
Darksteel Plate

Indestructible Equipped creature has indestructible. Equip {2}

Artifact
Darksteel Plate (mbs) 104
1
Deflecting Swat

If you control a commander, you may cast this spell without paying its mana cost. You may choose new targets for target spell or ability.

Instant
Deflecting Swat (c20) 50
1
Hammer of Nazahn

Whenever Hammer of Nazahn or another Equipment enters the battlefield under your control, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip {4}

Artifact
Hammer of Nazahn (c17) 51
1
Lightning Greaves

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}

Artifact
Lightning Greaves (cma) 220
1
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.) Equip {1}

Artifact
Swiftfoot Boots (c13) 263
1
Tibalt's Trickery

Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.

Instant
Tibalt's Trickery (khm) 153
1

Ramp

Quantity: 12Price: $242.48
Cryptolith Fragment

Artifact
Cryptolith Fragment // Aurora of Emrakul (emn) 193Cryptolith Fragment // Aurora of Emrakul (emn) 193
1
Cursed Mirror

{T}: Add {R}. As Cursed Mirror enters the battlefield, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.

Artifact
Cursed Mirror (brc) 115
1
Dockside Extortionist

When Dockside Extortionist enters the battlefield, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")

Creature
Dockside Extortionist (c19) 24
1
Generator Servant

{T}, Sacrifice Generator Servant: Add {C}{C}. If that mana is spent on a creature spell, it gains haste until end of turn. (That creature can attack and {T} as soon as it comes under your control.)

Creature
Generator Servant (plst) M15-143
1
Mana Geyser

Add {R} for each tapped land your opponents control.

Sorcery
Mana Geyser (5dn) 75
1
Mana Vault

Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. {T}: Add {C}{C}{C}.

Artifact
Mana Vault (uma) 229
1
Neheb, Dreadhorde Champion

Trample Whenever Neheb, Dreadhorde Champion deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much {R}. Until end of turn, you don't lose this mana as steps and phases end.

Creature
Neheb, Dreadhorde Champion (war) 140
1
Ruby Medallion

Red spells you cast cost {1} less to cast.

Artifact
Ruby Medallion (c14) 265
1
Seething Song

Add {R}{R}{R}{R}{R}.

Instant
Seething Song (mrd) 104
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (c13) 259
1
Sword of Feast and Famine

Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip {2}

Artifact
Sword of Feast and Famine (mbs) 138
1
Wayfarer's Bauble

{2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Artifact
Wayfarer's Bauble (ddi) 63
1

Recursion

Quantity: 2Price: $13.58
Invoke Calamity

You may cast up to two instant and/or sorcery spells with total mana value 6 or less from your graveyard and/or hand without paying their mana costs. If those spells would be put into your graveyard, exile them instead. Exile Invoke Calamity.

Instant
Invoke Calamity (neo) 147
1
Underworld Breach

Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) At the beginning of the end step, sacrifice Underworld Breach.

Enchantment
Underworld Breach (thb) 161
1

Removal

Quantity: 6Price: $19.60
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (isd) 130
1
Blood Moon

Nonbasic lands are Mountains.

Enchantment
Blood Moon (plst) A25-122
1
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (cmd) 114
1
Soul-Guide Lantern

When Soul-Guide Lantern enters the battlefield, exile target card from a graveyard. {T}, Sacrifice Soul-Guide Lantern: Exile each opponent's graveyard. {1}, {T}, Sacrifice Soul-Guide Lantern: Draw a card.

Artifact
Soul-Guide Lantern (thb) 237
1
Ugin, the Ineffable

Colorless spells you cast cost {2} less to cast. +1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand. −3: Destroy target permanent that's one or more colors.

Planeswalker
Ugin, the Ineffable (war) 2
1
Wild Magic Surge

Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.

Instant
Wild Magic Surge (clb) 206
1

Win-Con

Quantity: 6Price: $38.64
Aggravated Assault

{3}{R}{R}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.

Enchantment
Aggravated Assault (ons) 185
1
Comet Storm

Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.) Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.

Instant
Comet Storm (c17) 132
1
Crackle with Power

Crackle with Power deals five times X damage to each of up to X targets.

Sorcery
Crackle with Power (stx) 95
1
Fiery Emancipation

If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.

Enchantment
Fiery Emancipation (m21) 143
1
Molten Disaster

Kicker {R} (You may pay an additional {R} as you cast this spell.) If this spell was kicked, it has split second. (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Molten Disaster deals X damage to each creature without flying and each player.

Sorcery
Molten Disaster (mma) 123
1
Rolling Earthquake

Rolling Earthquake deals X damage to each creature without horsemanship and each player.

Sorcery
Rolling Earthquake (v14) 10
1

Sideboard

Quantity: 20Price: $293.38
Arcane Bombardment

Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with Arcane Bombardment. You may cast any number of the copies without paying their mana costs.

Enchantment
Arcane Bombardment (snc) 101
1
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (eld) 331
1
Ardent Elementalist

When Ardent Elementalist enters the battlefield, return target instant or sorcery card from your graveyard to your hand.

Creature
Ardent Elementalist (mid) 128
1
Bolt Bend

This spell costs {3} less to cast if you control a creature with power 4 or greater. Change the target of target spell or ability with a single target.

Instant
Bolt Bend (war) 115
1
Efreet Flamepainter

Double strike Whenever Efreet Flamepainter deals combat damage to a player, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

Creature
Efreet Flamepainter (stx) 98
1
Fanatic of Mogis

When Fanatic of Mogis enters the battlefield, it deals damage to each opponent equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.)

Creature
Fanatic of Mogis (ths) 121
1
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (cm2) 189
1
Fiery Inscription

When Fiery Inscription enters the battlefield, the Ring tempts you. Whenever you cast an instant or sorcery spell, Fiery Inscription deals 2 damage to each opponent.

Enchantment
Fiery Inscription (ltr) 126
1
Fires of Mount Doom

When Fires of Mount Doom enters the battlefield, it deals 2 damage to target creature an opponent controls. Destroy all Equipment attached to that creature. {2}{R}: Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.

