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OH LORD JESUS IT'S A FIRE! | Neheb EDH | PRIMER

Commander / EDH Aggro Burn Mono-Red Primer Ramp Red Deck Wins

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OH LORD JESUS IT'S A FIRE! | Neheb EDH | PRIMER

Ever since I kicked butt at the Amonkhet Pre-Release with my promo Neheb, the Eternal, I've wanted to build an EDH deck with him at the helm. I finally got around to it, and I've been having a blast ever since.

It was love at first pull.

Neheb, the Eternal is a powerful legendary creature in mono-red able to ramp you a ridiculous amount. Let's have a closer look at what he does.

For you get a 4/6, which is a fair price stats-wise. The big butt seems odd for a mono red creature but it is welcome as he can survive many mass damage spells and combat fairly comfortably. Only two are required to cast him, which is great, especially considering how much red mana he gives back to you. He could have easily gone .

He's a both a Zombie and a Minotaur, which would obviously be important in a zombie or cow deck. Neither of those come into play here. He's also a Warrior, which does have a slight effect as you'll see later.

His first ability is Afflict 3. As the card states, Whenever this creature becomes blocked, defending player loses 3 life. This is a new ability and is very neat. It helps you get damage across even when you're being chump-blocked. It sadly only triggers once, regardless of how many creatures block him. That ability alone is great, but here's where he gets better.

Neheb's second ability is the reason he's the commander, and what sets him above, in my opinion, every other mono-red Legendary out there.

At the beginning of your postcombat main phase, add to your mana pool for each 1 life your opponents have lost this turn.

Holy crap.

This is mana ramp, the likes even mono red or green have ever seen. There are so many amazing things about this ability. 1) it's a triggered ability, meaning it can be copied or triggered multiple times within a turn. 2) it synergizes very well with his other ability. Afflict(or just 4 power) deals the damage, and his second ability capitalizes on the life-loss. 3) it gives you when it could just as easily given you colorless, allowing you to play as many mono red spells as your heart desires. 4) it counts the life lost by your opponents, not just damage. For those who don't know, damage --> life loss but life loss --x damage. This means stuff like Cryptolith Fragment   also nets you mana in your second main phase. 5) It counts all the life lost by all of your opponents. It could have been target opponent, but instead Neheb was built for multiplayer. In a 4 player game, Flame Rift gives back 12 . It only gets more insane from there.

"This is what glory looks like"

Reading the Decklist: Here is an explanation for my custom categories and the criteria I have for putting cards in them.

I have 7 categories. I choose this because 7 is my lucky number, and any fewer they'd seem too packed, and any more they'd seem diluted.

Lands: Pretty self explanatory. All of the lands I run in the deck.

Ramp: All of my ramp options. Anything that helps me do something a turn early. Even though Neheb converts damage into ramp, I have not included any of the damage cards here, as this ramp in the ramp that doesn't need Neheb to work.

Draw: Anything that gives me card advantage. So you'll see I included the red exile-and-play-this-turn type of card advantage I.E. Commune with Lava.

Protection: Anything that protects me, Neheb, my turn, or my permanents is included here. This includes literal protection from colors with the Swords of X and Y, flexible protection like Mirage Mirror, and spell protection like Lightning Greaves and Swiftfoot Boots.

Damage: The main strategy and lifeblood of the deck. Thus, this section is the most robust. Here is anything that can deal damage before Neheb's 2nd main phase trigger. Some are spells that deal damage, some are triggered abilities that deal damage when a spell is cast, and some are Planeswalkers or lands. Either way, if it deals damage and fuels Neheb, it's important to the deck.

Wincon: My game winners and finishers. Though I am away that the entire deck goes into winning a game, these are key pieces that away put me in a better position to win if I draw them. I also consider each bit of card draw and card advantage in this category, but choose not to include them due to redundancy. Extra combat steps like Seize the Day, or in the case of Aggravated Assault, infinite combat steps, or mass burn with Comet Storm and Jaya's Immolating Inferno are the ways this deck wins.

Utility: Here is the most broad of the categories. Here I include removal(artifact, land, etc), hate cards, tutors, copy spells, haste enablers, and recursion. I'm pretty wishy-washy with the utility category, it's a personality flaw.

Specific Card Choices: Here are all of my card choices and explanations. In alphabetical order within their card types.

I have a lot of utility lands. Most don't slow me down and I have enough red to justify the colorless lands.

Desert of the Fervent - The cycling is great in the late game. And it's a desert which helps my other "deserts matter" lands.

Field of Ruin - Last resort land destruction that gives me and all of my opponents a basic land. Situational.

Homeward Path - Pure utility. Fight against steal spells. Great synergy with Humble Defector.

Mountain - The amount may fluctuate slightly, but they remain the backbone of the deck.

Myriad Landscape - Great turn 1 play, ramps and get extra mountains for Valakut.

Nykthos, Shrine to Nyx - I need at least 3 devotion to red for it to break even, 4 to turn a profit. This rarely happens but it doesn't slow me down so it will stay for the odd game it works.

Ramunap Ruins - Doesn't slow me down which is nice, costs a life for but it's ability is what I'm after. I have a couple of other deserts in the deck so at times it's repeatable.

Scavenger Grounds - Good utility as graveyard hate, doesn't come in tapped, is a desert. Nice.

Strip Mine - The best land land destruction money can buy.

Thespian's Stage - Can copy any of my utility lands, or mountains if I need 6 for Valakut.

Valakut, the Molten Pinnacle - Comes in tapped, takes a while, but eventually turning your mountains into Lightning Bolts is great. Great target for Thespian's Stage. Valakut is the reason I keep the mountain number so high.

Dockside Extortionist - Basically one of the best rituals ever made. Makes a turn 3 Neheb very easy and a turn 2 Neheb possible.

Fanatic of Mogis - He can be okay to amazing. My devotion is usually pretty low, but the fact that it doesn't hit me is great. Having Neheb out means 3 devotion, thus three damage for 4 mana. That's an okay rate, so any more is awesome.

Firebrand Archer - Mini guttersnipe. Just a good way to get in some free damage.

Generator Servant - Neheb turn 3 with haste is pretty much the most busted thing you can do in this deck.

Glint-Horn Buccaneer - Awesome damage and card selection, great with wheels and Neheb, Dreadhorde Champion.

Grenzo, Havoc Raiser Can goad some creatures or create card advantage, with mana from Neheb I'll be able to cast whatever I happen to exile.

Guttersnipe - Great way to get in some free damage. Pays itself off quickly.

