144
1/1/2025
Neheb
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $2266.74
Salt sum: 60.9
Playgroup dot gg logoPower level:N/A
No deck tags
144
1/1/2025
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Commander

Quantity: 1Price: $0.59
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 (dmc) 125

Commander

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Finisher

Quantity: 4Price: $38.96
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
Combat Celebrant

If Combat Celebrant hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)

Creature
Combat Celebrant (j25) 531
Fury of the Horde

You may exile two red cards from your hand rather than pay this spell's mana cost. Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Sorcery
Fury of the Horde (ddn) 30
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 (plst) UMA-147

Finisher

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Recursion

Quantity: 4Price: $23.56
Mizzix's Mastery

Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery. Overload {5}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Mizzix's Mastery (otc) 175
Past in Flames

Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Past in Flames (40k) 206
Pinnacle Monk

Creature
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
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 (mb2) 200

Recursion

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Anthem

Quantity: 2Price: $4.28
Anger

Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.

Creature
Anger (ltc) 210
Rising of the Day

Creatures you control have haste. Legendary creatures you control get +1/+0.

Enchantment
Rising of the Day (ltr) 145

Anthem

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Land

Quantity: 30Price: $375.96
Ancient Tomb

{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.

Land
Ancient Tomb (plst) TMP-315
Arena of Glory

Arena of Glory enters tapped unless you control a Mountain. {T}: Add {R}. {R}, {T}, Exert Arena of Glory: Add {R}{R}. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)

Land
Arena of Glory (mh3) 215
Arid Mesa

{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (mh2) 244
Blast Zone

Blast Zone enters with a charge counter on it. {T}: Add {C}. {X}{X}, {T}: Put X charge counters on Blast Zone. {3}, {T}, Sacrifice Blast Zone: Destroy each nonland permanent with mana value equal to the number of charge counters on Blast Zone.

Land
Blast Zone (cmm) 987
Bloodstained Mire

{T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

Land
Bloodstained Mire (mh3) 216
Cavern of Souls

As Cavern of Souls enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Land
Cavern of Souls (lci) 269
Command Beacon

{T}: Add {C}. {T}, Sacrifice Command Beacon: Put your commander into your hand from the command zone.

Land
Command Beacon (otc) 279
Crystal Vein

{T}: Add {C}. {T}, Sacrifice Crystal Vein: Add {C}{C}.

Land
Crystal Vein (plst) MIR-325
Hanweir Battlements

{T}: Add {C}. {R}, {T}: Target creature gains haste until end of turn. {3}{R}{R}, {T}: If you both own and control Hanweir Battlements and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.

Land
Hanweir Battlements (emn) 204
Mountain

({T}: Add {R}.)

Land
Mountain (dft) 287
Sandstone Needle

Sandstone Needle enters tapped with two depletion counters on it. {T}, Remove a depletion counter from Sandstone Needle: Add {R}{R}. If there are no depletion counters on Sandstone Needle, sacrifice it.

Land
Sandstone Needle (mmq) 326
Scalding Tarn

{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (mh2) 254
Urza's Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Urza's Saga gains "{T}: Add {C}." II — Urza's Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This creature gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Land Enchantment
Urza's Saga (mb2) 114
Valakut, the Molten Pinnacle

Valakut, the Molten Pinnacle enters tapped. Whenever a Mountain you control enters, 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
Wooded Foothills

{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (mh3) 236

Land

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Removal

Quantity: 10Price: $42.40
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 (dsc) 160
By Force

Destroy X target artifacts.

Sorcery
By Force (plst) AKH-123
Chain Reaction

Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.

Sorcery
Chain Reaction (onc) 97
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 (dsc) 162
End the Festivities

End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.

Sorcery
End the Festivities (vow) 155
Pyroblast

Choose one — • Counter target spell if it's blue. • Destroy target permanent if it's blue.

Instant
Pyroblast (mb2) 198
Red Elemental Blast

Choose one — • Counter target blue spell. • Destroy target blue permanent.