Enchantment
Fires of Mount Doom (ltr) 294
1
Invasion of Kaldheim

Battle
Invasion of Kaldheim // Pyre of the World Tree (mom) 145Invasion of Kaldheim // Pyre of the World Tree (mom) 145
1
Mithril Coat

Flash Indestructible When Mithril Coat enters the battlefield, attach it to target legendary creature you control. Equipped creature has indestructible. Equip {3}

Artifact
Mithril Coat (ltr) 245
1
Nahiri's Lithoforming

Sacrifice X lands. For each land sacrificed this way, draw a card. You may play X additional lands this turn. Lands you control enter the battlefield tapped this turn.

Sorcery
Nahiri's Lithoforming (znr) 151
1
Portal to Phyrexia

When Portal to Phyrexia enters the battlefield, each opponent sacrifices three creatures. At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control. It's a Phyrexian in addition to its other types.

Artifact
Portal to Phyrexia (bro) 240
1
Prisoner's Dilemma

Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence. Flashback {5}{R}{R}

Sorcery
Prisoner's Dilemma (mkc) 34
1
Seize the Spotlight

Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.

Sorcery
Seize the Spotlight (ncc) 52
1
Solphim, Mayhem Dominus

If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead. {1}{R/P}{R/P}, Discard two cards: Put an indestructible counter on Solphim, Mayhem Dominus. ({R/P} can be paid with either {R} or 2 life.)

Creature
Solphim, Mayhem Dominus (one) 150
1
Storm King's Thunder

When you cast your next instant or sorcery spell this turn, copy that spell X times. You may choose new targets for the copies.

Instant
Storm King's Thunder (clb) 196
1
The One Ring

Indestructible When The One Ring enters the battlefield, if you cast it, you gain protection from everything until your next turn. At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

Artifact
The One Ring (ltr) 697
1
The Reaver Cleaver

Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens." Equip {3}

Artifact
The Reaver Cleaver (dmc) 8
1
Throne of Eldraine

As Throne of Eldraine enters the battlefield, choose a color. {T}: Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color. {3}, {T}: Draw two cards. Spend only mana of the chosen color to activate this ability.

Artifact
Throne of Eldraine (woc) 28
1

Maybeboard

Quantity: 23Price: $80.23
Birgi, God of Storytelling

Creature
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123
1
Chandra's Ignition

Target creature you control deals damage equal to its power to each other creature and each opponent.

Sorcery
Chandra's Ignition (ori) 137
1
Desert of the Fervent

Desert of the Fervent enters the battlefield tapped. {T}: Add {R}. Cycling {1}{R} ({1}{R}, Discard this card: Draw a card.)

Land
Desert of the Fervent (hou) 170
1
Embercleave

Flash This spell costs {1} less to cast for each attacking creature you control. When Embercleave enters the battlefield, attach it to target creature you control. Equipped creature gets +1/+1 and has double strike and trample. Equip {3}

Artifact
Embercleave (eld) 120
1
Fable of the Mirror-Breaker

Enchantment
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141
1
Field of Ruin

{T}: Add {C}. {2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.

Land
Field of Ruin (thb) 242
1
Fork

Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.

Instant
Fork (cei) 153
1
Heartless Hidetsugu

{T}: Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down.

Creature
Heartless Hidetsugu (cns) 144
1
Jaya's Immolating Inferno

(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Jaya's Immolating Inferno deals X damage to each of up to three targets.

Sorcery
Jaya's Immolating Inferno (dom) 133
1
Kessig Flamebreather

Whenever you cast a noncreature spell, Kessig Flamebreather deals 1 damage to each opponent.

Creature
Kessig Flamebreather (vow) 164
1
Knollspine Dragon

Flying When Knollspine Dragon enters the battlefield, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.

Creature
Knollspine Dragon (plst) SHM-98
1
Magus of the Wheel

{1}{R}, {T}, Sacrifice Magus of the Wheel: Each player discards their hand, then draws seven cards.

Creature
Magus of the Wheel (c19) 149
1
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card.

Artifact
Mind Stone (ima) 219
1
Outpost Siege

As Outpost Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to any target.

Enchantment
Outpost Siege (c17) 139
1
Reverberate

Copy target instant or sorcery spell. You may choose new targets for the copy.

Instant
Reverberate (m13) 145
1
Sandstone Oracle

Flying When Sandstone Oracle enters the battlefield, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.

Creature Artifact
Sandstone Oracle (plst) CM2-213
1
Slagstorm

Choose one — • Slagstorm deals 3 damage to each creature. • Slagstorm deals 3 damage to each player.

Sorcery
Slagstorm (mbs) 75
1
Storm-Kiln Artist

Storm-Kiln Artist gets +1/+0 for each artifact you control. Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token.

Creature
Storm-Kiln Artist (stx) 115
1
Strionic Resonator

{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")

Artifact
Strionic Resonator (c19) 224
1
Tectonic Giant

Whenever Tectonic Giant attacks or becomes the target of a spell an opponent controls, choose one — • Tectonic Giant deals 3 damage to each opponent. • Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.

Creature
Tectonic Giant (thb) 158
1
Thespian's Stage

{T}: Add {C}. {2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability.