Heartless Hidetsugu - Mainly used for a final burst to victory. The ramp he can get you(with Neheb) is ludicrous and he also can get your opponents within killing distance of a Comet Storm and the like.

Humble Defector - Nice card draw for a color that largely lacks it. The political potential is endless. Also very flavorful. Good synergy with Homaward Path.

Knollspine Dragon - Can draw me a LOT of cards. This card is an all-star. It says "target opponent" but that can still mean 15 or more cards sometimes. It's also optional which is nice.

Magus of the Wheel - Early attacker and low cost wheel later in the game.

Neheb, Dreadhorde Champion - Newheb is almost as good as Neheb the Eternal! Damage, and selective draw and ramp. Also throws stuff in the bin which is helpful for a few cards like Past in Flames, Seize the Day, and Finale of Promise. Great with Glint-Horn Buccaneer too.

Sandstone Oracle - Good 2nd-main phase play that can draw me some cards. Very easy to hit a greedy blue player and draw 10. Then it can fly I guess.

Tectonic Giant - Sweet modal draw/damage creature. A gift from R&D to Neheb players. If I need damage, he gets it. If I need cards, he does that too. If someone wants to shoot him, I also get that. Use Bolt Bend stuff to get targets on him.

Torbran, Thane of Red Fell - In some situations, Torbran adds two damage to all my stuff, in many situations that means he triples the damage and gets me a ton more mana and a lot closer to winning. Torbran is all upside and all power.

Ramp! Utility! Value!

Arcane Signet - A 2cmc rock.

Cryptolith Fragment   - Mana ramp that will also get in a few extra points of life loss to get Neheb going. It's flipside is almost never relevant; everyone's already dead by then.

Darksteel Plate - Important protection for Neheb that is also really hard to remove itself.

Embercleave - A surprise smackdown card that can protect Neheb and deal a beating, getting me more mana.

Endless Atlas - Some consistent, cheap draw. Easy to activate with so many mountains.

Fellwar Stone - A 2cmc rock.

Hammer of Nazahn - Protection for Neheb and great utility for all of my other equipment.

Lightning Greaves - Haste and Shroud. For two mana.

Mana Vault - So I broke down and bought Mana Vault :/ It's so good. A turn 2 Neheb is like a dream and this deck can easily untap it later.

Mind Stone - Early game ramp, late game draw.

Ruby Medallion - Big discount on all of my stuff.

Sol Ring - "idk man, is it even worth it? maybe i should swap it out for somthing"

Swiftfoot Boots - Haste and hexproof. Quality commander staple that works fine here.

Sword of Feast and Famine - Fantastic commander card that can combo off attached to a creature and with Aggravated Assault on the field.

Sword of Fire and Ice - Protection from red and blue, damage before Neheb's trigger, and most immortality, card draw. Stupid powerful.

Tome of Legends - Great early game play that can draw me a lot of cards if things go well.

Wayfarer's Bauble solid little ramp, might be replaced with another 2cmc rock, but I like the synergy with Valakut.

Damage, extra combats, copy spells, and card advantage.

Bolt Bend - One red mana to protect Neheb and turn enemies' removal against them. Can also do tricky stuff with equipment and counterspells.

Chaos Warp - Catch-all removal spell, best of the best.

Comet Storm - Game Winner right here. One of the growing-number of x-spells in here, Neheb is so good with them. The ability to target all of my opponents makes this worthy of inclusion.

Commune with Lava - Nice way to "draw" half my deck, giving me huge card advantage until my next turn ends.

Deflecting Swat - See: Bolt Bend, but Swat is even more powerful because I can choose multiple targets and it's free when Neheb is out.

Price of Progress - Great damage spell that punishes those who play more colors.

Seething Song - Turn 3 Neheb? Turn 3 Neheb.

Boardwipes and Damage spells. Also some utility.

Acidic Soil - Good 3 mana spell that can net me much more.

Blasphemous Act - Great boardwipe, usually I'm only paying a single for it.

Breath of Darigaaz - Flexible early game boardwipe and damage spell.

Chandra's Ignition - Perfect card to target Neheb with. Wipe a bunch of creatures before combat and get a ton of mana afterwords. Be careful about protection from red effects.

Fiery Confluence - An awesome and flexible damage or artifact removal spell. Creatures, artifacts, and players are all solved by a single card.

Flamebreak - Hits creatures and doesn't kill Neheb. Mostly in here for the damage to players though.

Flame Rift - Hits us too, but it's the best mana cost to damage-output ratio spell in here.

Ignite the Future - Basically red's Harmonize. Solid impulse draw with a huge payoff later with all my Neheb mana. Great with Past in Flames and the like.

Jaya's Immolating Inferno - Another fantastic X-Spell that I include. This can kill every opponent in a pod of 4, or the 3 biggest threats in a 5+ pod. Great win-con.

Khorvath's Fury - An interesting card out of Battle Bond, this is basically the perfect card for this deck. Its floor is straight up good as it always replaces itself and will deal some damage, and its ceiling is a backbreaking draw a bunch of cards and get a ton of Neheb mana to cast new cards. The potential politics are nice too. Great with Glint-Horn Buccaneer.

Mana Geyser - A powerful ritual that can basically be a stand-in for Neheb. It also enables Underworld Breach + Wheel combos.

Molten Disaster - A rare universal X-Spell, the split second sets it above the rest.

Rolling Earthquake - I found the need for another X-Spell win-con, and this one is the best of the rest.

Seize the Day - Extra Combat phases are amazing with Neheb. You get more mana and more damage then more mana, alowing insane ramp. This one happens to have an easily payable flashback cost, meaning two extra combats in a turn is very likely!

Slagstorm - Flexible board wipe or damage spell.

Vandalblast - The best artifact destruction money can buy. Play Dockside Extortionist first.

Wheel of Fortune - Best red draw money can buy.

I only have a few, but they all serve very important roles.

Aggravated Assault - Very easily goes infinite with Neheb. Assuming Neheb survives combat, 5 points of damage before your second main gives you all the mana you need to continuously use the Assault's ability for infinite combat steps. You get all the mana you used back each main phase(and more if you've done more damage). Having a powerful combo with your commander is just too good to pass up.

Outpost Siege - Reliable draw into the late game. Been meaning to get it in here forever.

Pyrohemia - Great when Neheb is protected with a Sword or when Trobran is out. Use mana to get mana to use mana to get mana to

Quest for Pure Flame - A controllable, cheap damage doubler for that final turn, that final push at those life totals.

