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Helm of the Ghastlord
Enchantment — Aura
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."
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Helm of the Ghastlord Discussion
2 weeks ago
First of all, thanks for leaving a comment and giving me some help! Since this is my first deck, your comment is also the first one I ever got. Well, I considered your views on Font of Mythos and similar cards and I finally got convinced, so I removed them from the deck. I still kept Forced Fruition on the maybeboard because I believe I can give it good use in some situations. I'm still not sure about it and I can´t test it since I don't own this deck yet. I also kept Well of Ideas on the deck. Library of Leng was moved from the maybeboard to the deck. I liked how Curiosity and Helm of the Ghastlord synergise with Nekusar, the Mindrazer so I included them. I also liked the "near-infinite" card draw and damage of Niv-Mizzet, the Firemind. The combo can go even further with the help of Library of Leng and some wheel effect. I know this combos are difficult in commander but I'm kind of a Johnny, and if it works once, it'll be worth it. I previously considered both Lightning Greaves and Swiftfoot Boots but at some point I forgot about them and didn't include them. I put the first into the deck and the second on the maybeboard. This will remain this way untill I know if it's worth to include both of them or which one is better. Next, I removed some creatures form the deck and added No Mercy and Smoke. At first didn't want to rely on creatures dealing combat damage to activate their effects, but I also needed them in order to have something to block other creatures with. Now I have other ways to prevent other players from attacking me. I also wanted the deck to be mostly oriented towards enchantments and sorceries. Finally, I included Sigil of Sleep which synergises with Nekusar and also helps me with others' creatures.
2 weeks ago
First, welcome to the world of Magic deckbuilding!
Based on my own experience with Nekusar, I would recommend cutting Font of Mythos and cards like it. On paper, it seems like they should be helpful, but, in actuality, they hurt more than they help. Nekusar is explosive, but easy to answer - after all, you're assisting your opponents in their finding checks to Nekusar.
Think of it this way, in a single round with four players, Font of Mythos gives you two cards, while giving your opponents six. While no single player gets card advantage relative to one another, the collective enemies are gaining vastly more cards than you. These cards require additional work to make effective and, even then, the extra cards generally help an opponent more than a couple instances of damage.
If you run either, Niv-Mizzet, the Firemind is a solid choice, as it goes near-infinite with either of the above.
If you hate your friends, Phyresis can end games quickly--but this will get you in trouble in casual games, so I generally recommend against it.
I would be sure to move Library of Leng from maybeboard to mainboard.
Hope some of that helps!
1 month ago
Howling Mine, Font of Mythos and their ilk all me like they should be good with Nekusar - in actuality, they are subpar. Think of it this way - in multiplayer, you’re giving away 3 cards for each 1 you receive. The added damage they provide pales in comparison to the card advantage you’re giving out.
Some other great options to consider:
2 months ago
I would recommend cutting Font of Mythos, Howling Mine, and Dictate of Kruphix. In my experience, these cards are more of a detriment to a boon. The additional damage they provide is negligible, and you are giving each opponent an opportunity to draw their answer to Nekusar, increasing the odds one of them will be able to foil your plan.
In their place, consider some of the following:
Lightning Greaves - easy protection for Nekusar.
Niv-Mizzet, the Firemind - solid card in Nekusar.
Curiosity - goes near-infinite with Niv-Mizzet and is a solid option on Nekusar.
Likewise, Helm of the Ghastlord goes near-infinite with Niv-Mizzet, and forces your opponents to discard the cards they gain when enchanted on Nekusar.
Phyresis ends games with Neksuar, but you might draw the ire of your playgroup for using infect. I'd be weary of using this lest no one wants to play against you.
2 months ago
Sorry for the loooooooooooooooooooong time without posting here guys, i've been pretty busy. I'll post the updated list (8 changes) and explain the reason behind every substitution later.
@DVLuca I've already changed 3 lands for the sinets (2 of them were lands that ETB tapped). I was afraid of beeing short in mana, but the change was great, thanks! Since I don't have Yawgmoth's Will or Scroll Rack I still need to test them online.