Land
Thespian's Stage (c19) 282
1
Vandalblast

Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Vandalblast (c15) 170
1
Visions of Ruin

Each opponent sacrifices an artifact. For each artifact sacrificed this way, you create a Treasure token. Flashback {8}{R}{R}. This spell costs {X} less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Visions of Ruin (mic) 36
1

Deck Stats

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Description

{"ops":[{"insert":"This is a copy of my deck, OH LORD JESUS IT'S A FIRE from TappedOut: "},{"attributes":{"background":"#ffffff","link":"https://tappedout.net/mtg-decks/oh-lord-jesus-its-a-fire-neheb-edh/?cat=custom&sort=&cb=1584568921"},"insert":"https://tappedout.net/mtg-decks/oh-lord-jesus-its-a-fire-neheb-edh/?cat=custom&sort=&cb=1584568921"},{"insert":" "},{"attributes":{"background":"#ffffff"},"insert":"The Full (and probably outdated) primer can be found there. "},{"insert":"\n\n"},{"insert":{"image":"https://4.bp.blogspot.com/-YzGhus2sDW8/W3szps0tl1I/AAAAAAAABJk/Miwk9IOYi40BAAi5eTnlFZwNQtoafoBSQCLcBGAs/s1600/the%2Bcommander.jpg"}},{"insert":"\n\n"},{"attributes":{"background":"transparent"},"insert":"It was love at first pull."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Neheb, the Eternal is a powerful legendary creature in mono-red able to ramp you a ridiculous amount. Let's have a closer look at what he does."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"For 3RR you get a 4/6, which is a fair price stats-wise. The big butt seems odd for a mono-red creature but it is welcome as he can survive many mass damage spells and combat fairly comfortably. Only two red pips are required to cast him, which is great, especially considering how much red mana he gives back to you. He could have easily been 1RRRR."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"He is a both a Zombie and a Minotaur, which would obviously be important in a zombie or cow deck. Neither of those come into play here. He's also a Warrior, which does have a slight effect as you'll see later."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"His first ability is "},{"attributes":{"background":"transparent","italic":true},"insert":"Afflict 3"},{"attributes":{"background":"transparent"},"insert":". As the card states, Whenever this creature becomes blocked, defending player loses 3 life. This ability is very neat. It helps you get damage across even when you're being chump-blocked. It sadly only triggers once, regardless of how many creatures block him. Don't underestimate this ability. That ability alone is great, but not Naheb's main deal."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Neheb's second ability is the reason he's the commander, and what sets him above, in my opinion, every other mono-red Legendary out there."},{"insert":"\n \n"},{"attributes":{"background":"transparent","italic":true},"insert":"At the beginning of your postcombat main phase, add R to your mana pool for each 1 life your opponents have lost this turn."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Holy."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"This is mana ramp, the likes mono-red or even green have never seen. There are so many amazing things about this ability. 1) it's a triggered ability, meaning it can be copied or triggered multiple times within a turn. 2) it synergizes very well with his other ability. Afflict (or just 4 power) deals the damage, and his second ability capitalizes on the life loss. 3) it gives you R when it could just as easily given you colorless, allowing you to play as many mono-red spells as your heart desires. 4) it counts the life lost by your opponents, not just damage. For those who don't know, damage causes life loss, but life loss does not equal damage. This means stuff like Cryptolith Fragment also nets you mana in your second main phase. 5) It counts all the life lost by all of your opponents. It could have been target opponent, but instead Neheb was built for multiplayer. In a 4 player game, Flame Rift gives back 12 R. It only gets more insane from there."},{"insert":"\n\nNeheb cares about timing. Everything a Neheb deck does is bifurcated into two time zones: BEFORE his mana trigger when we want to see lifeloss at a cheap cost; and AFTER his trigger when we have a ton of mana to use for damage or car advantage. Cards that speak to Neheb have to be good in one or both of those time zones or they won't make the cut. Price of Progress is good before because it deals damage to our opponents for a cheap casting cost. Knollspine Dragon is good after because it converts our damage and mana into card draw. Rolling Earthquake is good at any time because X is flexible. But consider Sundering Stroke: It is too expensive before, and caps the damage after. All the cards are included with Neheb's time restraints in mind. \n\n\n"},{"insert":{"image":"https://3.bp.blogspot.com/-Dvi6eWcm75U/W3s41-oYCnI/AAAAAAAABJ8/NvP7ThGI9SMkwaKD2Av1ogkxgMN9jE4SgCLcBGAs/s1600/the%2Bprimer.jpg"}},{"insert":"\n\n"},{"attributes":{"background":"transparent"},"insert":"Here's how the deck is set up and some of the key cards."},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Ramp:"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"This deck pulls from the diverse selection of ramp at red’s disposal. Mana rocks, treasures, rituals, combat triggers, spell triggers, you name it. Neheb costs 5 mana so most of it is geared to getting him out early so he can do his thing, the best being Generator Servant. Others serve as Neheb backups or combo pieces, like Dockside and Mana Gyser. And a decent handful serve other roles, like damage (Cryptolith Fragment), draw (Birgi, Fable of the Mirror-Breaker, Mind Stone, Neheb III), or protection (Sword of Feast and Famine).   "},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Draw:"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Card draw is the most important aspect of any Neheb deck. We need access to damage spells in the first main phase and win-cons in the second. Neheb’s big mana allows us to draw cards at basically any cost, so big spells like Knollspine Dragon, Khorvath’s Fury, or Commun with Lava are great. For the most part, however, I am more conservative with my draw, preferring early and cheap sources like Tome of Legends, Humble Defector, and Endless Atlas, or Wheels. Card draw, I feel, should not be reliant on your commander working, or shouldn’t only be good if we’re ahead. We need cards more than we need to maximize on Neheb’s abilities. Keep it simple.   "},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Damage:"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"The strategy. Everything in the deck is focused on making my opponents lose life. Some are efficient instant and sorceries like Flamerift, Price of Progress, or Acidic Soil. Others are trigger-based effects like Guttersnipe or Firebrand Archer. I like creatures because they are able to attack sometimes. But again I like to diversify my avenues of getting damage in, so it is harder to disrupt me. Again, when considering cards that deal damage, you have to decide if it is good in the first or second main phase. Flamebreak is good before but not really after. Pyrohemia is good whenever.     "},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Protection: "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Neheb is at the center of the deck, and opponents will know that. So sometimes it is worth it to use our mana to keep Neheb on the board. I’ve found great use of protection with swords of X and Y and Commander’s Plate, indestructible Darksteel Plate or Hammer of Nazahn, Boots & Greaves, and deflections like Swat and Bolt Bend (which also serve as anti-counterspells). Recently I took out Bolt Bend for the new Tibalt's Trickery, which can protect me from a lot more than single-target removal.  "},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Removal:"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"This deck is mostly interested in removing players, and a lot of the creature and artifact removal is integrated with the damage spells. Still, Ugin the Ineffable and Choas Warp are needed for enchantments, Soul-Guide Lantern for graveyards, and one simply can’t beat the efficiency of Blasphemous Act.  "},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Recursion:"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Usually don’t have much time for this. But Underworld Breach is too busted not to play, and can also combo off, and Invoke Calamity is very efficient. "},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Win-Cons:"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"So all the pieces have come together, we’ve ramped, have cards and mana, are protecting our commander, and we’re spitting out waves of damage and need to close the game down. What now? Sometimes a simple X-Spell will do the trick, but be careful with the universal ones (Rolling Earthquake, Molton Disaster) because we have to be at a higher life total than everyone else. Comet Strom and Crackle with Power will always be the safest bet. Other times, we don’t need X-Spells, and can simply string enough small damage spells together to do the job. Fiery Emancipation and Quest for Pure Flame help with that. Don’t forget combat as an avenue for winning, either. Finally, the deck has the ability to combo pretty effectively. A key player is Aggravated Assualt. Here are a bunch of combos and interactions that win games fast:  "},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Aggravated Assualt + Neheb + no blockers/indestructable/protection = infinite combats, mana"},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Aggravated Assualt + Neheb III + 5 cards in hand + no blockers/indestructable/protection = infinite combats, mana"},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Aggravated Assualt + any creature + Sword of Feast and Famine + free attacks = infinite combats  "},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Underworld Breach + Wheel Spell + Ritual = draw through deck, gain mana, find damage wincon"},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Underworld Breach + Dockside Extortionist + Pyrohemia + Cards in graveyard = mana, damage"},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Glint-Horn Buccaneer + Wheel Spells = cards, damage "},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Grenzo Havoc Raiser + the three-card combo in your opponent’s deck = win (you laugh, but I’ve done it)  "},{"insert":"\n\n"},{"attributes":{"background":"transparent","bold":true},"insert":"Pet Cards I Can’t Get Rid Of, So Step off: "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Humble Defector"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Grenzo Havoc Raiser "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"insert":{"image":"https://4.bp.blogspot.com/-cnJpxWkpW4E/W3s932MtN-I/AAAAAAAABKk/EFFW-xo-sfkrFyWiN7gY5tahLZMG5GhYwCLcBGAs/s1600/Artboard%2B2.jpg"}},{"insert":"\n\n"},{"attributes":{"background":"transparent"},"insert":"As probably made apparent already, The general strategy is fairly simple. 1) get Neheb out, 2) play damage spells, 3) cash in on the extra mana during the second main phase drawing cards or just winning. For example, with 3 opponents: Turn 5 play Neheb. Turn 6, play Flame Rift and Sizzle, attack with Neheb, hit, get 32 red mana to Comet Storm for 30. That's basically it. But while the game plan is simple, there's still a lot of nuance to it. "},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Mulligans: "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"This deck has given me bad habits of rewarding risky keeps when I should have mulligans. Prioritize having enough mana to get Neheb out, otherwise, the deck ain’t gonna win. Card draw is best in early hands to draw into damage. Good cards to look out for that swing the keep-mulligan scale: Aggravated Assault, Humble Defector, Chandra, Torch of Defiance, Cryptolith Fragment, Lightning Greaves, Sol Ring, Mana Vault, and Generator Servant. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","bold":true},"insert":"Set-Up: "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"The first 3-4 turns are pretty standard as far as commander setups go. You get your mana rocks like Sol Ring and Cryptolith Fragment out, play your small damage creatures like Guttersnipe and Firebrand Archer and try to downplay them as a threat, and play your low cost equipment like Lightning Greaves. Even though you can, this is not the time to start playing your low-cost damage spells like Sizzle and Fleambreak. Save those for later."