Underworld Breach - Perhaps one of the most busted cards ever printed. It does great work recurring whatever I want from the yard at the cost of exiling cards. It becomes insane with Wheel effects, and combos with Wheels and rituals. Underworld Breach + Wheel of Fortune + Seething Song, or Underworld Breach + Wheel of Fortune + Dockside Extortionist + Pyrohemia (to kill the dockside). From there you gain mana until you wheel into a win-con.

Chandra, Torch of Defiance - Chandra ToD is probably the single best card in this deck. The value she has in a vacuum is exceptional but in a Neheb burn deck, she is simply ludicrous. Let's talk in depth about what she does for us.

+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. Okay wow. That is just stupid good and that's just the first ability. So this is either card advantage, which is never, repeat, never a bad thing. Or it's 2 damage to each opponent, which can be be amazing fuel for Neheb. Fantastic flexibilty. ToD does everything we want her to do in the first abiltiy alone.

+1: Add to your mana pool. Neheb in the command zone? Maybe he costs 2 more? That's okay, ToD has your back in that situation too. This ability shows how good she is at really any point in the game.

-3: Chandra, Torch of Defiance deals 4 damage to target creature. This was really just uncalled for. The added flexibility of straight creature removal is simply unfair. She does everything it seems. 4 damage can kill a lot of nasty things.

Ugin, the Ineffable - All around great value. He's mostly here for the permanent removal, 6 mana to nuke an enchant or creature is good enough for mono-red. The deck floats around 17 spells that he can help cast, and if I draw a hand full of rocks he can kinda help me storm off in a way. Might also draw some cards, or prevent/deal damage with some blockers.

-7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to target creature or player." Ahahahahahahhahahah you're joking right? If you're ever lucky enough to ultimate ToD in a commander game it probably means you won 3 turns ago due to her amazing +1 abilities, buy hey, if you need to close out a game, there it is.

Damage Doublers: Furnace of Rath, Dictate of the Twin Gods, and similar damage doublers are out because of the aggressive nature of my meta. Kaalia, Zurgo, Ezuri, Nekusar, Torbran, and Slivers make extra damage a near-suicidal move. Also, this deck runs very little defenses as it is, meaning I have the lowest life total half the time when Neheb goes off.

Mana Doublers: These always seem kinda redundant. I really don't need them to make tons of mana. I'd rather just protect Neheb so he goes off when I need him than have a not-as-good-backup plan.

More X-Spells: Comet Storm and Jaya's Immolating Inferno were once the only X-Spells I deemed worthy of inclusion. That is changing now. I didn't want to be on the end of a massive fireball, and considering my life total is sometimes the lowest, it makes X-spells suicide rather than victory. But I've been keeping track of life totals for a while, and usually I'm slightly above everyone else, so more x-spells are finding their way in. Hopefully more Comet storm and Inferno like cards are printed.

Lifegain Prevention: Leyline of Punishment and Sulfuric Vortex and the like don't make the cut because, simply, I don't care all that much about life totals. I'm confident in Neheb's ability to kill a table regardless of life totals. Also, politically, a little life gain provides a false sense of security that I can take advantage off. Also my meta runs barely any life gain.

Mana Makers: Braid of Fire is almost useless and I don't see why so many people run it. I do stuff on my second main phase, meaning I'd waste so much of the mana it gives me, and more importantly, waste a slot in the 99. I'm also simply not a fan of one time use spells like Seething Song in EDH. EDIT okay, I've been convinced about Seething Song and Dockside Extrotionist.

Miscellaneous Cards:

Hellkite Tyrant: lacks the subtlety needed to win with this deck, and distracts from my gameplan.

Boseiju, Who Shelters All: too expensive money wise, and too expensive ability wise, and doesn't do anything else. Red Elemental Blast and Pyroblast would be good for a sideboard, but my meta isn't huge on blue though, so for now I'm safe.

Blood Moon: don't really need it and don't really like it either.

Due to stuff I want to try in my sideboard, the following cards are on the cutting board:

Spear Spewer doesn't do enough. Can't attack. Possible replacement: Dockside Extortionist.

Arcbond is kinda a bad copy spell but can have some cool interactions. Possible replacement: Fork.

Viashino Heretic is too slow. Costs too much. Possible replacement: Vandalblast.

Mikokoro, Center of the Sea costs me 3 mana while giving my opponents cards for nothing. Possible replacement: Mountain.

Infiltration Lens never really worked the way I wanted it too. Possible replacement: Ignite the Future.

Unstable Obelisk is handy but simply costs too much. Possible replacement: Chaos Warp

Strionic Resonator is kinda win-more but man I have some juicy triggers I can copy. Possible replacement: Fiery Confluence.

Pyromancer's Goggles costs too much for not having enough instants and sorceries. Possible replacement: Grim Monolith.

Inspiring Statuary can kinda be lackluster at times. Possible replacement: Seething Song.

Evaluating the Deck: Here is a breakdown of the deck's strengths, weaknesses, combos, non-bos, synergies, and politics.

Strengths: The main strength of this deck is Neheb. He's so powerful and really enables the entire deck, making cards go from useless to fantastic.

As mono-red, we are the underdog. This is a strength. People will underestimate Neheb's power and play incorrectly, giving us an advantage. Well played politics helps with this.

This deck can win out of nowhere. All we have to do is untap with Neheb, and winning is a possibility at any given moment. The explosive power this deck is capable off is top-notch. Also it's tricky enough to win with a very low life total, or at the very least force a draw.

There is a high amount of synergy between pretty much every card. I'll talk more about this later, but the deck is very focused which makes playing it easier. It also means we don't need any one card to win, and that we can do it multiple ways with many different cards.

We've turned card draw from a weakness into a strength. This deck has no problem getting the cards it needs. May cost a lot at times, but again that's what makes Neheb so crucial. Neheb allows bad cards to be played and makes them good, and our card draw engines get the biggest benefit.

Our board state is surprisingly hard to mess with. Our protection package is much stronger than your average mono-red build.

Most of all, this deck is fun to play. So much fun.

Weaknesses: This deck is overly reliant on the commander and getting cards. I've mitigated these issues as best I can but the all in strategy can bite us in the butt at times.

We are extremely weak against certain hate enchantments. Enchantments: Mono-red's nemesis. Leyline of Sanctity, Nevermore, Asceticism, etc, all cause huge problems for this deck. Luckily They aren't as prevalent as they probably should be, but when they do show up, we have a hard time.

This deck lacks a lot of interaction other colors have. No counters, not much instant speed removal, and sub-par board wipes. While we tend to not care as much about the board state, ignoring threats to follow our gameplan, occasionally I'd be nice.

We're pretty weak to counterspells. Not a huge problem in my meta but it could be in yours.

