Maybeboard


"This is what glory looks like."

-- Nicol Bolas

(referring to that time he made 30 mana in his second main phase)

Overview

This is a Neheb deck aimed roughly at a "75%" power level, with an emphasis on consistency and resilience over the all-in "LOL i Fireballed ur face I win hahaha!" strategies that are more commonly seen. When a quarter of your deck is nothing more than Fireballs or enablers for Fireballs, it won't perform well against interactive decks.

The more combo-esque plan of, for example, Flame Rift + Price of Progress + Comet Storm might be better in a budgetless list since you can run more fast mana, but I don't want to buy Mana Crypts or Mox Diamonds. I'm being pretty generous (some might say speculative) when I say that such a build might be better since it's easily stopped by a single counterspell, stax piece (Rule of Law, Gaddock Teeg, Humility, ...), or even just removal on Neheb before your second main. And of course if you set up such a big turn only to get 2- or 3-for-1'd, you've lost. Mono red doesn't have the card advantage to recover from that kind of blowout.

Statistics also provide support for favoring a "big mana" strategy over a more brittle Fireball-or-bust gameplan. Playing only 8 big mana payoffs in a 99 card deck gives you slightly over 50% odds to draw one in your first 8 cards. Since at least two payoffs also serve as enablers (Walking Ballista, Dragon Whisperer) you should probably play no more than 10 big mana payoffs total. Playing as few as 12 big mana payoffs gives you a greater than 50% chance of drawing multiples as soon as you are 14 cards deep (turn 7 if no draw or card selection). Redundant Fireballs are dead draws when they are mainly turned on by casting all your damage dealing sorceries to produce mana.

When you play less actual Fireballs, you no longer need a dozen or more cards like Sizzle and can move away from having so many "pure damage" cards to playing a higher proportion of multi-role cards that can also do lots of damage. Slagstorm, Fiery Confluence, Firebrand Archer, and so on. Cheap, evasive creatures with other utility do a lot of work in this deck because they allow you to do damage in a relatively risk-free way. Cards like Sin Prodder and Ire Shaman make the cut for this reason.

Interactive decks will usually kill or counter Neheb once before he manages to stick. So being able to naturally get to 7 mana is important. Casting big midrange threats like Stormbreath Dragon, Glorybringer, and Steel Hellkite gives you something to do in between that also adds free mana once you cast Neheb the second time (assuming he survives that time).

So instead of pursuing an easily disrupted A+B strategy without the necessary fast mana to go underneath said disruption, I've opted for a "very big midrange" strategy that still plays enough X-cost spells to keep opponents honest. The resulting deck sacrifices a few free wins every hundred or so games in exchange for not auto-losing to decks with adequate control or stax elements. If you enjoy going all in on the burn plan, by all means do so. Just be aware that as your playgroup adapts, or if your group is in an arms race, you will need to evolve your list towards one whose strategy is less linear.

Toralf, God of Fury


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Date added 6 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

33 - 0 Rares

22 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.50
Tokens City's Blessing, Dragon 4/4 R, Emblem Chandra, Torch of Defiance, Treasure
Folders EDH Creations
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