|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Battle for Zendikar (BFZ)||Uncommon|
Combos Browse all
: Add to your mana pool.
, , Sacrifice Hedron Archive: Draw two cards.
Price & Acquistion Set Price Alerts
|Have (21)||Hootiequack , Psycheretic , Mousemke , TheRealPeaches , buildingadeck , Joblaska , meowCat1234 , MagnaAura , Kravian , GoldGhost012 , silvereh , ninjasupahsquid , SketchyScribbler , Candyman949 , LTmiller , brentkc49 , duff87 , philktoken8998 , chrishuffman95 , rikertchu , bakeraj4|
|Want (4)||Ariumlegion , Candyman949 , ryuzaki32667 , chrishuffman95|
Hedron Archive Discussion
1 week ago
I see most of the key Eldrazi you're trying to get out are good because of the, "when you cast". Perhaps Dreamstone Hedron instead of Planar Bridge, which would nullify that effect from your big bois.? Might as well just cast them sooner and get the effects.
1 week ago
I would definitely recommend cutting down on lands and trying to fill those slots with cheap land tutors similar to Evolving Wilds such as: Armillary Sphere, Renegade Map and Wayfarer's Bauble.I would also recommend Hedron Archive as it is a more expensive late game substitute for Sol Ring, which is generally an auto-include but is a little bit too expensive for a budget deck.
1 week ago
Suggestions:Complicate, Censor, Cryptic Command, Dismiss, Dream Fracture, Izzet Charm, Mystic Confluence, Snapcaster Mage, Torrential Gearhulk, Metallurgic Summonings, Trail of Evidence, Staff of Nin, Mind Stone, Hedron Archive, Commander's Sphere, Thirst for Knowledge, Reality Shift, Insidious Will, Glimmer of Genius, Frantic Search, Deep Analysis, Curse of the Swine, Compulsive Research, Collective Defiance, Cathartic Reunion, Careful Study, Recurring Insight, Time Spiral, Library of Leng, Izzet Signet, Lightning Greaves, Crucible of Worlds, Stifle
3 weeks ago
No removals are fine... I like running decks that just does what it does, doesn't mess with other players' hands or board-states, and asks the same in return. I have even won plenty of games worrying about my own cards and letting the opponents take care of clearing threats -one of the perks in a multiplayer format -somebody else will have the answers.
However, in order to keep playing the game, you need to avoid exhausting your hand. You need card draw. Mind's Eye is the best for mono-red; and you also have cards like Wheel of Fate, Magus of the Wheel, and Reforge the Soul to refill your hand.
3 weeks ago
Love the reports!
You continue to rave about Loreseeker's Stone - I think I have to test it out at this point! It is no doubt quite powerful.
Humble Defector is undoubtedly a powerhouse, I am actually considering running him in a couple of my Mardu decks at this point, I completely agree the politics of it all are an impressively powerful bonus on the draw.
I also played a game with Neheb this weekend. Ended up winning a 4 player pod, Dakkon Blackblade control, Kruphix, God of Horizons ramp/control, a friend borrowing my The Spirit of Self-Sacrifice Zurgo Helmsmasher piloted Aikido/control list, and myself on Neheb.
Kruphix got out to an early lead with a Seedborn Muse + Capsize lock on the table. I had a ramp heavy hand, doing nothing until turn 4 but landing Thran Dynamo followed by Hedron Archive + Caged Sun. I was identified as the biggest competition for the Kruphix player, who basically just forced me to re-deploy my ramp every turn with his Capsize lock.
At some point I had a miniature explosive turn dropping Neheb + Price of Progress instead of re-deploying ramp, playing Reforge the Soul and praying. I hit support pieces - Lightning Greaves and a few other things. Greaves + Neheb were summarily bounced in that order, setting us back to square 1.
Dakkon player interacted enough to force the Kruphix player to over-extend his own interaction, allowing the Zurgo player to wipe the board with a Blasphemous Act, Kruphix dropped the Capsize shields to save his Seedborn Muse bouncing to hand. I was next and was able to follow up with Neheb plus Lightning Greaves and Acidic Soil, generate big mana, Aggravated Assault and technically go infinite (my meta typically doesn't allow, but we needed the game to end so we called it!)
It was an oppressive game that we all felt was clearly over due to the Kruphix player's dominant early position, but Neheb can truly win from a lot of very behind situations!
3 weeks ago
You average converted mana cost is around 4.8 that exstreamly high for a mono white deck. 47 lands is good enough. 33 creatures is in the high side I'd settle with 28. You're not really running an enchantment heavy deck so Sigil of the Empty Throne is not good here. You need lots of ramp if you want to do what you are saying you want to do so you'll need mana doublers like Caged Sun and Extraplanar Lens and Gauntlet of Power you'll need to focus of the ramp package that ramps for more then 1. You'll need the ones like Coalition Relic, Worn Powerstone, Ur-Golem's Eye, Sisay's Ring, Mana Vault and Mana Crypt. Also run the land ramp package Ancient Tomb, Scorched Ruins, Myriad Landscape, and Terrain Generator
3 weeks ago
Ok so I took a good long look and you appear to be on a budget of about $10 per card so I kept my recommendations around or below that mark. The biggest thing I have learned about neheb decks regardless of the speed or competitiveness of the table is that they want additional combats for more mana since it checks total damage dealt in a turn and ways to get spend that mana. My first recommendations are the additional combat effects.
Aggravated Assault Especially this one
Combat Celebrant, this one combos with Kiki-Jiki, Mirror Breaker and if you have it Zealous Conscripts is screaming to be included. Zealous can haste your creatures, steal mana or beatsticks to further your plan, or clear the way for your attack.
Next some draw card effects. Some of these are the exile then cast effect, but with Neheb surging mana thats just as good.
Runehorn Hellkite, Magus of the Wheel, Knollspine Dragon, Chandra, Flamecaller, Bedlam Reveler wheel effects are the most efficient draw cards you can get and the ones that hit your opponents too can disrupt tutors.
Protecting Neheb is extremely important and can be done in two ways: traditional protection, and slipping under your opponents. What I mean by the slipping under your opponents is playing him with haste and/or earlier than expected, this is the key driver of my deck since my table doesnt give me time to play him at normal speed. Below are some mana accelerants to cheat him out, haste sources I havent covered above, and traditional protection.
Generator Servant this one is both mana and haste but broadcasts your intent ahead of time.
Sword of the Animist great for filtering your deck both before and after you slam multiple attacks with Neheb.
Anger plays nice with the looting and wheels mentioned before.
Hall of the Bandit Lord can scare people with the 3 life but it is so efficient and so worth it.
Homeward Path because your games run long enough for dumb things to happen to Neheb.
Fork counter your counter, haha!
Sometimes you just have to mess up your opponents to buy the time you need.Blasphemous Act is great if you have an indestructible Neheb and Red Sun's Zenith is removal or a win con depending on how much mana you have.
Captivating Crew in a creature heavy meta can wreck face.
Magus of the Moon if youre that guy and your opponents rely too much on lands.
Scab-Clan Berserker especially if anyone plays storm.
Stigma Lasher deals with lifegain which can otherwise be a big problem.
Stranglehold make them draw cards like you have to.
Void Winnower there are other good eldrazi to consider as something to poor your mana into but this is in my top two more budget picks.
Other good cards.Hanweir Garrison couples with a haste land and is a fantastic beater. Hero's Blade extra damage for no equip cost. Strionic Resonator does gross things with all the triggers in the deck. Temur Battle Rage great way to massively increase your damage and mana.
Please read the whole thing I can't check mark "suggestions" for all of these at once.