enter image description here

So I have been running this deck since the pre-release of Hour of Devastation when I first got Neheb, the Eternal, and I can say that this deck is the most aggressive commander deck at my LGS. Originally, the deck was built only around extra combats and burn spells with X in their CMC. As you can see there are still a few of those in the deck, but the list has significantly changed since then. I specifically kept out the infinite combos with Hellkite Charger and aggressive assault because it really doesn't need them. In a position where I'm losing or I have lost, the situation would have been unchanged by the use of those infinite combos. Trust me I love infinite combos, there is nothing wrong with them I just found that they were unnecessary for this archetype. Check out my old combo deck here(https://tappedout.net/mtg-decks/the-true-intentions-of-sharuum/) I ran it for 5 years and Ive gotta say by the end of its days it became ridiculous. Neheb is where burn started to become relevant in commander, and I've gotta say I was extremely pleased when the card was spoiled.
So after playing with the rough version of the deck for a short while I realized its potential and understood that it needed to be changed. I decided to gear it more towards multiplayer. Cards that said either "deals damage to each opponent" or "deals damage to every player" because realistically it doesn't matter if it hits me too. The more I played it the more I began to realize about its strengths and weaknesses. after using the deck for a while with basically no creatures I realized that having some would make the deck more of a threat and set me up for a more powerful later turn if necessary. In the end I found two of the best cards in the deck, Knollspine Dragon and Stormbreath Dragon. So with these dragons it made it very easily to accelerate damage and draw cards. Obviously extra damage for a relatively cheap cost is extremely effective, and drawing cards without having to discard a bunch is difficult to find in red. So the end result was to just put more big beaty dragons in the deck and throw in Dragonstorm as a win condition. The plan was to have Dragonstorm in my hand cast a bunch of burn spells, attack with Neheb, and as long as Neheb doesn't get removed from the field I get a bunch of mana. I then burn some more to up my storm count and se the last of the mana to cast Dragonstorm I only require a storm count of 4 so what I normally do is hold my hand to explode in one turn. There were originally 10 dragons in the deck but as it grew some dragons came out because they became irrelevant. SO the game plan is to get out Neheb as fast as possibly and attack to start generating mana as well as cast spells to burn each opponent and accelerate it. If I cast Acidic Soil on turn 5 with Neheb out and assuming no one has a missed a land drop and hasn't ramped any extra lands onto the field, it deals 5 damage to each player and at the beginning of my post combat main phase I get 5 x (the number of opponents) in mana. If I have 5 opponents, then I get 25 red mana with I can take someone down to 10 from their original life total or set myself up a table kill later on. Technically the plan is to ramp in a red deck.
There are a lot of synergies in this deck, but the one that reats above them all is Pyrohemia and Repercussion. With repercussion out Pyrohemia deals an exponential amount of damage to each player based on the number of creatures they control. if they have 10 creatures out because they are playing a Token deck like Rhys the Redeemed then they take 11 damage for each 1 red mana I pump into Pyrohemia. obviously this is only effective until their creatures die but then its just a one sided board wipe because Neheb has 6 toughness. All I need to do is get extra damage through at my pre-combat main phase and it should give me enough mana tho just pump into Pyrohemia to kill the board. Blasphemous Act also does the same. if I only have Neheb out I take 13 damage and lose Neheb, but if my opponents have creatures then they die quicker. That is 13 damage to each player per creature they control. If my opponents each have 4 creatures that is 52 damage, which is more than lethal in most games. Balefire Dragon has a similar effect but slower because it needs to make it through combat and also only hits one person. Cryptolith Fragment   is perfect for the deck. It ramps and deals damage at the same time. That way I can have extra mana the turn I play Neheb.
We will start with the mana rocks because that is where the game begins. I do my best to never start a game with a hand without mana rocks in my opener, because an early Neheb wins games. Mana Vault being the best individual mana rock in the deck should be obvious. Turn 1 Mountain, Mana Vault almost guarantees a turn 2 Neheb. Mana Crypt and Sol Ring are relevantly the same card in the deck. Grim Monolith is almost the same level as a Mana Vault only it turns into a turn 3 Neheb. Once Neheb is out the plan is to ramp through damage. The best way to do this is through cheap burn spells that hit all player or all opponent. Cards like Acidic Soil, Price of Progress, Chandra's Ignition, Fiery Confluence, Pyrohemia, and Sulfurous Blast are my accelerants. All of which should produce more mana than it costs to cast them. The more damage pre-combat, the better.
Molten Disaster is easily the most effective game winning card I have in the deck. If I am damaging each opponents and I have the highest life total, then I can get the mana for a board killing molten disaster with split-second pretty quickly. With 3 opponents all I have to do is deal 11 damage to each of them in one turn to kill them with Molten Disaster. Insurrection may be a dead draw for me most of the time but it Is a really good finisher because it can remove blocker and let me get through with extra damage which may be lethal and even if it isn't then it will net me a lot of mana with Neheb. Heartless Hidetsugu may not be the best card in the deck but it is easily one of my favorites. At this point youcan guess where this is going. Half of your opponents life totals in mana? Count me in. Of course it can be a win con with a damage doubler like Furnace of Rath. This will Kill anyone with an even life total and leave everyone with an odd life total at 1 life. Of course because he doesn't have haste he isn't as powerful as he could be, which is why I run some haste enablers like Mass Hysteria and Flamekin Village.

If you enjoyed the decklist and/or description or found it helpful, please like my decklist. Also check out some of my other favorite decks (https://tappedout.net/mtg-decks/01-01-18-lands-matter/) and the deck I linked earlier in the description, Sharuum the Hegemon.

Suggestions

Updates Add

Comments

Revision 7 See all

(4 years ago)

Date added 7 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

42 - 0 Rares

13 - 0 Uncommons

2 - 0 Commons

Cards 99
Avg. CMC 3.79
Tokens Elemental 1/1 R w/ Haste, Emblem Chandra, Torch of Defiance, Emblem Koth of the Hammer
Folders Bookmarked CMDR
Votes
Ignored suggestions
Shared with
Views