|Commander / EDH||Legal|
Printings View all
Combos Browse all
Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.
Price & Acquistion Set Price Alerts
22 hours ago
I've used Dragon Hatchling before, but in this particular build I've decided to remove it, basically because: 1- the deck has a pretty nice curve and you'll probably won't have spare mana; 2- it dies to Pyroclasm (you can run other spells like Flamebreak, but i prefer Pyroclasm); 3- for late game Scourge of Valkas and the token from Dragon Egg have the same +1/+0 effect, so you have that covered; 4- after testing, Dragon Egg seemed to have more value to me due to the interaction it has with other cards in the deck.
I do still run 3xDragon Hatchling in the budget version of this deck that you can find in the description tough.
About the 3xLightning Bolt, I had 61 cards in the deck and chose to remove one of them, simple as that. I did not miss it but if you wanna run 4 of them it's find too.
To be honest, I kind of forgot about this deck since I'm working in a more competitive version of it, splashing to black You've been... THUNDERSTRUCK!
4 days ago
Hi! Love Neheb and glad you're giving him a try! Hope you like him too!
Here's my list for reference: OH LORD JESUS IT'S A FIRE! | Neheb EDH
A lot of the key Neheb pieces are already here. Nice work!
Though I don't see Sol Ring for some reason. I know some playgroups ban it so I don't know :)
I think the single most important aspect of a mono red EDH deck is card draw. With Neheb, you having 5 cards late game is almost as good as say, a simic deck with 10 cards. That's how powerful Neheb is. In mine I run 14 ways to draw cards. Chandra, Torch of Defiance is amazing if you can afford her, Desert of the Fervent, Grenzo, Havoc Raiser is great with Neheb, as you exile the cards then because of all the dmage , you have the mana to cast them, Hedron Archive is just a solid ramp/draw artifact, Humble Defector is pretty good, and again you can give him to the blue deck that already has enough cards, and you can also run Homeward Path as utility, Infiltration Lens is great because either Neheb goes unblocked or you get two cards, Knollspine Dragon can be okay to great, is kinda hard to play and costs a lot, Loreseeker's Stone is good, trust me; you'll always have enough mana for it to benefit you, Prophetic Flamespeaker is nice especially early, risky though if you hit an important card too early so watch out, Reforge the Soul a red staple, Sword of Fire and Ice if you can afford it does wonders for Neheb, damage and card draw, Throne of the High City and Arch of Orazca might be good as utility land slots, of which you can have a lot.
if you have card draw, it doesn't matter what else you do with the deck because it'll work fine because you're drawing and then ramping with Neheb!
So next are some random cards that I've found useful: Generator Servant for a turn 3 hasty neheb, Fortune Thief to not die from your own spells, Viashino Heretic removal and damage, You also seem to need more small burn spells to fuel the big ones, so Firebrand Archer, Flamebreak, Sizzle, stuff like that. I haven't tested Unstable Obelisk but I think it'll be good.
As for cuts: Thermo-Alchemist(firebrand Archer is better IMO), Star of Extinction can be countered by a Strip Mine and doesn't hurt players, Braid of Fire is cool but 75% of the mana is usually wasted, Koth of the Hammer doesn't really do enough and his ultimate isn't all that great, Hellkite Charger's trigger is on atack so you can't use Neheb's mana for it, Combustible Gearhulk seems good but your opponent will always choose the option worse for you.
Anyway, great start! Neheb is my #1 Favorite commander so if you ever need any help or have questions let me know/look at my primer!
2 months ago
Here's a few ideas:
3 months ago
shrapnel_ Wow, this is a lot of suggestions. Some suggestions aren't bad (mostly old tech) but some of these suggestions are just scrub tier. In this whole list, there's only one card that I haven't actually thought about that's worth a look into testing, and I'll tell you which card that is later.
Firstly, I'll say that I don't think 4x Fireblast is incorrect but then again I don't think 2x is incorrect either. Determining the number of copies of a card you run in a deck really just depends on how often you want to see the card. For me, it is a great finisher but because you have to sac lands for it a finisher is all it is most of the time, so that's why I choose to run it as a 2-of. As I said in a prior comment, it sucks when you get multiple fireblasts clogging your opening hand or if you draw more than 2 a game. For me to want to run a card as a 4-of, I have say yes to the question of "If I could legally run 5 or more copies in this deck, would I do so?" Needless to say, the answer to that question is a hard No for Fireblast. However, saying "yes" to the question is also completely justifiable and logical and I don't think it's bad to run 4 copies. It just doesn't suit my personal preferences.
The great thing about Burn is that the deck can virtually ignore most forms of card advantage in the format. The correct philosophy for a burn player is "It doesn't matter how many cards my opponent draws if they are dead." For example, Shardless BUG is a great matchup for burn despite it being a heavyweight card advantage monster in the mid game. Unless your opponent is playing lands I think the extra card advantage Goblin Guide gives to your opponents is negligible (and I've even had games against lands where Guide made my opponents draw 3 cards in an entire 3-game match). The great thing is, if your opponent doesn't draw land, you get to know what your opponent draws next, so sometimes the drawback isn't even a drawback.