},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Neheb enters the battlefield: The Staging Turns"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Turns four, five, and six are perhaps the most important and require the most planning. It's important to get Neheb out, but you also need something to do with him. Playing him but having no large spells to play is usually bad because he'll be hit by enemy removal or boardwipes, which will set you back two turns. Remember that Neheb doesn't need haste for his mana ability to work. It'll still go off as planned. But haste is an important factor of when you cast him, as that's an extra four damage and four mana if you hit someone."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"What frequently happens after casting Neheb is 1 or 2 “Staging Turns” where we don’t win but be need something to do. Once Neheb hits the field, you have only a few turns before everyone else realizes how powerful he is and takes you down. The most anxiety-inducing turn is tapping out to play Neheb with no protection. Sometimes that can’t be avoided. The other “Staging Turn” will be like a little appetizer for what’s to come. We deal a little damage and attack, and Neheb's ability triggers and we get anywhere from 9 to 25 mana, depending on the set up. Use this mana to draw cards or protect Neheb. If we’re super lucky we can accidentally win during this turn, but usually we need to survive another to use the new cards we’ve drawn. Cards you're looking for in order of importance: Extra combat cards like Seize the Day (this allows you to continue and maybe win this turn), protection for Neheb (so he can survive until next turn), mana rocks and haste enablers (so you can play and swing with him next turn if he dies), and the real game winners like Comet Storm, Sword of Fire and Ice, and Aggravated Assault. Keep all the good cards in your hand and discard the rest and wait for your next turn."},{"insert":"\n \n"},{"attributes":{"background":"transparent","bold":true},"insert":"Winning the game"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Your opponents have gotten a small taste of what Neheb is capable of, but hopefully they haven't killed him as turns 7 and 8 come around. Protection helps with that. But now, using the cards you've drawn or exiled, you're going to win this turn or literally kill yourself trying."},{"insert":"\n \n"},{"attributes":{"background":"transparent"},"insert":"Now is usually the time to check life totals and pull out a calculator. It’s winning time. The winning turns start like the staging turn, small-medium damage, attacking. Getting mana. Only this time, we have win-cons or just enough damage in hand to kill the table because everyone is weakened from the turn before. Many spall damage spells, big damage spells, extra combats, storming off, or combos will pull us across the finish line. Let the Hour of Devastation begin!    "},{"insert":"\n\n\n"},{"insert":{"image":"https://4.bp.blogspot.com/-00A2OueeDSE/W3tB3AA5wFI/AAAAAAAABLA/U0_DWU-F6dod7UygAmvQbH0-uo6kTx47wCLcBGAs/s1600/Artboard%2B1.jpg"}},{"insert":"\n\nThe initial inspiration for this deck came from: This is What Glory Looks Like: a Savage Beating\n\nhttps://tappedout.net/mtg-decks/this-is-what-glory-looks-like-a-savage-beating/\n\n...by FenIsABasicSwamp(formerly Eternalbrewmaster). There have been many modifications over time but that deck still holds a special place here. You'll notice the formatting of the two decks looks similar; that's because I used his formatting too. Check out his stuff!\n\n"},{"insert":{"image":"https://2.bp.blogspot.com/-KuUYbbU283I/W3tC_DsZ0bI/AAAAAAAABLM/ycz4REvHCBoyjd7b_HPD62UTUL12jdSFQCLcBGAs/s1600/Artboard%2B1.jpg"}},{"insert":"\n\nYeah so, I really like Neheb, so I keep track of every game I've played with him. Only deck I do this. \n\n2-1-1 on 10/07/17 - One 5-player and three 6-player games, had to blow myself up once for a draw\n\n0-1-1 on 11/03/17 - Two 4-player games, killed by my own X=30 Comet Storm with a Wild Ricochet :(\n\n1-0-0 on 11/21/17 - One 3-player game, combo-ed out with Aggravated Assault\n\n1-0-0 on 11/22/17 - One 7-player game, killed all 6 opponents on turn seven, including a finishing X=350 Comet Storm :D\n\n0-1-0 on 12/04/17 - One 3-player game, teaching my friend how to play commander with her new Arahbo, Roar of the World deck. She won!\n\n1-0-0 on 12/16/17 - One 6-player game, survived being Tunnel Visioned for half my library, comeback win\n\n2-0-0 on 01/04/18 - One 7-player and one 4 player game, first games of the year! Played against some new decks. Only won the last game because my friend had to leave.\n\n1-0-0 on 01/11/18 - One 3-player game, Darksteel Plate and Loreseeker's Stone both proved themselves worthy of inclusion.\n\nSpecial Game: 1-1-0 on 01/12/18 - Two games played with each other's decks, thus I was not piloting Neheb for either of these games. My friend's little brother Frank won a 7 player game with it and my friend Claire lost a 4 player game. Good times!\n\n0-1-0 on 03/20/18 - One 3-player game, died like a punk to a sliver deck. Nothing noteworthy. Neheb is generally weak in 3 player games.\n\n1-0-0 on 03/23/18 - One 6-player game, extremely strong win, drew 6 cards with each Humble Defector and Loreseeker's Stone, also used Past in Flames and Pyromancer's Goggles to great effect.\n\n1-0-0 on 05/17/18 - One 5-player game. After losing twice with another deck, I pull Neheb out to show that I mean business now. I win turn 6 with Aggravated Assault into Knollspine Dragon drawing 30+ cards into my newest addition, Jaya's Immolating Inferno.\n\n1-0-0 on 06/02/18 - One 4-player game. My first game in a new meta. I get genzo havoc raiser and two protection equipment out early, and Sword of Fire and Ice for more draw. Smooth sailing as none of the other decks really had a good start.