Instant
Red Elemental Blast (a25) 147
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
Untimely Malfunction

Choose one — • Destroy target artifact. • Change the target of target spell or ability with a single target. • One or two target creatures can't block this turn.

Instant
Untimely Malfunction (dsk) 161
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

Removal

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Burn

Quantity: 3Price: $22.27
Crackle with Power

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

Sorcery
Crackle with Power (stx) 95
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
Insult

Sorcery
Insult // Injury (plst) AKH-213

Burn

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Lifegain

Quantity: 1Price: $17.99
Aetherflux Reservoir

Whenever you cast a spell, you gain 1 life for each spell you've cast this turn. Pay 50 life: Aetherflux Reservoir deals 50 damage to any target.

Artifact
Aetherflux Reservoir (plst) KLD-192

Lifegain

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Stax

Quantity: 3Price: $23.97
Blood Moon

Nonbasic lands are Mountains.

Enchantment
Blood Moon (plst) A25-122
Price of Glory

Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.

Enchantment
Price of Glory (plst) ODY-214
Stranglehold

Your opponents can't search libraries. If an opponent would begin an extra turn, that player skips that turn instead.

Enchantment
Stranglehold (cma) 87

Stax

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Copy

Quantity: 6Price: $33.94
Bonus Round

Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.

Sorcery
Bonus Round (plst) BBD-56
Dualcaster Mage

Flash When Dualcaster Mage enters, copy target instant or sorcery spell. You may choose new targets for the copy.

Creature
Dualcaster Mage (c21) 165
Kiki-Jiki, Mirror Breaker

Haste {T}: Create a token that's a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.

Creature
Kiki-Jiki, Mirror Breaker (j22) 79
Reiterate

Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Copy target instant or sorcery spell. You may choose new targets for the copy.

Instant
Reiterate (tsr) 182
Reverberate

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

Instant
Reverberate (40k) 207
Twinflame

Strive — This spell costs {2}{R} more to cast for each target beyond the first. Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.

Sorcery
Twinflame (2x2) 129

Copy

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Protection

Quantity: 4Price: $78.16
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 (plst) WAR-115
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 (cmm) 214
Lightning Greaves

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

Artifact
Lightning Greaves (dsc) 93
Ricochet Trap

If an opponent cast a blue spell this turn, you may pay {R} rather than pay this spell's mana cost. Change the target of target spell with a single target.

Instant
Ricochet Trap (plst) WWK-87

Protection

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Tutor

Quantity: 2Price: $19.48
Gamble

Search your library for a card, put that card into your hand, discard a card at random, then shuffle.

Sorcery
Gamble (dmr) 121
Imperial Recruiter

When Imperial Recruiter enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Imperial Recruiter (mh2) 281

Tutor

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Draw

Quantity: 11Price: $470.29
Ashling, Flame Dancer

You don't lose unspent red mana as steps and phases end. Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling, Flame Dancer deals 2 damage to each opponent and each creature they control. If it's the third time, add {R}{R}{R}{R}.

Creature
Ashling, Flame Dancer (mh3) 115
Containment Construct

Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.

Creature Artifact
Containment Construct (neo) 243
Faithless Looting

Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Faithless Looting (mb2) 57
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 (j22) 555
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 (cmm) 241
Reforge the Soul

Each player discards their hand, then draws seven cards. Miracle {1}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Sorcery
Reforge the Soul (inr) 167
Sensei's Divining Top

{1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put Sensei's Divining Top on top of its owner's library.

Artifact
Sensei's Divining Top (mb2) 231
The One Ring

Indestructible When The One Ring enters, 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) 246
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174
Wheel of Fortune

Each player discards their hand, then draws seven cards.

Sorcery
Wheel of Fortune (3ed) 185
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) 211

Draw

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Ramp

Quantity: 19Price: $1114.89
Arcane Signet

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

Artifact
Arcane Signet (dsc) 92
Birgi, God of Storytelling

Creature
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123
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 (cmm) 876
Desperate Ritual

Add {R}{R}{R}. Splice onto Arcane {1}{R} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Instant
Desperate Ritual (uma) 127
Gauntlet of Might

Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds an additional {R}.

