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Nekusar, the Mindrazer EDH

Commander / EDH*

exodus359


Maybeboard


This is my take on a Nekusar, the Mindrazer commander deck, as always any constructive criticism / advice / ideas are welcomed. I am hoping to provide a resource for myself, and any other players looking to build around Nekusar, the Mindrazer.

My approach to Nekusar so far has a strong control element. I have found that setting up a board state that really supports Nekusar can take some time, and so we must delay other players as we set up for our wheels. Ideally we have some way to punish our opponents for discarding (Waste Not, Bloodchief Ascension, Liliana's Caress, or Megrim) AND drawing (Underworld Dreams, Fate Unraveler, or Psychosis Crawler) before we cast our first wheel. This allows for a large amount of damage to be dealt to each opponent, and has the potential to end the game as we can easily wheel into wheels dealing 40+ damage.

Every card in this deck works towards one of three goals, delaying the progress of our opponents, profiting from discard/draw triggers, and forcing our opponents to discard/draw. I have found that cards that don't support these goals tend to be a waste of a card, and just get wheeled away during a game. I have also found that cards with a converted mana cost of 6+ tend to not get cast, as I would prefer to cast a wheel, so I have kept high converted mana cost cards to a minimum.

I will break down, and discuss the cards I have decided to fill the roles for the three goals of this deck.

 Goal One: Delay The Progress Of Our Opponents

I have found that because we give our opponents extra cards as our main source of damage, we must have a large array of answers for the threats our opponents are drawing. The first element this deck has to answer threats drawn by opponents is a counter package.

 Counter Spells

Arcane Denial, Counterflux, Counterspell, Dismiss, Dissipate, Dissolve, Spell Crumple

These spells serve a duel purpose, as they can also protect our board state. I am still trying to find the right number of counter spells for this deck. Dissolve will become Hinder, I just don't have Hinder at the moment.

 Board Wipes

Blasphemous Act, Curse of the Swine, Damnation, Decree of Pain, Devastation Tide, Life's Finale, Whelming Wave, Cyclonic Rift, Perilous Vault

As I run very few creatures these tend to never hurt me, and allow me to stabilize and begin to cast wheels. The bounce spells such as Whelming Wave can be devastating if followed with a wheel. Incendiary Command can kill small things if needed so It fits here as well.

 Mana Rocks

In addition to delaying my opponents, I work to speed my progress. Mana rocks are key in this effort.

Darksteel Ingot, Dimir Keyrune, Gilded Lotus, Obelisk of Grixis, Rakdos Keyrune, Sol Ring, Wayfarer's Bauble

I personally like the keyrunes more than the signets. Dimir Keyrune triggers Bloodchief Ascension, and is a Whispering Madness target.

 Goal two: Profiting From Discard/Draw Triggers

Discard Triggers Bloodchief Ascension, Liliana's Caress, Megrim, Waste Not

Draw Triggers Chasm Skulker, Fate Unraveler,Kederekt Parasite, Niv-Mizzet, the Firemind, Psychosis Crawler, Spiteful Visions, Underworld Dreams

 Goal Three: Forcing Our Opponents To Discard/Draw

Wheels Incendiary Command, Molten Psyche, Reforge the Soul, Time Reversal, Time Spiral, Wheel of Fate, Wheel of Fortune, Whispering Madness, Windfall, Winds of Change, Wheel and Deal, Chandra Ablaze, Memory Jar, Jace's Archivist, Magus of the Jar, Whirlpool Warrior

Force Draw Prosperity, Font of Mythos, Howling Mine, Teferi's Puzzle Box, Temple Bell, Forced Fruition

Force Discard Monomania, Rakdos's Return

 Infinite Combos!

Niv-Mizzet, the Firemind + Curiosity / Ophidian Eye

Let me know what you think!

Thanks for looking!

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Date added 10 years
Last updated 8 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

45 - 0 Rares

25 - 0 Uncommons

10 - 0 Commons

Cards 95
Avg. CMC 3.51
Tokens Zombie 2/2 B
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