\n\nSpecial Game: 0-1-0 on 06/05/18 - One 4-player game. For this game my friend Rey was playing this deck, I was playing my Firesong and Sunspeaker deck. With Ray at the helm this deck did amazing. I'm talking Valakut, the Molten Pinnacle and Chandra, Torch of Defiance amazing. Eventually Ray killed himself with our burn spells. No better way to lose.\n\n1-0-0 on 06/06/18 - One 5-player game. This was a strong win. I saw little bit of everything. Prophetic Flamespeaker, Sword of Feast and Famine, Repercussion, lots of equipment, looked like a voltron deck, lots of draw including Loreseeker's Stone. Neheb never got removed, so I was able to fight off lifegain, and used threaten politics to secure a win without an X spell.\n\n1-0-0 on 06/17/18 - One 4-player game. One of my fastest wins ever-turn 4. Sol Ring and Generator Servant got me a turn 3 Neheb, turn 4 play Flame Rift and Kaboom! to fuel a X=20 Comet Storm, which I pointed at each opponent and Neheb because I had Arcbond pointed at him too. Opponents didn't know what hit them.\n\n1-0-0 on 06/18/18 - One 5-player game. Solid win. Grenzo, Havoc Raiser saw a lot of action. Chandra ToD again kicks ass. Knollspine Dragon works really really well. Drew my Comet Storm for the win.\n\n1-0-0 on 06/29/18 - One 3-player game. Intruder Alarm and enemy mill help my Heartless Hidetsugu and flashback cards, especially Seize the Day.\n\n1-0-0 on 07/05/18 - One 6-player game. Very Swingy game, I had a slow start so I flew under the radar. Sword of Fire and Ice, Stormbreath Dragon, and Viashino Heretic all shine. Win with a lucky Aggravated assualt and the exact right amount of mana.\n\n0-3-0 on 07/16/18 - Three 4-player games. Two uneventful loses to a much faster Animar combo deck. Third game we all lost to my own Firesong and Sunspeaker deck(played by my friend Ian) + a Repercussion that I had played.\n\n1-0-0 on 08/02/18 - One 3-player game. Inspiring Statuary and some artifacts help me recast Neheb 3 turns in a row after some serious hate. Win via Aggravated Assault.\n\n1-0-0 on 08/10/18 - One 5-player game. Got to play against three new commanders, including two C18 legendaries, Arixmethes, Slumbering Isle and Aminatou, the Fateshifter. I tested out Fury Storm and Endless Atlas with positive results. Swingy game with Ezuri popping off and a Consuming Aberration being copied with Rite of Replication. Chandra ToD did her thing, the card advantage and damage paving the way for a convoluted win with Aurora of Emrekul(first time ever flipped), Ramunap Ruins, and Shivan Gorge(literally needed that 1 damage).\n\n0-1-0 on 11/17/18 - One 3-player game. Blown out by an Arcades the Strategist. Deretti player and I could do nothing but watch.\n\n0-1-0 on 11/24/18 One ?-player game. Honestly, I don't remember what happened in this game(thanks selective memory!) but I know I played Neheb once that night and lost. GG.\n\n2-0-0 on 12/19/18 - Two 4-player games. First game I Flame Rifted and Khorvath's Furyed into a Jaya's Immolating Inferno turn 6. Second game was a special game, where we started with our commanders on the field at the beginning of the game. I was playing against Jodah, Kaalia, and Sliver Overlord. Having Neheb on the field allowed a turn two Flame Rift into Comet Storm, killing the other commanders and dealing 8 to everyone, putting me ahead. Sliver player starts hitting me with Virulent Sliver and friends, so I'm forced to suit up Neheb and kill him. I draw some cards with Humble Defector before he's exiled. Neheb has Sword of Feast and Famine, Sword of War and Peace, and Darksteel Plate so I'm feeling pretty good. The lifegain from W&P is crucial. I attack the Jodah player. Kaalia player drops a Gisela, Blade of Goldnight and starts kicking my ass, then the Jodah player, who is now at 1 life, sees his opportunity to win and drops an Ulamog, the Ceaseless Hunger, killing Neheb and Gisela. I'm able to recast Neheb, and then begins a 4 turn(remembering Jodah is still at 1 life) political dance of mutually assured destruction, top-decking, and clutch plays. I get Worst Fearsed by Jodah, but he misplays my turn, sending everything I have at Kaalia but not finishing him off. Kaalia is now at two life, I'm at 15. Jodah plays an Enter the Infinite and drops a Laboratory Maniac, saying he can win next turn. Kaalai player hits me for 7, it comes back to my trun, and I equip my Sword of War and Peace to Treasure Nabber to kill Kaalia player, and kill the Jodah player with Neheb's Afflict trigger. Crazy game.\n\n1-0-0 on 12/20/18 - One 4-player game. Tested out Mirage Mirror to amazing results. Finally got Sunbird's Invocation and it was also a powerhouse. Sword of the Animist on an early Prophetic Flamespeaker is what really won me this game.\n\n2-1-0 on 01/03/19 - Three 4-player games. Game one I fight through an enemy Confusion in the Ranks to win with a 5x Acidic Soil(via Fury Storm) followed by a monstrosity Stormbreath Dragon, finishing the game with, ironically, a flipped Cryptolith Fragment  and Neheb's afflict ability. Game two I was rolling with Grenzo, Havoc Raiser and Prophetic Flamespeaker. Then my brother played a Boldwyr Heavyweights and gave Niv-Mizzet the win :( Third game I attack the Jodah player with Neheb, Grenzo, and a spirit token from a Forbidden Orchard, exiling Sunbird's Invocation, Elesh Norn, Grand Cenobite, and Avacyn, Angel of Hope. I had Seize the Day in my hand, so it was all over from there.\n\n1-0-0 on 01/10/18 - One 5-Player game. Turn four win! Mana Vault for a Turn 3 Naheb, and an easy Aggravated Assault combo. I decided not to play Neheb again that night, got a lot of hate the next game for the quick win.\n\n0-2-0 on 03/01/19 - Two 7-Player games. Game one I missed a land drop and the Teysa, Orzhov Scion player comboed off turn five, which was a shame because I was aiming to win next turn. Game two I combo off but due to a Teferi's Protection and a bad misplay by myself I can't finish it out.\n\n0-1-0 on 06/16/19 - One 4-Player game. Died to an overpowering Breya deck. What are ya gonna do.\n\n3-2-0 during COMMANDER TOURNAMENT 06/16/19 - 07/24/19\n\nGame 1: Loss to an out of control Saheeli, the Gifted deck. Didn't Impact the game much."