Artifact
Gauntlet of Might (2ed) 245
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
Geosurge

Add {R}{R}{R}{R}{R}{R}{R}. Spend this mana only to cast artifact or creature spells.

Sorcery
Geosurge (nph) 85
Helm of Awakening

Spells cost {1} less to cast.

Artifact
Helm of Awakening (dmr) 224
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 (mkc) 156
Mana Geyser

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

Sorcery
Mana Geyser (scd) 151
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 (2x2) 308
Pyretic Ritual

Add {R}{R}{R}.

Instant
Pyretic Ritual (plst) M11-153
Ruby Medallion

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

Artifact
Ruby Medallion (mh3) 295
Runaway Steam-Kin

Whenever you cast a red spell, if Runaway Steam-Kin has fewer than three +1/+1 counters on it, put a +1/+1 counter on Runaway Steam-Kin. Remove three +1/+1 counters from Runaway Steam-Kin: Add {R}{R}{R}.

Creature
Runaway Steam-Kin (grn) 115
Seething Song

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

Instant
Seething Song (c21) 179
Simian Spirit Guide

Exile Simian Spirit Guide from your hand: Add {R}.

Creature
Simian Spirit Guide (mb2) 61
Sol Ring

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

Artifact
Sol Ring (dsc) 94
Treasonous Ogre

Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Pay 3 life: Add {R}.

Creature
Treasonous Ogre (plst) CNS-36
Urabrask

Creature
Urabrask // The Great Work (mom) 169Urabrask // The Great Work (mom) 169

Ramp

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Deck Info

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0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
83 pips - 59 cards
60 mana - 37 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
17 mana - 10 cards
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Description

