This is a deck idea I have been trying to work with for a casual game. Unfortunately, it's a very expensive casual game seeing how the mana base has to be so varied.
Though I would like to make this tournament viable, I'm not certain it can be done.
I had initially planned on using Aether Vial to help me cheat the different Nephilims into play. With some play testing I found that it really didn't help much. I was able to hard cast them on turn 4 almost always, and the vial was making me wait till turn 5 if I managed to pull it on turn 1 at all.
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Creatures
Witch-Maw Nephilim
gets big fast and is forcing blocks that would otherwise be used to kill the other creatures. It is a great aggressive defense. Best defense is a good offense right?
Glint-Eye Nephilim restocks your hand and often can overstock it, enough so that you can discard creatures for
Yore-Tiller Nephilim
to get.
Yore-Tiller Nephilim
makes this deck go round. It consistently turns bad situations around. Getting to use Shriekmaw twice in the same turn and have it attack for 1B is very powerful.
Shriekmaw is great fodder and is a walking talking kill spell. It doesn't hit hard, but it hits consistently. People don't want to kill it, because you have
Yore-Tiller Nephilim
to bring it back to kill creatures so they tend to eat it or lock it down.
Stormgald Crusader is an amazing black creature. It gains flying, it pumps, and it's only BB to cast. I have considered swapping it for Vampire Nighthawk but high life totals can be problematic late game.
Death's Shadow because of this guy. When the opponent thinks they got you on the ropes, you drop an 8/8 for B, or for free if you discarded it earlier. He always seems to be a surprise, and used to be harder to kill, in older blocks.
Enchantments
Rancor lets anything you got hit harder, and get damage through to players, which is particularly important with Glint-Eye Nephilim. More cards in hand is always a good thing.
Sorcery's
All Suns' Dawn is a nice card here, letting you get basically what ever you want out of your graveyard. It's a good answer to destruct decks. Allowing you to restock your hand with what you need, when you need it.
Supply/Demand
I have only used the Supply side of this card. It's a good fetch for this deck. Most of what you want is multicolored.
Instants
Boros Charm is a great card. It's damage, creature saving, and extra damage/card advantage when used on Glint-Eye Nephilim. Very good all round.
bound//determined
is another great dual card. Bound is another copy of All Suns' Dawn, and Determined basically stops control decks, while giving you another card in hand.
Izzet Charm is another good card. You get some control from it, you get a little spot removal, and not least of all you get to cycle 2 cards. Which hopefully are creatures.
Might of the Nephilim
is a good buff anytime things aren't blocked, combos very nicely with Glint-Eye Nephilim.
Selesnya Charm I have never used the last ability to put a 2/2 knight into play, that said, I have used both of the other effects to great effect, have a
Stromgald Crusader
flying trample 4/3 that gets pumped. It's a good feeling.
Lands
Only a few of these are going to be explored as there are some odd land choices.
Creeping Tar Pit is a good mid game unblockable, and honestly anything unblockable is a big target. Let them use a kill spell on a land of mine instead of a nephilim.
Haunted Fengraf
is another answer for creature destruct or being unable recover the
Yore-Tiller Nephilim
you had to discard earlier.
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