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Game 2: Loss to a Niv-Mizzet Cancel countering my lethal Comet Storm that I was gonna win with. Died to dragons on crack-back. Still salty :("},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Game 3: Win against not one but TWO Phenax, God of Deception mill decks and a Yasova Dragonclaw deck. 2 people got mana screwed and the other couldn't stop me."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Game 4: Win against Animar, Locust God, and Phelddagrif. Phelddagrif does his group hug thing and almost kills us all by giving the Animar player +1/+1 counters. I play some questionable politics to get the Locust God player to deal with Animar and slide in with a win while they're tapped out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Game 5, Winner's Pod. Locust God, Meren, and Ur-Dragon. Meren gets mana screwed, Locust God uses a counterspell on a scary dragon, and I topdeck Aggravated Assault and Hammer of Nazahn to win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n1-2-0 on 08/10/19 - Three 5-Player games. Game one and two I lost to a mizzix combo and a cEDH Urza, Lord High Artificer, so I don't feel too bad about that. Game three was a win lead by Neheb, Dreadhorde Champion and Savage Beating.\n\n1-0-0 on 08/11/19 - One 4-Player game. Dockside Extortionist and Ignite the Future both make a huge splash, solidifying their future places in the deck. Seize the Day and Firebird's Invocation shine as well.\n\n1-0-0 on 11/30/19 - One 4-Player game. This one is long but deserves to be told. Strong start as I get Grenzo, Havoc Raiser out early. I steal a Grave Titan from a Teysa player. Later in the game I’m churning out zombies but the Sliver Overlord player is about to untap with an unstoppable sliver army and we’re all about to die. I swing the team at the Teysa player hoping to steal for an exile board wipe, but instead I rip Elenda, the Dusk Rose and Ashnod's Altar off the top of his library. I use them, sacking creatures and then Elenda and then more creatures to get enough mana to play Knollspine Dragon to draw 30 cards and play enough damage spells to kill the table. Winning was alright but the cool part was I was playing my Neheb deck and my Elenda deck at the same time. It was glorious. Cards tested: Tome of Legends, Myriad Landscape, Quest for Pure Flame.\n\n2-2-0 during Magic Fest Oklahoma City! 12/14-15/19\n\nGame 1: Win in a 5 player pod in a long, swingy game. A Dictate of Erebos kept Neheb out of the game for a while, But eventually, the board was cleared enough times that Neheb could swing alone with Aggravated Assualt."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Game 2: Loss to an Inalla Merfolk combo. Was looking like a good start."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Game 3: Loss to a Sisay Superfriends, was denied a winning turn by removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Game 4: Win, fighting through counters and removal. Unfortunately, one player had to leave early. Many cards shine. I even lived the Valakut 6 mountain dream, and it put in some work."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nCards that pulled their weight over the weekend: Valakut, the Molten Pinnacle, Myriad Landscape, Ignite the Future, Knollspine Dragon, Reverberate, Endless Atlas, Dockside Extortionist, Generator Servant, Tome of Legends.\n\n1-1-0 on 12/27/19 - Two 4-Player games. First game I threatened a win early on but then got removal, counters, and eldrazi sent my way. Torbran, Thane of Red Fell and Embercleave do some work, Ugin, the Ineffable would have been great if he had not have been exiled :( Second game I lay low and let everyone worry about the Ghired deck popping off. I win late game with Torbran, Thane of Red Fell and Pyrohemia, which is INSANE.\n\n2-0-0 on 01/04/20 - Two 4-Player games. Game one Generator Servant set me up for a turn 4 win with Aggravated Assault. Doesn't feel great but it's a win. Game two was more interesting, unfortunately a player had to leave, but not before blowing up my board. I politic may way into keeping Neheb alive, draw the one card that would save me against Niv-Mizzet, Parun + Curiosity, Pyrohemia, and then survive a clobbering from the Thantis player, whose creatures all had protection from red. I get lucky draws and pull the win out!\n\n0-1-0 on 01/10/20 - One 4-Player game. Neheb losing continued the general trend of that Friday Night Magic. A slow start into a great midgame into a wheel into having Neheb removed twice into running out of gas completely and dying to an enemy Gary. It happens.\n\n0-1-0 on 01/19/20 - One 4-Player game. Played an older version of Neheb online. One player dropped, thus I lost the advantage Neheb brings in multiplayer. Fun loss to a Kroxa deck.\n\n1-0-0 on 01/30/20 - One 4-Player game. Played an older version of Neheb online. Win against some formidable commanders.\n\n1-0-0 on 02/22/20 - One 4-Player game. Won with an enemy Darksteel Reactor at 19 counters. Yikes.\n\n0-2-0 on 02/23/20 - One 4-player game and one 3-player game. Two pretty quick losses to an Ayara, First of Locthwain deck my friend was playing.\n\n0-1-0 on 03/18/20 - One 4-Player game. Loss to Atla Palani combo. Not to self: don't let opponent have their Defense of the Heart trigger.\n\n0-2-0 on 03/27/20 - Two 4-Player games. My first loss to my friend's Torbran deck, and a loss to Aurelia combo. Misplays abound.\n\n0-1-0 on 03/28/20 - One 4-Player game. Victory was snatched from my grasp by C-Rift.\n\n0-1-0 on 04/04/20 - One 4-player game. Don't remember what happened but I definitely lost.\n\n0-1-0 on 04/24/20 - One 4-player game. Was excited to play against a Grothoma deck, less excited to lose to a Windgrace deck.\n\n1-0-0 on 05/02/20 - One 4-player game. Win against another Neheb deck, snapping an 8 game losing streak! That was fun. I was at one life and had to get around Ukkima, Stalking Shadow. Crazy.\n\n1-0-0 on 05/21/20 - One 4-player game. Win against some serious Torbran pressure.\n\n1-0-0 on 06/19/20 - One 4-player game. This game I just seemed to draw everything. Protection, draw, and removal. Win with Neheb, Dreadhorde Champion, Grenzo, and Torbran beatdown. Ugin makes an appearance and is good, so is mana geyser. Grenzos Goad ability is awesome!