146 views32 days ago
Commander
Size: 100Salt sum: 31.72
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Yari

146 views32 days ago
Commander
Size: 100Salt sum: 31.72

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{"ops":[{"attributes":{"background":"#731fa1","color":"#ffffff"},"insert":"The purpose of this decklist is to showcase the Nephilim Epochal as a legendary creature originally printed in Return to Ravnica, following the legalisation of the commander format in 2011 and the fall of the five original Nephilim in Ravnica in 2006. This decklist therefore aims to curate a visually thematic and synergistic combination of cards with original printings no younger than 2012, whilst still remaining relatively affordable. This deck aims to win exclusively through the raw text of the six Nephilim and the combined strategies they offer, generating explosive card draw and removing players with combat damage. - Fish Arms on Moxfield [also me >:)]"},{"insert":"\n\nRecent changes have streamlined the deck's engine to revolve around the Ink Treader. This engine is both very cheap ($/mana) and overwhelmingly efficient. Aim to ramp into the Epochal on turn 3, tutoring the Ink Treader on etb. Be wary of raw casting Ink Treader without mana up for card advantage or countermagic, as knowledgeable players may often kill it on sight. Then, the idea is simple: cast a (draw a card, do a thing) spell that targets Ink Treader, copy it for every other creature in play, draw a bunch of cards. React to attempts at targeted removal and bide your time to steal your opponents’ board from under them. Save your draw spells for their upkeep/end step to avoid discarding to hand size. \n\nYore-Tiller provides recurring reanimation once your Nephilim start falling. A good primary tutor target if Ink Treader is already in hand. \n\nDune-Brood creates bodies. These serve to bolster your engine targets and create necessary blockers in your 6 creature deck.\n\nGlint-Eye is a potent backup draw engine and occasionally replaces the Ink Treader as your first tutor depending on your hand. Especially strong with any of the power-increasing instants. \n\nWitch-Maw is most often cast deep in the game and provides a OHKO option when chaining instant speed spells. I have omitted any storm cards for flavour reasons, meaning this is your end game slammer alongside Lightning Greaves. Greaves specifically can protect your Nephilim from Ink Treader spells. Remember: your commander will make killing players with combat damage much easier than usual.\n\nThe easiest win condition comes from Traitorous Blood-type spells that can be cast to target the Ink Treader, allowing you to promptly target every other creature in play. Feel free to increase these counts if your pod is creature heavy. \n\nYour myriad of instants can function as build-your-own boardwipes/mass lifegain/cyclonic rift etc. Remember to politic lots. Running such a high volume of combat tricks/instants can allow you to negotiate your way out of bad situations, protect other players’ creatures, or bluff to your heart’s content. \n\nUpgrades in Bracket 2 options include Burgeoning and Exploration, paired with the fetch lands to smooth out consistency. These cards have been cut from my original list to reduce the overall price of the deck, but are recommended to ensure that your five colour deck gets to play the game all the time. \n\nCleanfall and Vandalblast are narrow, catch-all cards that are good to have when drawing 20+ cards a turn, but only exist in the list to demonstrate flexibility. This list has plenty of space to adapt to the pod/s you play in. \n\nAs of 19/08/26, this is the 'fairest' variant of this deck that I have built, though mass board theft for sub-4 mana is still hilariously strong. This volume of power with open mana for countermagic can checkmate certain pods very easily, so whilst this deck is designed for mid/high bracket 2 boards, please do take care. \n \n\n"}]}

Commander

Qty: 1 Price: $0.00
Nephilim Epochal
When Nephilim Epochal enters, search your library for a Nephilim card, reveal it, put it into your hand, then shuffle.
Nephilim you control get +1/+1 for each other Nephilim you control and can't be blocked by monocolored creatures.
Legendary Creature - Elder Nephilim
Nephilim Epochal (mbc) 47

Commander

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Copy

Qty: 1 Price: $4.99
Ink-Treader Nephilim
Whenever a player casts an instant or sorcery spell, if that spell targets only this creature, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures.
Creature - Nephilim
Ink-Treader Nephilim (gpt) 117