Characteristics:

Flexibility: 5/10. I'd say we're so-so in terms of flexibility. Nothing special but not horrible either.

Resilience: 4/10. We're pretty weak to aggression and attacks, and tend to hurt ourselves just carrying out our plan. Victory at any cost!

Sustainability: 7/10. We can keep going. the high amount of card draw and the recursion I'm slowly adding allow us to keep doing what we want to do for a while.

Consistency: 8/10. Our high synergy and lots of card draw make this deck very consistent.

Cohesiveness: 7/10. The gameplan is simple, but one would need a good understanding of the cards to truly pilot this deck.

Efficiency: 7/10. Neheb himself is very efficient, and the deck's synergy and specific card choices are built with this in mind.

Effectiveness: 8/10. When everything is put together and the deck is running smoothly, Neheb has no problem killing a table of 7 in a massive Eternal fireball. And it is a beautiful thing to behold.

This deck is good because many of the cards synergize with each other; the deck is very focused and they all help with our plan somehow. Anything that deals damage, about 30% of the deck, already sinergizes with Neheb nicely, but beyond that, there are some other aspects I want to mention.

Neheb, the Eternal + Aggravated Assault. A card that was already one of my favorites that goes infinite with my commander? Yes please. To make this combo work you need just a little extra mana of extra damage to get the mana. Attack with Neheb, deal damage, then during your second main, use Neheb's mana to pay for an extra combat. After that combat you get another main phase, meaning Neheb triggers again, and you get more mana than before! Repeat until everyone is dead or you can Comet Storm for 300+.

Neheb, Dreadhorde Champion + five cards in hand + Aggravated Assault. Little trickyer, and still has the downside of needing open attacks. Both of these work best when Neheb is Indestructable.

Any creature + Sword of Feast and Famine + Aggravated Assault. Same concept, but you don't need Neheb for this to work. You just need five lands and a solid creature to attack with the Sword attached, and it works the same way.

Homeward Path + Humble Defector. Classic case of two good cards that do work on their own, but become much better when paired. Use the Defector to draw cards, then get him back with Path. You get all the cards! Red card draw with no downside!

Torbran, Thane of Red Fell + red magic cards. As one might imagine, Torbran is insane in this deck. The asymmetrical damage boost is quite unlike red but we'll take it. A few examples: Guttersnipe and Sizzle effects get +2 damage, making them way more threatening. He also makes anything with double strike 4 damage better. With Repercussion and a red source of damage it will be +4. Pyrohemia will be 3 damage per activation, but not to me or my creatures, so I can activate it 3 times dealing 9 and Torbran survives. Fiery Confluence if you choose the damage modes will deal 6 total extra damage to everything because they are separate instances of damage. So you could deal 9 to each opponent's creatures or 12 to their face, or a combination of those. Torbran also makes Heartless Hidetsugu able to kill people.

Scavenger Grounds, Ramunap Ruins, and Desert of the Fervent are all part of the "deserts matter" land section. Don't need one of them? Sac them to deal to the other ones.

Valakut, the Molten Pinnacle, Thespian's Stage, Vesuva, and a bunch of mountains are great. The copy lands can be copies of mountains or of Valakut which is nice.

Glint-Horn Buccaneer gets crazy with cards in hand and Wheel of Fortune, Neheb, Dreadhorde General, Khorvath's Fury, Magus of the Wheel, and of course himself.

Neheb, the Eternal and Grenzo, Havoc Raiser synergize very nicely. We deal damage, exile some cards, and then have enough mana to pay for them.

Prophetic Flamespeaker with the Swords of X and Y. Swords give evasion and more power, and he gives extra damage triggers.

Quest for Pure Flame gets three quest counters from a damage spell like Sizzle.

Hammer of Nazahn synergizes very nicely with all of my other equipment.

Nonbos: as with any deck with 100 diferent cards, there are some anti-synergies here too.

Sword of Fire and Ice gives the creature protection from Red, so Seize the Day will not be able to target that creature.

Politically, this deck fits well in the underdog role. Stay quite, bide your time, and then explode and win out of nowhere. try not to let on how powerful the deck can be, and always downplay Neheb as much as possible.

It will be difficulty to strike a balance between early aggression to lower life totals and staying inconspicuous. Generally, only attack early if there's good reason to, like if you have Sword off the animist or Prophetic Flamespeaker.

Otherwise, be polite and friendly and try to point opponent's early aggression at stronger decks.

Matchups:

Group hug: We like these. Hopefully they give us cards.. If they're trying to play political that's good, we can simply benifit from them early on, then burn them and everyone else all the same. Winning the game trumps politics.

Pillowfort: Harder to crack. Again hexproof is an issue. We don't really mind not being able to attack or Fog effects though.

Voltron: Hopefully they go for someone else. Getting the Swords of X and Y are important here. Generally even against voltron as it's really a race of commander damage vs us popping off.

Swarm: Weak early on, but we get stronger later with the threat of Repercussion and a damage spell.

Reanimator: Whatever. They can do what they do as long as they don't mess with us. Don't care about their graveyard when their life total is within reach of Inferno + Reiterate.

Aggro: Weak early on, but get stronger as the game goes on.

Combo: It's a race really. We're generally slower than most dedicated combo decks, but with some politics we can slow the combo down with the help of other players.

Control: generally weak against it, but if we can resolve a Price of Glory or the like we're fine. And we only need one late-game turn where they're tapped out to pop off...

Good-stuff: Generally strong against your average stuff deck.

Chaos/Group Slug: Honestly these decks help us somewhat.

Budgeting: Here's a guide on what to cut if you are on a budget, and things you might want to add in their place.

I've had a few questions on a budget version of this deck or making budget picks. Here's my advice on that!

At the time of this writing, the deck(according to Tapped/Out is at the lowest $510. I'll admit, that's a hefty chunk of cash, and I wouldn't shame anyone for not wanting to spend that.

First order of business is to dump the 5 most expensive cards.

  • Chandra, Torch of Defiance: This one hurts, and there's no real replacement. If you keep one of these, keep her.
  • Mana Vault: Replace with any budget mana rock. It's not necessary.
  • Sword of Feast and Famine: Lose some combo potential, but it's not a huge deal. Replace with something to protect Neheb or something that deals damage.
  • Sword of Fire and Ice: Hurts more because we're losing draw. Replace with budget draw, something to protect Neheb, or something that deals damage.
  • Wheel of Fortune: The priciest card in the deck. Dump it. Use Reforge the Soul. Easy swap.