Read my primer for why I choose to run creatures in my burn list, as it includes the criteria for if a creature merits inclusion should you go that route. As per the criteria, Satyr Firedancer is not good enough for Legacy burn, as it doesn't immediately deal damage on it's own. You need another spell to get it started, and at 2 mana that's a lot to ask for just to maybe get a 2-for-one.
The main advantage of permanents in burn is the extra card advantage. If your opponent doesn't have the removal right away, you can hit your opponent for extra damage in subsequent turns without spending any cards to do so. That's why you don't see any creatureless burn decks. It's way too easy for those builds to gas out and run out of cards before killing your opponent because there's little to no repeating sources of damage if you choose to not run any creatures. As for permanents like Sulfuric Vortex, there's little enchantment removal that sees maindeck play, and I personally don't run enough copies to justify any opponents siding in enchantment removal.
Bomat Courier doesn't look too shabby, however. I'll see if any other Legacy burn players are testing it and how it works for them. This is your one suggestion that I actually haven't thought about that merits a look.
I used to run Magma Jet in older versions of the deck years ago but now it just seems too slow, even with the scry. Burn is all about hyper efficiency nowadays and 2 damage for 2 mana is not good enough even with a scry clause attached.
Ball Lightning is too expensive for a creature that can die easily. Spark Elemental is just worse than any of the 16 1-mana bolt spells that we run. I used to run Hellspark Elemental in older versions of the deck (before Eidolon and Swiftspear were printed), but it's pretty old tech at this point. Heck, every card you mention after that point is old tech.
Faithless Looting is useless in this 75. This is burn, play burn spells. Actually, it's slightly worse than useless since it generates -1 card advantage while dealing a grand total of 0 damage.
Glacial Chasm is also useless in our build. What exactly do we need this against? What fair non-combo deck are we slower than? With proper draws burn wins most damage races against decks that win using creatures anyway. In addition, saccing lands and eating a land drop is pretty horrible for us since we need to maximize our mana as early as possible. If we drop this turn 2-3 we've essentially wasted a play that could have been used to play a burn spell.
Leyline of Punishment is pretty bad. It's usually a dead draw if you don't start the game with it on the field and it doesn't deal any damage on it's own anyway so I don't think it's worth the dead draw risk. Patrick Sullivan (or some other Modern Naya burn player on SCG I don't remember exactly) wrote an article on why the Leyline was bad and even suggested that Skullcrack was a better sideboard card than Leyline.
I think Volcanic Fallout is a better Sideboard card than Flamebreak since most creatures played in legacy are X/2's. There's not many X/3 creatures being played at the moment. With blue creature decks running around in the format, I believe the uncounterable clause is more important than being able to nab an X/3 and getting around regeneration.
3 months ago
Hey fuster. I REALLY like burn too. It is great to have a <$300 deck that can stand up to $3000 decks in the format. Everyone hates us though, I guess that's the tradeoff.
I second what Rusty_Shackleford says to having 4x Fireblast. You will rarely get more than two a game and having an 8 damage finisher AFTER dropping 4 mana on spells turn 4 is a pretty much guaranteed end. Fireblast is just insane.
Most burn lists do have 4x Goblin Guide in them. I don't like the card acceleration it gives opponents.
The main card advantage of burn is the lack of permanents. Lacking artifacts/creatures/enchantments makes a lot of removals useless. Consider going creatureless as possible. I have creatures in my deck just because some like Monastery Swiftspear are so synergistic though.
Vexing Devil is NASTY. Worth a look into. Most people see it and choose to eat the 4 damage, which is great. I've also seen some people toying with Bomat Courier for a quick hand reload. Might be worth a look as well.
Magma Jet is slower, but the scry really helps me sometimes. I take it in and out of my mainboard since I have mixed feelings about it. Worth considering I think.
Ball Lightning, Hellspark Elemental, Spark Elemental, and Faithless Looting are all worth considering I think. I don't include any in my current deck, but have in the past. I used to run Hellspark Elemental with Needle Drop, Lava Dart, Faithless Looting, Keldon Marauders, and Quest for Pure Flame. It was fun, but not as fast as my current list (or yours).
I think Glacial Chasm as a 1-2x in burn has a lot of potential and isn't used often. If you drop this turn 2-4 with a deck that has no life gain or tendrils, you just bought yourself enough turns to win.
5 months ago
5 months ago
Cheaper cards cash-wise:
Flamebreak, Comet Storm, Howl of the Horde, Hostility, Price of Progress, Furnace of Rath, Past in Flames, Mana Geyser, Viashino Heretic, Dualcaster Mage, Thermo-Alchemist, Dictate of the Twin Gods and Guttersnipe
6 months ago
Heyyy I upvoted your deck a few days ago but haven't had a chance to comment until now! I like the elemental theme and flavor
Last night I updated my omnath deck on here to match the IRL version (link). You should check it out for ideas (and be sure to upvote!). One new card I just added to try out is Mouth / Feed. I just love drawing cards lol