Copy

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Counters

Qty: 2 Price: $13.48
Flusterstorm
Counter target instant or sorcery spell unless its controller pays
.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Flusterstorm (cmd) 46
Witch-Maw Nephilim
Whenever you cast a spell, you may put two +1/+1 counters on this creature.
Whenever this creature attacks, it gains trample until end of turn if its power is 10 or greater.
Creature - Nephilim
Witch-Maw Nephilim (gpt) 138

Counters

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Draw

Qty: 14 Price: $16.48
Accelerate
Target creature gains haste until end of turn.
Draw a card.
Instant
Accelerate (tor) 90
Aphotic Wisps
Target creature becomes black and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
Draw a card.
Instant
Aphotic Wisps (shm) 55
Bandage
Prevent the next 1 damage that would be dealt to any target this turn.
Draw a card.
Instant
Bandage (sth) 1
Cerulean Wisps
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.
Instant
Cerulean Wisps (shm) 31
Cloak of Feathers
Target creature gains flying until end of turn.
Draw a card.
Sorcery
Cloak of Feathers (plst) POR-44
Crimson Wisps
Target creature becomes red and gains haste until end of turn. (It can attack and
this turn.)
Draw a card.
Instant
Crimson Wisps (shm) 88
Fleeting Distraction
Target creature gets -1/-0 until end of turn.
Draw a card.
Instant
Fleeting Distraction (roe) 67
Glint-Eye Nephilim
Whenever this creature deals combat damage to a player, draw that many cards.
, Discard a card: This creature gets +1/+1 until end of turn.
Creature - Nephilim
Glint-Eye Nephilim (gpt) 115
Leap
Target creature gains flying until end of turn.
Draw a card.
Instant
Leap (sth) 35
Nighthaze
Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
Draw a card.
Sorcery
Nighthaze (roe) 118
Niveous Wisps
Target creature becomes white until end of turn. Tap that creature.
Draw a card.
Instant
Niveous Wisps (shm) 15
Spellbook
You have no maximum hand size.
Artifact - Book
Spellbook (m10) 220
Twisted Image
Switch target creature's power and toughness until end of turn.
Draw a card.
Instant
Twisted Image (plst) SOM-50
Viridescent Wisps
Target creature becomes green and gets +1/+0 until end of turn.
Draw a card.
Instant
Viridescent Wisps (shm) 132

Draw

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Evasion

Qty: 1 Price: $2.49
Shadow Rift
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Instant
Shadow Rift (plst) TMP-86

Evasion

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Land

Qty: 39 Price: $197.87
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (rtr) 238
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (wwk) 132
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (gtc) 240
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (isd) 238
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmd) 269
Dragonskull Summit
This land enters tapped unless you control a Swamp or a Mountain.
: Add
or
.
Land
Dragonskull Summit (m11) 223
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (m11) 224
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (cmd) 272
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (con) 142
Forest
(
: Add
.)
Basic Land - Forest
Forest (rav) 305
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (m11) 225
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (gtc) 242
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (rtr) 241
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (isd) 241
Island
(
: Add
.)
Basic Land - Island
Island (rav) 294
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (isd) 242
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (rav) 300
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (rtr) 243
Plains
(
: Add
.)
Basic Land - Plains
Plains (rav) 290
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (con) 143
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (m11) 227
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (gtc) 245
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (rtr) 247
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (gpt) 165
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (isd) 248
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (m11) 228
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (rav) 296
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (rtr) 248
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (gtc) 249

Land

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Lifegain

Qty: 1 Price: $13.99
Venser's Journal
You have no maximum hand size.
At the beginning of your upkeep, you gain 1 life for each card in your hand.
Artifact - Book
Venser's Journal (som) 220

Lifegain

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Protection

Qty: 4 Price: $28.32
Ajani's Presence
Strive — This spell costs
more to cast for each target beyond the first.
Any number of target creatures each get +1/+1 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Ajani's Presence (jou) 2
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (chk) 10
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (mrd) 199
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (tmp) 80