{"ops":[{"attributes":{"bold":true},"insert":"Rule #1:"},{"insert":" Neheb isn't the only way to win but boy does he make it easy. For this reason our primary goal is to cast him as fast as possible, which can happen on turn 1 under fortuitous circumstances, then play spells and win, albeit with some steps in between. "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Mana Crypt"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Seething Song"},{"insert":" make easy work of the five mana needed, but there are other, less straightforward ways. The red rituals can allow a turn 4, but "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Helm of Awakening"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"https://www.moxfield.com/cards/XdWmM-ruby-medallion"},"insert":"Ruby Medallion"},{"insert":" with the rituals makes even turn 3 common. "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"City of Traitors"},{"insert":", "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Mana Vault"},{"insert":" and the other fast mana make casting Neheb before turn 5 a simple task.\n\n"},{"attributes":{"bold":true},"insert":"Rule #2:"},{"insert":" If it's not a wheel, we don't have a deal. In the beginning the deck had a lot of effects like "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Molten Psyche"},{"insert":" but I always ran into the same problem of needing a full refill but only having three cards in hand, drawing 2 land and ending my storm which will lose you games. Yes, "},{"attributes":{"color":"var(--bs-primary)","link":"https://www.moxfield.com/cards/kXXwZ-wheel-of-fortune"},"insert":"wheel of Fortune"},{"insert":" is expensive, but "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Dragon Mage"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Reforge the Soul"},{"insert":" are cost effective and very valuable effects to have. When attempting to storm out, it is important to have both enough mana from your boardstate but also enough card advantage in the library to make churning through your deck easier. "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Apex of Power"},{"insert":" is seven cards to play basically for free because tapping to pay ten mana is hard (in red) but dealing 8 damage in combat then tapping two is very easy.\n\n"},{"attributes":{"bold":true},"insert":"Rule #3:"},{"insert":" The most important spells are the extra combat spells. This takes me to the first and easiest combo in the deck; "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Aggravated Assault"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Neheb, the Eternal"},{"insert":" create infinate combat steps, and thus infinate damage. Add in "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Thermo-Alchemist"},{"insert":" and you dont even need to attack, "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Seize the Day"},{"insert":" is the second best "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Gamble"},{"insert":" target in the deck besause three mana to take an extra turn is borderline power 9.\n\n"},{"attributes":{"bold":true},"insert":"Rule #4"},{"insert":": If it's worth casting once, it's worth casting over and over. Mono-Red has a surprisingly high amount of spell recursion, the simplest of which is "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Past in Flames"},{"insert":"., but this is sub-optimal as for one, flashback exiles the spell being cast and we must spend the mana ourselves. "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Mizzix's Mastery"},{"insert":" allows us to recast our entire graveyard for the overload cost but still exiles. The best recursion in the deck by far is "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Underworld Breach"},{"insert":" because we can choose a select few spells and recast them over and over. My personal favorite is to alternate "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Bonus Round"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Mana Geyser"},{"insert":" until there's enough mana and copy effects that "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Lightning Bolt"},{"insert":" has the table scooping. This rule is also true when considering other copy effects. "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Reverberate"},{"insert":" turns a single extra combat into two, or doubles damage dealt precombat.\n\n"},{"attributes":{"bold":true},"insert":"Rule #5"},{"insert":" Damage is mana. This is the most important rule. With Neheb on the field "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Lightning Bolt"},{"insert":" does a good impression of "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Dark Ritual"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Flame Rift"},{"insert":" is ten mana positive. An attack with a creature can add mana equal to their power and any effect that doubles damage "},{"attributes":{"bold":true},"insert":"doubles the mana you make"},{"insert":". The upside of this is that our means of casting our burn spells allows us to cast more burn spells, killing our opponents at the same time we are casting rituals. This simple fact allows us to not rely on any specific win condition, making the deck able to fight through player shroud, pillow fort and most board stalemates.\n\n"},{"attributes":{"bold":true},"insert":"Combos"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Kiki-Jiki, Mirror Breaker"},{"insert":" + "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Combat Celebrant"},{"insert":" = infinate combat steps and creature untaps\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Neheb, the Eternal"},{"insert":" + "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Aggravated Assault"},{"insert":"= infinate combat steps and creature untaps\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Underworld Breach"},{"insert":" + "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Wheel of Fortune"},{"insert":" + "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Seething Song"},{"insert":" = cast any select spells from the yard, sculpting a win\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Bonus Round"},{"insert":" > "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Insult // Injury"},{"insert":" + "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Reverberate"},{"insert":" > "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Fiery Confluence"},{"insert":" = bonus round doubles insult and reverberate (targeting insult), allowing confluence to deal 96 damage, twice, to each opponent. This is the sculpted win, play this from the graveyard\n\nWishlist\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Gauntlet of Might"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Stranglehold"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Price of Glory"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Scourge of the Throne"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Reiterate"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Deflecting Swat"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Ulamog, the Ceaseless Hunger"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Kozilek, Butcher of Truth"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Sword of Feast and Famine"},{"insert":"\n\nThese rules easily outline the gameplan here. Throw in some interaction like "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Chaos warp"},{"insert":" or "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Earthquake"},{"insert":" to remove pesky permanents or "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Pyroblast"},{"insert":" to defend your spells or kill an odd "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Laboratory Maniac"},{"insert":". The interaction run is ultimately based of the meta the deck is played in. Lots of lands matter decks? "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Blood Moon"},{"insert":". Too many elves? "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Anger of the Gods"},{"insert":". Removal and interaction are up to player descression. With an expasion to the budget the kill turn could be moved up, from 4 currently to 3 or even 2 if money isnt real. As a word of warning, this deck is not fun to play against if the plan is to field a big dude and wait for a combo. If your meta is full of battle cruiser then you may consider replacing the graveyard recursion and wheels with big dumb red spells and things like "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Inferno Titan"},{"insert":", which function but are slow enough that non-competitive decks can keep up. Drop the fast mana and you no longer have storm, reducing the frustration of less competitive players. If anyone has any questions just leave a comment of message me and i can get back to you.\n"}]}
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