\n\n1-0-0 on 07/11/20 - One 6-player game. My friends decided we wanted a 6 player game, so Neheb was the obvious choice. Nothing spectacular, but a fun win.\n\n0-1-0 on 08/23/20 - One 4-player game. Uneventful loss.\n\n1-0-0 on 11/04/20 - One 4-player game. I win in part because I ripped a Counterspell of someone's library with Grenzo, Havoc Raiser, which protected the rest of my turn as I cruised to a win.\n\n1-0-0 on 11/30/20 - One 4-player game. I won despite the horrible, god-forsaken matchup against Yurlok of Scorch Thrash and Glacial Chasm. Humble Defector, Neheb Dreadhorde Champion, and Torbran + Pyrohemia shine.\n\n?-?-? on 01/01/2021 - My notes simply have ??? written in them. I have no memory of this place. \n\n0-1-0 on 06/22/2021 - One 4-player game. Crazy loss in a game with the Legendary Creature Podcast. Almost won 3 times but was dogpiled. Lots of fun! \n\n1-0-0 0n 01/16/22 - One 4-player game. I use Bolt Bend to stop a Teshar combo in its tracks, and win thanks to Jeska's Will (what a card)! \n\n0-1-0 on 02/12/22 - One 4-player game. I keep a sketchy hand. Oh gods why. We don't talk about this one. \n\n1-0-0 on 03/21/22 - One 4-player game. I keep another sketch hand??? But somehow come out with the win. Invoke Calamity and Jeska's Will shine; tough maths because of my life total, counter spelling with Deflecting Swat; and winning with 0 cards in hand and 2 life. \n\n0-1-0 on 04/02/22 - One 4-player game, lost to a cEDH Rune deck. \n\n1-0-0 on 01/08/23 - One 4-player game. First game of the new year is a win, pulling much of the deck in with rituals, wheels, and damage. Honestly, the hand that I kept was pretty mediocre, just lands and a few damage spells. No ramp or draw. \n\n0-2-0 on 01/23/23 - Two 4-player games. Game one confirmed to me that I will never play against a Slicer deck again. Game two was a near win, but the wheel I shot drew 5 lands and 2 ramp when I had 30 mana. Close. \n\n0-0-1 on 05/24/23 - One 4-player game. A highly anticipated matchup versus Solphim, Mayhem Dominus. It was a crazy game, descent into avurnus sent life totals down early and fueled mana; Solphim had a hot start, terror of the peaks and brash taunter made appearances, and had to be interrupted by my Wild Magic Surge. Descent into Avernus killed the whole table on my upkeep. Feels like a win! \n\n0-1-0 on 08/30/23 - One 4-player game. Had a decent game. Neheb got bounced, countered, and exiled by a blue control player. Then I got killed by a Akiri voltron. Can’t be mad when people dogpile Neheb; it means they fear and respect him. \n\n1-0-0 on 12/09/23 - One 4-player game. A game that featured a Gruul deck and three mono-red decks that kept sketchy opening hands (myself included). I was the only one to get lucky draws, allowing me to cast Neheb and equip him with the Sword of Ice and Fire, basically sealing the game for me. I dropped other stuff that got blown up, but Neheb survived a few turns, and it was an easy Crackle with Power for the win. \n\n1-0-0- on 04/09/2024 - One 4-player game. We said we wanted a quick game, and Neheb obliged. Turn 5 win led by a perfect curve out into Hummy-D, Guttersnipe, and Neheb III. A beautiful pop-off turn dumping a full grip to Neheb III and finding Underworld Breach. The whole hand and yard came out for the win. \n\n1-0-0 on 04/10/2024 - One 4-player game. Insanely fast start with Sol Ring into a Mana rock. Didn't do much with it because of low draw. Simply played out Greaves and Swords and built up lands until Neheb came out. Again I didn't do much for a few turns until I found some draw. Then I got lucky in a series of errors by multiple opponents, including one blowing up the wrong sword, and one not killing me in combat, leaving me at 1 life, and then saving me by choosing 2 for Wheel of Misfortune. So I got lucky lol.  \n\n"},{"attributes":{"bold":true},"insert":"Current Multiplayer Record:"},{"insert":" 49-38-3\n\n"},{"attributes":{"bold":true},"insert":"Commanders engulfed in the Eternal flames:"},{"insert":" Kaalia of the Vast; Ezuri, Renegade Leader; Breya, Etherium Shaper; Narset, Enlightened Master; Nekusar, the Mindrazer; Meren of Clan Nel Toth; Niv-Mizzet, the Firemind; Elesh Norn, Grand Cenobite; Sliver Overlord; Oona, Queen of the Fae; Mizzix of the Izmagnus; Sidisi, Brood Tyrant; Uril, the Miststalker; Yidris, Maelstrom Wielder; Zur the Enchanter; Ramos, Dragon Engine; The Ur-Dragon; Phenax, God of Deception; Brion Stoutarm; Slimefoot, the Stowaway; Karn, Silver Golem; Arahbo, Roar of the World; Zurgo Helmsmasher; Arixmethes, Slumbering Isle; Lazav, Dimir Mastermind; Aminatou, the Fateshifter; Jodah, Archmage Eternal; Zedruu the Greathearted; Niv-Mizzet, Parun; Hallar, the Firefletcher; Xenagos, God of Revels; Goreclaw, Terror of Qal Sisma; Urza, Academy Headmaster; Animar, Soul of Elements; Yasova Dragonclaw; The Locust God; Phelddagrif; Teysa Karlov; Kykar, Wind's Fury; Kadena, Slinking Sorcerer; Mayael the Anima; Tezzeret, Master of the Bridge; Avacyn, Angel of Hope; Lazav, the Multifarious; Sisay, Weatherlight Captain; Nicol Bolas, the Ravager; Korvold, Fae-Cursed King; Vorel of the Hull Clade; Rashmi, Eternities Crafter; Volrath, the Shapestealer; Ghired, Conclave Exile; Thantis, the Warweaver; Torbran, Thane of Red Fell; Chulane, Teller of Tales; Siona, Captain of the Pyleas; Okaun, Eye of Chaos; Zndrsplt, Eye of Wisdom; Yore-Tiller Nephilim; Ukkima, Stalking Shadow; Cazur, Ruthless Stalker; Neheb, the Eternal; General Tazri; Gavi, Nest Warden; Kethis, the Hidden Hand; Winota, Joiner of Forces; Kami of the Crescent Moon; Mogis, God of Slaughter; Vigor; Tayam, Luminous Enigma; Lord Windgrace; Linvala, Shield of Sea Gate; Archelos, Lagoon Mystic; Yurlok of Scorch Thrash; Orvar, the All-Form; Hofri Ghostforge; Teshar, Ancestor's Apostle; Subira, Tulzidi Caravanner; Kozilek, the Great Distortion; Kresh the Bloodbraided; Laelia, the Blade Reforged; Abaddon the Despoiler; Dihada, Binder of Wills; Mayal the Anima; Solphim, Mayhem Dominus; The Howling Abomination; Birgi, God of Storytelling, Akiri, Line-Slinger, Toggo, Goblin Weaponsmith, Inferno of the Star Mounts, Silvos, Rogue Elemental, Pashalik Mons, Melira, Sylvok Outcast, Goro-Goro and Satoru;  (total: 94)     \n\n"}]}
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