@Megalomania I Think the same about Dark Deal. I'm finishing a trade on a Imperial Seal, it should be a nice replacement. I'm not sure about Helm of the Ghastlord, I know a wheel with it will give a ton of draw and my opponents 'll be locked, but it makes me more "Nekusar dependent". I'm going to test it anyway! And tanks a lot for your support, really! :)
@DrkNinja Some changes were made, but I'm not in a rush to make a lot more right now because I'm working in another decks and this one goes really well at my LGS and thanks for the comments! :)
@spoonieluv1023 Thanks man, I'm fine, I just ignore the rage comments lol. And Long Live the Mad King of Tristan!
2 months ago
I would recommend cutting Temple Bell, Master of the Feast, Dictate of Kruphix, Howling Mine, Kami of the Crescent Moon, and Jace Beleren. On paper, these cards seem to work well in a Nekusar deck--after all, more card draw means more damage. In reality, I have found this not to be the case. Cards are the most important resource in MTG, and paying a few life for extra cards is generally a pretty good deal (which is why Necropotence is on Vintage's restricted list). The problem gets even worse in multiplayer--after all, you're drawing one extra card, and thus have one chance to receive something you need, while your opponents collectively draw three cards, increasing the chances one might receive their answer to your strategy.
Focusing on explosive plays with wheels tends to be the best bet. Here are some cards to consider adding:
Helm of the Ghastlord produces redundancy for the Niv-Mizzet combo. When enchanting Nekusar, your opponents are forced to discard the cards they do manage to draw.
Sigil of Sleep turns wheel effects into mass bounce spells, helping provide protection.
Phyresis ends games, but infect is generally seen as a highly toxic mechanic. I would be weary of running this, as it could make individuals not want to play against you.
Imprisoned in the Moon and Deep Freeze provide solid removal without causing a change in game-zone. As such, you can use them to remove a commander without it being returned to the command zone, ensuring it sits uselessly on the battlefield for as long as it is enchanted.
2 months ago
Based on my own experiences with Nekusar, here's some suggestions:
Cut Day's Undoing. This spell is simply awful with Nekusar as it ends the turn while Nekusar's damage triggers are still on the stack. As such, the triggers are exiled and Nekusar will deal no damage.
Library of Leng is a fantastic card to run alongside Wheels. It allows you to discard the cards you don't want to keep, while redrawing your better cards.
Temple Bell is a deceptively bad card in a Nekusar deck. On paper, it seems like it should work--it's a free damage trigger each turn. In actuality, I've found it counterproductive. The hardest part of Nekusar is that your opponents are quickly cycling through their deck, so are quite likely to find the answers and removal they need. Nekusar works best with large, explosive plays that end the game as quickly as possible. Temple Bell provides no real utility on its own, requiring multiple damage-dealing cards or Mind Over Matter to function properly.
Nekusar is able to end games in fairly short order, so is usually a target for removal. Lightning Greaves would be a solid inclusion for some protection the turn he is played.
I've had some pretty good luck with Hive Mind in the past. One wheel effect is dangerous, but when multiple wheels are fired off simultaneously, the game ends.
Helm of the Ghastlord provides redundancy with Curiosity for your Niv-Mizzet combo. When placed on Nekusar, not only to you generate some impressive card draw, you also force your opponents to discard the cards they do manage to draw.
Forced Fruition is another game-ending spell, as it turns all your opponents' spells into forced draw. While giving opponents such huge card advantage can be problematic, it's fairly easy to hit for 14+ damage per spell they cast.
Phyresis can quickly end games with Neksuar, but will also ensure your meta hates you. It's worth considering, but might not be worth the ire you'll inevitably draw.
3 months ago
I like Nekusar decks. This one seems to have too many combos though. I would drop a couple or more and focus on making the deck just a little faster. Also not a fan of Dark Deal as a wheel. You seem to have enough already.