Taking out those 5 cards cuts the price by a whopping $296! Now the deck costs around $213, which is a much more reasonable price tag. Continuing on though, here are a few other cuts that could easily be made:

As you can see, a lot of the utility lands can just be mountains instead, and you'll save a ton of cash. These 8 cuts reduce the cost of the deck an additional $116, leaving the remaining cards at around $96. You'll still have to make up those cards somehow, so here's a short list of things you could try out for the deck. There are in no particular order, and most are cards I've tried or want to test out:

Finally, there is of course Neheb's page on EDHREC and many other decks built on this site, so you can easily look around and find other stuff you like!

The general strategy is fairly simple. Get Neheb out, play damage spells, cash in on the extra mana during the second main phase. For example, with four opponents: Turn 5 play Neheb. Turn six play Flame Rift and Sizzle, attack with Neheb, hit, get 32 red mana to Comet Storm for 30. That's basically it. But while the gameplan is simple, there's still a lot of nuance to it. Read on...

Your optimal hand is going to include three lands, two of which should give you red mana, and one should be a utility, a mana rock of some sort, a haste enabler like Lightning Greaves, some card draw like Humble Defector, and a damage spell like Sizzle. This will allow you to get Neheb out quickly, get his engine going, and draw cards to get you into the late game.

That's a perfect hand though. Real life is more messy.

Homeward Path, Sol Ring, and a whole lot of red intensive spells like Grenzo, Havoc Raiser is not a hand you should keep.

Always mulligan a hand with two or fewer mana sources. You need to get Neheb out turn five at the latest and hoping for lands three turns in a row never works. Preferably, you want to see at least two red sources. This guarantees you'll be able to cast Neheb when the time comes.

If you have a hand full of late game cards like Inferno, Stormbreath Dragon, and Blasphemous Act, mulligan. That's three wasted slots for the first 5-6 turns of the game.

Good cards to look out for that swing the keep-mulligan scale: Aggravated Assault, Humble Defector, Chandra, Torch of Defiance, Cryptolith Fragment  , Lightning Greaves, Sol Ring, Sword of the Animist, Mana Vault, and Generator Servant.

The first three turns are pretty standard as far as commander set ups go. You get your mana rocks like Sol Ring and Cryptolith Fragment   out, play your small, seemingly insignificant creatures like Guttersnipe and Firebrand Archer, and you play your low cost equipment like Lightning Greaves and Explorer's Scope. Even though you can, this is not the time to start playing your low cost spells or your three mana mass damage spells like Sizzle and Fleambreak. Save those for later.

Politics wise, you should be as quite as possible, not letting on to the explosive power of your deck. Play your Swiftfoot Boots and Humble Defector and let the early attacks go to the Narset or Sliver player.

Turns four, five, and six are perhaps the most important and require the most planning. It's important to get Neheb out, but you also need something to do with him. Playing him but having no large spells to play is usually bad because he'll be hit by enemy removal or boardwipes, which will set you back two turns.

It's tempting, but don't play Chandra, Torch of Defiance on turn 4. Playing her before Neheb, and thus before the late game when you're supposed to explode, alerts everyone to the power level and threat of your deck. Not only will she be public enemy #1, but you'll be next.

Remember that Neheb doesn't need haste for his mana ability to work. It'll still go off as planned. But haste is an important factor of when you cast him, as that's an extra four damage and four mana if you hit someone.

With mana rocks, Neheb can usually come out turn four, but turn five is the safest bet every game.

Once Neheb hits the field, you have only a few turns before everyone else realizes how powerful he is and takes you down. Let's say you've played Neheb, and he's survived a round of everyone else playing their commanders. We only have 5 or 6 mana at this point, so we'll play a Firebrand Archer or Guttersnipe, and follow that up with a Sizzle or Price of Progress. That's the set up to the attack, this must be done before combat or at instant speed during combat.

Attack with Neheb at who it feel safest or whoever has the highest life total. Doesn't really matter because hopefully we'll be killing everyone next turn.

After our attack, Neheb's ability triggers and we get anywhere from 9 to 25 mana, depending on the set up. Use this mana to draw cards. Knollspine Dragon and Commune with Lava are the best options, but Endless Atlas or others can work too. Cards you're looking for in order of importance: Extra combat cards like Seize the Day(this allows you to continue and maybe win this turn), protection for Neheb(so he can survive until next turn), mana rocks and haste enablers(so you can play and swing with him next turn if he dies), and the real game winners like Comet Storm, Sword of Fire and Ice, and Aggravated Assault. Keep all the good cards in your hand and discard the rest and wait for your next turn.

Your opponents have gotten a small taste of what Neheb is capable of, but hopefully they haven't killed him as turns 7 and 8 come around. using the cards you've drawn or exiled, you're going to win this turn or literally kill yourself trying.

Play another damage spell. maybe Chandra, Torch of Defiance or Flame Rift Now attack with Neheb again, wherever you think he'll survive combat. Trigger = 20ish mana. If you don't have any of the key cards I talked about yet, use that mana to Past in Flames your Commune with Lava to dig for them. Huzzah! you've exiled a Comet Storm and Seize the Day! Play Seize, attack again. Trigger=25ish mana. Play some supporting spells, like Akroma's Memorial, Pyromancer's Googles and Strionic Resonator, anything that could help out. Flashback Sieze the Day. Another attack. Trigger=35ish now, maybe you copied it with the Resonator, maybe not though. Now it's time to Comet Storm. Maybe you used the Goggles to copy it, or maybe Reiterate. Either way, That will win you the game here in most cases.

All that is of course a vague and quickly thought out scenario, but that massive string of damage and mana ramp and spell casting in the norm for Neheb. Let the Hour of Devastation begin!

The initial inspiration for this deck came from:


This is What Glory Looks Like: a Savage Beating

Commander / EDH FenIsABasicSwamp

SCORE: 221 | 140 COMMENTS | 19361 VIEWS | IN 98 FOLDERS


by FenIsABasicSwamp(formerly Eternalbrewmaster). There have been many modifications over time but that deck still holds a special place here. You'll notice the formatting of the two decks looks similar; that's because I used his formatting too. Check out his stuff!

Currently the #1 most upvoted Neheb, the Eternal deck on TappedOut

Currently the #15 most upvoted EDH deck on TappedOut

Currently the #2 most upvoted Mono-Red EDH deck on TappedOut

Top TappedOut rank: #1 on 02/24/18


Current Multiplayer Record:

2-1-1 on 10/07/17 - One 5-player and three 6-player games, had to blow myself up once for a draw

0-1-1 on 11/03/17 - Two 4-player games, killed by my own X=30 Comet Storm with a Wild Ricochet :(

1-0-0 on 11/21/17 - One 3-player game, combo-ed out with Aggravated Assault

1-0-0 on 11/22/17 - One 7-player game, killed all 6 opponents on turn seven, including a finishing X=350 Comet Storm :D

0-1-0 on 12/04/17 - One 3-player game, teaching my friend how to play commander with her new Arahbo, Roar of the World deck. She won!