Protection

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Pump

Qty: 2 Price: $1.98
Blessing of the Nephilim
Enchant creature
Enchanted creature gets +1/+1 for each of its colors.
Enchantment - Aura
Blessing of the Nephilim (dis) 4
Might of the Nephilim
Target creature gets +2/+2 until end of turn for each of its colors.
Instant
Might of the Nephilim (dis) 88

Pump

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Ramp

Qty: 6 Price: $12.64
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (rav) 163
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (ice) 255
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (hop) 76
Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2—
(Rather than cast this card from your hand, you may pay
and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery
Search for Tomorrow (tsp) 216
Spawning Breath
Spawning Breath deals 1 damage to any target. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add
."
Instant
Spawning Breath (roe) 164
Summer Bloom
You may play up to three additional lands this turn.
Sorcery
Summer Bloom (vis) 122

Ramp

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Recursion

Qty: 5 Price: $26.35
Breath of Life
Return target creature card from your graveyard to the battlefield.
Sorcery
Breath of Life (p02) 15
Pull from Eternity
Put target face-up exiled card into its owner's graveyard.
Instant
Pull from Eternity (tsp) 35
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Sorcery
Reanimate (arc) 21
Regrowth
Return target card from your graveyard to your hand.
Sorcery
Regrowth (ddl) 64
Yore-Tiller Nephilim
Whenever this creature attacks, return target creature card from your graveyard to the battlefield tapped and attacking.
Creature - Nephilim
Yore-Tiller Nephilim (plst) GPT-140

Recursion

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Removal

Qty: 16 Price: $29.81
Abrupt Decay
This spell can't be countered.
Destroy target nonland permanent with mana value 3 or less.
Instant
Abrupt Decay (rtr) 141
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (c13) 28
Cleanfall
Destroy all enchantments.
Sorcery - Arcane
Cleanfall (chk) 6
Consume the Meek
Destroy each creature with mana value 3 or less. They can't be regenerated.
Instant
Consume the Meek (roe) 100
Counterflux
This spell can't be countered.
Counter target spell you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Counterflux (rtr) 153
Golgari Charm
Choose one —
• All creatures get -1/-1 until end of turn.
• Destroy target enchantment.
• Regenerate each creature you control.
Instant
Golgari Charm (rtr) 164
Hull Breach
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Destroy target artifact and target enchantment.
Sorcery
Hull Breach (hop) 89
Izzet Charm
Choose one —
• Counter target noncreature spell unless its controller pays
.
• Izzet Charm deals 2 damage to target creature.
• Draw two cards, then discard two cards.
Instant
Izzet Charm (rtr) 172
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (p09) 146
Lightning Helix
Lightning Helix deals 3 damage to any target and you gain 3 life.
Instant
Lightning Helix (ddh) 23
Negate
Counter target noncreature spell.
Instant
Negate (mor) 43
Rakdos Charm
Choose one —
• Exile target player's graveyard.
• Destroy target artifact.
• Each creature deals 1 damage to its controller.
Instant
Rakdos Charm (rtr) 184
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (plst) ULG-43
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (ddf) 22
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (rtr) 111
Wipe Away
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Return target permanent to its owner's hand.
Instant
Wipe Away (tsp) 94

Removal

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Theft

Qty: 3 Price: $1.05
Mark of Mutiny
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and
this turn.)
Sorcery
Mark of Mutiny (zen) 137
Traitorous Blood
Gain control of target creature until end of turn. Untap it. It gains trample and haste until end of turn.
Sorcery
Traitorous Blood (isd) 166
Traitorous Instinct
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +2/+0 and gains haste.
Sorcery
Traitorous Instinct (roe) 168