1-0-0 on 12/16/17 - One 6-player game, survived being Tunnel Visioned for half my library, comeback win

2-0-0 on 01/04/18 - One 7-player and one 4 player game, first games of the year! Played against some new decks. Only won the last game because my friend had to leave.

1-0-0 on 01/11/18 - One 3-player game, Darksteel Plate and Loreseeker's Stone both proved themselves worthy of include.

Special Game: 1-1-0 on 01/12/18 - Two games played with each other's decks, thus I was not piloting Neheb for either of these games. My friend's little brother Frank won a 7 player game with it and my friend Claire lost a 4 player game. Good times!

0-1-0 on 03/20/18 - One 3-player game, died like a punk to a sliver deck. Nothing noteworthy. Neheb is generally weak in 3 player games.

1-0-0 on 03/23/18 - One 6-player game, extremely strong win, drew 6 cards with each Humble Defector and Loreseeker's Stone, also used Past in Flames and Pyromancer's Goggles to great effect.

1-0-0 on 05/17/18 - One 5-player game. After losing twice with another deck, I pull Neheb out to show that I mean business now. I win turn 6 with Aggravated Assault into Knollspine Dragon drawing 30+ cards into my newest addition, Jaya's Immolating Inferno.

1-0-0 on 06/02/18 - One 4-player game. My first game in a new meta. I get genzo havoc raiser and two protection equipment out early, and Sword of Fire and Ice for more draw. Smooth sailing as none of the other decks really had a good start.

Special Game: 0-0-1 on 06/05/18 - One 4-player game. For this game my friend Rey was playing this deck, I was playing my Firesong and Sunspeaker deck. With Ray at the helm this deck did amazing. I'm talking Valakut, the Molten Pinnacle and Chandra, Torch of Defiance amazing. Eventually Ray killed himself with our burn spells. No better way to lose.

1-0-0 on 06/06/18 - One 5-player game. This was a strong win. I saw little bit of everything. Prophetic Flamespeaker, Sword of Feast and Famine, Repercussion, lots of equipment, looked like a voltron deck, lots of draw including Loreseeker's Stone. Neheb never got removed, so I was able to fight off lifegain, and used threaten politics to secure a win without an X spell.

1-0-0 on 06/17/18 - One 4-player game. One of my fastest wins ever-turn 4. Sol Ring and Generator Servant got me a turn 3 Neheb, turn 4 play Flame Rift and Kaboom! to fuel a X=20 Comet Storm, which I pointed at each opponent and Neheb because I had Arcbond pointed at him too. Opponents didn't know what hit them.

1-0-0 on 06/18/18 - One 5-player game. Solid win. Grenzo, Havoc Raiser saw a lot of action. Chandra ToD again kicks ass. Knollspine Dragon works really really well. Drew my Comet Storm for the win.

1-0-0 on 06/29/18 - One 3-player game. Intruder Alarm and enemy mill help my Heartless Hidetsugu and flashback cards, especially Seize the Day.

1-0-0 on 07/05/18 - One 6-player game. Very Swingy game, I had a slow start so I flew under the radar. Sword of Fire and Ice, Stormbreath Dragon, and Viashino Heretic all shine. Win with a lucky Aggravated assualt and the exact right amount of mana.

0-3-0 on 07/16/18 - Three 4-player games. Two uneventful loses to a much faster Animar combo deck. Third game we all lost to my own Firesong and Sunspeaker deck(played by my friend Ian) + a Repercussion that I had played.

1-0-0 on 08/02/18 - One 3-player game. Inspiring Statuary and some artifacts help me recast Neheb 3 turns in a row after some serious hate. Win via Aggravated Assault.

1-0-0 on 08/10/18 - One 5-player game. Got to play against three new commanders, including two C18 legendaries, Arixmethes, Slumbering Isle and Aminatou, the Fateshifter. I tested out Fury Storm and Endless Atlas with positive results. Swingy game with Ezuri popping off and a Consuming Aberration being copied with Rite of Replication. Chandra ToD did her thing, the card advantage and damage paving the way for a convoluted win with Aurora of Emrekul(first time ever flipped), Ramunap Ruins, and Shivan Gorge(literally needed that 1 damage).

0-1-0 on 11/17/18 - One 3-player game. Blown out by an Arcades the Strategist. Deretti player and I could do nothing but watch.

0-1-0 on 11/24/18 One ?-player game. Honestly, I don't remember what happened in this game(thanks selective memory!) but I know I played Neheb once that night and lost. GG.

2-0-0 on 12/19/18 - Two 4-player games. First game I Flame Rifted and Khorvath's Furyed into a Jaya's Immolating Inferno turn 6. Second game was a special game, where we started with our commanders on the field at the beginning of the game. I was playing against Jodah, Kaalia, and Sliver Overlord. Having Neheb on the field allowed a turn two Flame Rift into Comet Storm, killing the other commanders and dealing 8 to everyone, putting me ahead. Sliver player starts hitting me with Virulent Sliver and friends, so I'm forced to suit up Neheb and kill him. I draw some cards with Humble Defector before he's exiled. Neheb has Sword of Feast and Famine, Sword of War and Peace, and Darksteel Plate so I'm feeling pretty good. The lifegain from W&P is crucial. I attack the Jodah player. Kaalia player drops a Gisela, Blade of Goldnight and starts kicking my ass, then the Jodah player, who is now at 1 life, sees his opportunity to win and drops an Ulamog, the Ceaseless Hunger, killing Neheb and Gisela. I'm able to recast Neheb, and then begins a 4 turn(remembering Jodah is still at 1 life) political dance of mutually assured destruction, top-decking, and clutch plays. I get Worst Fearsed by Jodah, but he misplays my turn, sending everything I have at Kaalia but not finishing him off. Kaalia is now at two life, I'm at 15. Jodah plays an Enter the Infinite and drops a Laboratory Maniac, saying he can win next turn. Kaalai player hits me for 7, it comes back to my trun, and I equip my Sword of War and Peace to Treasure Nabber to kill Kaalia player, and kill the Jodah player with Neheb's Afflict trigger. Crazy game.

1-0-0 on 12/20/18 - One 4-player game. Tested out Mirage Mirror to amazing results. Finally got Sunbird's Invocation and it was also a powerhouse. Sword of the Animist on an early Prophetic Flamespeaker is what really won me this game.

2-1-0 on 01/03/19 - Three 4-player games. Game one I fight through an enemy Confusion in the Ranks to win with a 5x Acidic Soil(via Fury Storm) followed by a monstrosity Stormbreath Dragon, finishing the game with, ironically, a flipped Cryptolith Fragment   and Neheb's afflict ability. Game two I was rolling with Grenzo, Havoc Raiser and Prophetic Flamespeaker. Then mt brother played a Boldwyr Heavyweights and gave Niv-Mizzet the win :( Third game I attack the Jodah player with Neheb, Grenzo, and a spirit token from a Forbidden Orchard, exiling Sunbird's Invocation, Elesh Norn, Grand Cenobite, and Avacyn, Angel of Hope. I had Seize the Day in my hand, so it was all over from there.

1-0-0 on 01/10/18 - One 5-Player game. Turn four win! Mana Vault for a Turn 3 Naheb, and an easy Aggravated Assault combo. I decided not to play Neheb again that night, got a lot of hate next game for the quick win.

0-2-0 on 03/01/19 - Two 7-Player games. Game one I missed a land drop and the Teysa, Orzhov Scion player comboed off turn five, which was a shame because I was aiming to win next turn. Game two I combo off but due to a Teferi's Protection and a bad misplay by myself I can't finish it out.

0-1-0 on 06/16/19 - One 4-Player game. Died to an overpowering Breya deck. What are ya gonna do.

3-2-0 during COMMANDER TOURNAMENT 06/16/19 - 07/24/19

  • Game 1: Loss to an out of control Saheeli, the Gifted deck. Didn't Impact the game much.
  • Game 2: Loss to a Niv-Mizzet Cancel countering my lethal Comet Storm that I was gonna win with. Died to dragons on crack-back. Still salty :(
  • Game 3: Win against not one but TWO Phenax, God of Deception mill decks and a Yasova Dragonclaw deck. 2 people got mana screwed and the other couldn't stop me.
  • Game 4: Win against Animar, Locust God, and Phelddagrif. Phelddagrif does his group hug thing and almost kills us all by giving the Animar player +1/+1 counters. I play some questionable politics to get the Locust God player to deal with Animar and slide in with a win while they're tapped out.
  • Game 5, Winner's Pod. Locust God, Meren, and Ur-Dragon. Meren gets mana screwed, Locust God uses a counterspell on a scary dragon, and I topdeck Aggravated Assault and Hammer of Nazahn to win.

1-2-0 on 08/10/19 - Three 5-Player games. Game one and two I lost to a mizzix combo and a cEDH Urza, Lord High Artificer, so I don't feel too bad about that. Game three was a win lead by Neheb, Dreadhorde Champion and Savage Beating.

1-0-0 on 08/11/19 - One 4-Player game. Dockside Extortionist and Ignite the Future both make a huge splash, solidifying their future places in the deck. Seize the Day and Firebird's Invocation shine as well.

1-0-0 on 11/30/19 - One 4-Player game. This one is long but deserves to be told. Strong start as I get Grenzo, Havoc Raiser out early. I steal a Grave Titan from a Teysa player. Later in the game I’m churning out zombies but the Sliver Overlord player is about to untap with an unstoppable sliver army and we’re all about to die. I swing the team at the Teysa player hoping to steal for an exile board wipe, but instead I rip Elenda, the Dusk Rose and Ashnod's Altar off the top of his library. I use them, sacking creatures and then Elenda and then more creatures to get enough mana to play Knollspine Dragon to draw 30 cards and play enough damage spells to kill the table. Winning was alright but the cool part was I was playing my Neheb deck and my Elenda deck at the same time. It was glorious. Cards tested: Tome of Legends, Myriad Landscape, Quest for Pure Flame.

2-2-0 during Magic Fest Oklahoma City! 12/14-15/19

  • Game 1: Win in a 5 player pod in a long, swingy game. A Dictate of Erebos kept Neheb out of the game for a while, But eventually, the board was cleared enough times that Neheb could swing alone with Aggravated Assualt.
  • Game 2: Loss to an Inalla Merfolk combo. Was looking like a good start.
  • Game 3: Loss to a Sisay Superfriends, was denied a winning turn by removal.
  • Game 4: Win, fighting through counters and removal. Unfortunately, one player had to leave early. Many cards shine. I even lived the Valakut 6 mountain dream, and it put in some work.

Cards that pulled their waight over the weekend: Valakut, the Molten Pinnacle, Myriad Landscape, Ignite the Future, Knollspine Dragon, Reverberate, Endless Atlas, Dockside Extortionist, Generator Servant, Tome of Legends.

1-1-0 on 12/27/19 - Two 4-Player games. First game I threatened a win early on but then got removal, counters, and eldrazi sent my way. Torbran, Thane of Red Fell and Embercleave do some work, Ugin, the Ineffable would have been great if he had not have been exiled :( Second game I lay low and let everyone worry about the Ghired deck popping off. I win late game with Torbran, Thane of Red Fell and Pyrohemia, which is INSANE.

2-0-0 on 01/04/20 - Two 4-Player games. Game one Generator Servant set me up for a turn 4 win with Aggravated Assault. Doesn't feel great but it's a win. Game two was more interesting, unfortunately a player had to leave, but not before blowing up my board. I politic may way into keeping Neheb alive, draw the one card that would save me against Niv-Mizzet, Parun + Curiosity, Pyrohemia, and then survive a clobbering from the Thantis player, whose creatures all had protection from red. I get lucky draws and pull the win out!

0-1-0 on 01/10/20 - One 4-Player game. Neheb losing continued the general trend of that Friday Night Magic. A slow start into a great midgame into a wheel into having Neheb removed twice into running out of gas completely and dying to an enemy Gary. It happens.

0-1-0 on 01/19/20 - One 4-Player game. Played an older version of Neheb online. One player dropped, thus I lost the advantage Neheb brings in multiplayer. Fun loss to a Kroxa deck.

1-0-0 on 01/30/20 - One 4-Player game. Played an older version of Neheb online. Win against some formidable commanders.

1-0-0 on 02/22/20 - One 4-Player game. Won with an enemy Darksteel Reactor at 19 counters. Yikes.

0-2-0 on 02/23/20 - One 4-Player game and one 3-Player game. Two pretty quick losses to an Ayara, First of Locthwain deck my friend was playing.

0-1-0 on 03/18/20 - One 4-Player game. Loss to Atla Palani combo. Not to self: don't let opponent have their Defense of the Heart trigger.