Theft

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Tokens

Qty: 2 Price: $6.28
Dune-Brood Nephilim
Whenever this creature deals combat damage to a player, create a 1/1 colorless Sand creature token for each land you control.
Creature - Nephilim
Dune-Brood Nephilim (gpt) 110
Flurry of Wings
Create X 1/1 white Bird Soldier creature tokens with flying, where X is the number of attacking creatures.
Instant
Flurry of Wings (arb) 127

Tokens

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Tutor

Qty: 1 Price: $3.49
Conflux
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.
Sorcery
Conflux (con) 102

Tutor

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Deck Info

Deck stats

20 pips - 19 cards
12 mana - 12 cards
24 pips - 22 cards
12 mana - 12 cards
14 pips - 13 cards
12 mana - 12 cards
21 pips - 19 cards
14 mana - 14 cards
19 pips - 18 cards
14 mana - 14 cards
0 pips - 0 cards
2 mana - 2 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"background":"#731fa1","color":"#ffffff"},"insert":"The purpose of this decklist is to showcase the Nephilim Epochal as a legendary creature originally printed in Return to Ravnica, following the legalisation of the commander format in 2011 and the fall of the five original Nephilim in Ravnica in 2006. This decklist therefore aims to curate a visually thematic and synergistic combination of cards with original printings no younger than 2012, whilst still remaining relatively affordable. This deck aims to win exclusively through the raw text of the six Nephilim and the combined strategies they offer, generating explosive card draw and removing players with combat damage. - Fish Arms on Moxfield [also me >:)]"},{"insert":"\n\nRecent changes have streamlined the deck's engine to revolve around the Ink Treader. This engine is both very cheap ($/mana) and overwhelmingly efficient. Aim to ramp into the Epochal on turn 3, tutoring the Ink Treader on etb. Be wary of raw casting Ink Treader without mana up for card advantage or countermagic, as knowledgeable players may often kill it on sight. Then, the idea is simple: cast a (draw a card, do a thing) spell that targets Ink Treader, copy it for every other creature in play, draw a bunch of cards. React to attempts at targeted removal and bide your time to steal your opponents’ board from under them. Save your draw spells for their upkeep/end step to avoid discarding to hand size. \n\nYore-Tiller provides recurring reanimation once your Nephilim start falling. A good primary tutor target if Ink Treader is already in hand. \n\nDune-Brood creates bodies. These serve to bolster your engine targets and create necessary blockers in your 6 creature deck.\n\nGlint-Eye is a potent backup draw engine and occasionally replaces the Ink Treader as your first tutor depending on your hand. Especially strong with any of the power-increasing instants. \n\nWitch-Maw is most often cast deep in the game and provides a OHKO option when chaining instant speed spells. I have omitted any storm cards for flavour reasons, meaning this is your end game slammer alongside Lightning Greaves. Greaves specifically can protect your Nephilim from Ink Treader spells. Remember: your commander will make killing players with combat damage much easier than usual.\n\nThe easiest win condition comes from Traitorous Blood-type spells that can be cast to target the Ink Treader, allowing you to promptly target every other creature in play. Feel free to increase these counts if your pod is creature heavy. \n\nYour myriad of instants can function as build-your-own boardwipes/mass lifegain/cyclonic rift etc. Remember to politic lots. Running such a high volume of combat tricks/instants can allow you to negotiate your way out of bad situations, protect other players’ creatures, or bluff to your heart’s content. \n\nUpgrades in Bracket 2 options include Burgeoning and Exploration, paired with the fetch lands to smooth out consistency. These cards have been cut from my original list to reduce the overall price of the deck, but are recommended to ensure that your five colour deck gets to play the game all the time. \n\nCleanfall and Vandalblast are narrow, catch-all cards that are good to have when drawing 20+ cards a turn, but only exist in the list to demonstrate flexibility. This list has plenty of space to adapt to the pod/s you play in. \n\nAs of 19/08/26, this is the 'fairest' variant of this deck that I have built, though mass board theft for sub-4 mana is still hilariously strong. This volume of power with open mana for countermagic can checkmate certain pods very easily, so whilst this deck is designed for mid/high bracket 2 boards, please do take care. \n \n\n"}]}
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