0-2-0 on 03/27/20 - Two 4-Player games. My first loss to my friend's Torbran deck, and a loss to Aurelai combo. Misplays abound.

0-1-0 on 03/28/20 - One 4-Player game. Victory snatched from my grasp one by C-Rift.

0-1-0 on 04/04/20 - One 4 player game. Don't remember what happend but I definitely lost.

0-1-0 on 04/24/20 - One 4 player game. Was excited to play against a Grothoma deck, less excited to lose to a Windgrace deck.

1-0-0 on 05/02/20 - One 4 player game. Win against another Neheb deck, snapping an 8 game losing streak! That was fun. I was at one life and had to get around Ukkima, Stalking Shadow. Crazy.

1-0-0 on 05/21/20 - One 4 player game. Win against some serious Torbran pressure.

1-0-0 on 06/19/20 - One 4 player game. This game I just seemed to draw everything. Protection, draw, and removal. Win with Neheb, Dreadhorde Champion, Grenzo, and Torbran beatdown. Ugin makes an appearnece and is good, so is mana gyser. Grenzos Goad ability is awesome!

1-0-0 on 07/11/20 - One 6 player game. My friends decided we wanted a 6 player game, so Neheb was the obvious choice. Nothing spectacular, but a fun win.

0-1-0 on 08/23/20 - One 4 player game. Uneventful loss.

1-0-0 on 11/04/20 - One 4 player game. I win in part because I ripped a Counterspell of someone's library with Grenzo, Havoc Raiser, which protected the rest of my turn as I cruised to a win.

1-0-0 on 11/04/20 - One 4 player game. I won despite the horrible, god-forsaken matchup against Yurlok of Scorch Thrash and Glacial Chasm. Humble Defector, Neheb Dreadhorde Champion, and Torbran + Pyrohemia shine.


Commanders engulfed in the Eternal flames: Kaalia of the Vast, Ezuri, Renegade Leader, Breya, Etherium Shaper, Narset, Enlightened Master, Nekusar, the Mindrazer, Meren of Clan Nel Toth, Niv-Mizzet, the Firemind, Elesh Norn, Grand Cenobite, Sliver Overlord, Oona, Queen of the Fae, Mizzix of the Izmagnus, Sidisi, Brood Tyrant, Uril, the Miststalker, Yidris, Maelstrom Wielder, Zur the Enchanter, Ramos, Dragon Engine, The Ur-Dragon, Phenax, God of Deception, Brion Stoutarm, Slimefoot, the Stowaway, Karn, Silver Golem, Arahbo, Roar of the World, Zurgo Helmsmasher, Arixmethes, Slumbering Isle, Lazav, Dimir Mastermind, Aminatou, the Fateshifter, Jodah, Archmage Eternal, Zedruu the Greathearted, Niv-Mizzet, Parun, Hallar, the Firefletcher, Xenagos, God of Revels, Goreclaw, Terror of Qal Sisma, Urza, Academy Headmaster, Animar, Soul of Elements, Yasova Dragonclaw, The Locust God, Phelddagrif, Teysa Karlov, Kykar, Wind's Fury, Kadena, Slinking Sorcerer, Mayael the Anima, Tezzeret, Master of the Bridge, Avacyn, Angel of Hope, Lazav, the Multifarious, Sisay, Weatherlight Captain, Nicol Bolas, the Ravager  , Korvold, Fae-Cursed King, Vorel of the Hull Clade, Rashmi, Eternities Crafter, Volrath, the Shapestealer, Ghired, Conclave Exile, Thantis, the Warweaver, Torbran, Thane of Red Fell, Chulane, Teller of Tales, Siona, Captain of the Pyleas, Okaun, Eye of Chaos, Zndrsplt, Eye of Wisdom, Yore-Tiller Nephilim, Ukkima, Stalking Shadow, Cazur, Ruthless Stalker  , Neheb, the Eternal, General Tazri, Gavi, Nest Warden, Kethis, the Hidden Hand, Winota, Joiner of Forces, Kami of the Crescent Moon, Mogis, God of Slaughter, Vigor, Tayam, Luminous Enigma, Lord Windgrace, Linvala, Shield of Sea Gate, Archelos, Lagoon Mystic, Yurlok of Scorch Thrash

Now the #1 most Upvoted Neheb, the Eternal deck on Tapped/Out! Thank you!

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500+ upvotes.

20th most upvoted EDH deck on TappedOut.

3rd most upvoted Mono-Red EDH deck.

Wow. I never thought I'd get here. If you helped, thank you!


This is the deck I can never stop tinkering with. There are too many good options, and more come every set. Oh well.

This update is more potential changes, I'm going to see what I miss and what I don't like. The primer will be updated later. These changes are a real return to the fundamentals. I need more ramp. Specifically, rocks that get Neheb out faster.

I also need some more late game staying power. I've long built this deck under the assumption that I will win quickly or die trying. That's still a thing, but I'd like to also win in the late game sometimes.

IN:

  • 1x Outpost Siege reliable draw into the late game. Been meaning to get it in here forever.
  • 1x Wayfarer's Bauble solid little ramp, might be replaced with another 2cmc rock, but I like the valakut synergy.
  • 1x Arcane Signet 2cmc rock
  • 1x Fellwar Stone 2cmc rock
  • 1x Tectonic Giant sweet new modal draw/damage creature. A gift from R&D to Neheb players.
  • 1x Ugin, the Ineffable all around value. the deck has 18 spells he can help cast, and if I draw a hand full of rocks he can kinda help me storm off in a way. He's mostly here for the colorless permanent removal, 6 mana to nuke an enchant or creature is good for mono red. Might also draw some cards, or prevent/deal damage with some blockers.
  • 1x Rolling Earthquake I found the need for another X-Spell wincon, and this one is the best of the rest.
  • 1x Underworld Breach the card I'm most hyped for. Late game I can just play my entire graveyard (okay, just 1/4th). So cool. Wheel/looting synergy.

OUT:

Some of these have only been cut to test, and some of them are really good cards for Neheb. They might be back soon. Thanks for reading!

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Revision 39 See all

(4 years ago)

+1 Deflecting Swat main
+1 Mana Geyser main
Top Ranked
  • Achieved #1 position overall 7 years ago
Date added 7 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 3 Mythic Rares

38 - 6 Rares

21 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.14
Tokens Emblem Chandra, Torch of Defiance, Spirit 2/2 C, Treasure
Folders EDH, Decks to try, edh, Guidelines, Favorites, EDH, Cool!, Cool Decks, edh ideas, fun edh ideas
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