Might of the Nephilim

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Might of the Nephilim

Instant

Target creature gets +2/+2 until end of turn for each of its colors.

seshiro_of_the_orochi on NAYA MEGAMULTICOLOR | GOLD CARDS OH MY

2 years ago

Great list, good job! I've considered building Rienne, but I don't own enough of the important cards. If I were to build it, it would propably be very close to what you build here. I did some research on cards that might be useful. This is what I found:

Glass of the Guildpact

Dragon Arch

Guildmages' Forum

Hero of Precinct One

Pillar of the Paruns

Vivid Revival

Blessing of the Nephilim

Civic Saber

Might of the Nephilim

Saiyamax on Oops all Blades

2 years ago

Cool deck! I like how the blades make multicolor bonuses super easy. Makes me think of cards like Might of the Nephilim Blessing of the Nephilim and Civic Saber

jamochawoke on UR Dragon: Reignited

3 years ago

E-Witness is gold. Regrowth is also pretty nice. Swan Song kind of sucks in the fact that it gives them a token that can actually block your big flying lizards. A much better card to run would be Silumgar's Scorn which will basically be Counterspell in your deck, or you could just run Counterspell as well. Icon of Ancestry, Tooth and Nail, and Worldly Tutor are all really strong.

For tutoring/filtering Winding Way is also pretty good, especially if you can find a way to cast it multiple times. That brings me to a pretty fun combo with it and other yard fillers:

Living Death, Patriarch's Bidding, or Rise of the Dark Realms are good game enders especially if you have Dragonlord Kolaghan or Karrthus, Tyrant of Jund in the yard.

As for tribal support/buffs I found these to be the best for dragons:

maxpelletierfortin on

3 years ago

Hey beets,

Love it, thanks for the feedback! I appreciate you leaning in and finding some great additions for the deck!

This build was my first crack at a 5-color deck and Horde just happened to be the card I went with.

My objective was to build something that was budget and that could easily satisfy the 5-color Horde activation requirement while filling up the graveyard with some big creatures for value! Woo! (All hopefully on curve haha)

There are lots of secondary synergies which would potentially be removed to make the deck run smoother as well as a more refined mana base/ramp package. ex: Might of the Nephilim is in there to sneak in with some commander damage.

One objective was to fill the deck with cards which tap for WUBRG to easily get the ball going, this combined with Tidal Force was an attempt at an engine. Greenwarden of Murasa is a powerhouse in the deck with the past games for getting tutors and good non-elementals back to hand. Rings of Brighthearth was one card which I found awesome however was out-of-budget.

If you look at my page I've built a more pricey Omnath, Locus of the Roil deck with some of the powerhouse elementals that come out to $8 and up.

You were bang on about the murderers axe as a discard outlet and I love the alternative. I also like the idea of Wispmare, and Ingot Chewer as synergistic alternatives to the other removal in the deck.

Again, thanks for the feedback, much appreciated! I hope this helps provide some more detail into where my mind was going with this build. If you've got any more suggestions keep em coming!

DemMeowsephs on SOULBOND PROGENITUS VOLTRON

3 years ago

Hey there, pretty cool deck! With Progentius being a lot of mana, you may want to include some more/upgraded ramp cards- which are exactly the things I can recommend! Let's start off with the lands. Note that I may recommend things you purposely left out or can not afford, so if that is the case please feel free to ignore those! In 4+ color decks, there are usually 3 types of lands I recommend running. The first type is the shock lands. These are must-haves, for more reasons than you may originally think. Shock lands are cards like Breeding Pool, and there are ten shock lands in every two-color combination. These guys give you the option for two different colors and the option to be untapped! But a huge reason they are so powerful, is because they can be used effectively with cards like Nature's Lore and Three Visits. While nature's lore and such only say forest, if you wanted red mana, you could search for Stomping Ground, giving you both the red and the green! Thus, I would consider adding these shocks and replacing some of the less good effects you have that do something similar, like Sakura tribe elder, etc. The second type of land I would recommend adding are fetches- however, these can be super expensive, so I will explain other options after. Nonetheless, fetches are great because you can use them, to get shock lands similarly to what we did with natures lore! Fetch lands are cards like Windswept Heath and Scalding Tarn, allowing you to search for any land with those subtypes. They also work SUPER well with cards like Ramunap Excavator and Crucible of Worlds, because now you can play these fetches again and again and again every turn, meaning you'll never miss a land drop and can pick any colors you could possibly want if you have the shock lands. However, these are pretty expensive, and so I would recommend the pain lands or filter lands. Pain lands are cards like Battlefield Forge, giving you guaranteed colored mana. Filter lands allow you to put in one color, and get any combination of a different color and that color! For example, Mystic Gate. This can be especially great with Progentius's casting cost. The last and possibly the best type, are multicolor lands, that give you any color. Mana Confluence, City of Brass, Forbidden Orchard, Command Tower, and Tarnished Citadel are all great examples of this. A lot of these lands are super expensive, and yet lands are a super important part for getting progenitus out, so if you ever are looking to upgrade progentius, consider the ten shocks, ten fetches, ten filters, and ten pain lands, as well as a few multicolor lands.

I slightly mentioned some ramp cards before that work well with shocks, though there are quite a few other ones that could work super well in the deck. First one is Chromatic Lantern. This guy can help you EASILY not worry about which lands give you what colors, and allows you to just try your best to get 10 mana, as well as producing any color mana himself. Bloom Tender could be GREAT in this 5 color deck, meaning that before progentius it could tap a lot of mana but then even with him out, could add FIVE mana which sounds pretty great to me. Selvala, Heart of the Wilds could work wonderfully once Prog is out, tapping for 10+ mana all at the expense of a single mana. Even before that, it can be a very helpful mana dork. Speaking of dorks though, I would seriously recommend some smaller ramp dorks like Birds of Paradise, Sylvan Caryatid, Ilysian Caryatid, Noble Hierarch (which can also buff progentius) and a lot more. Last but not least, some extra ramp cards that I would recommend including are Arcane Signet, Commander's Sphere, Exploration, and Burgeoning!

But OMG there are so many amazing synergies here I would recommend too! Hunter's Insight and Hunter's Prowess could draw you SO many cards with Progenitus, especially if you give him double strike! Berserk could immediately double his power, and you don't have to worry about him dying because he has inestructible! Basically one mana double strike for progentius. Blessing of the Nephilim, Civic Saber, and Might of the Nephilim would be GODLY with progentius, the last one giving him +10/+10 already!!! You also may want to consider unblockable spells that can make Progentius unblockable for cheap mana, giving you an auto-kill.

Anyways though, that was a lot to think about, please ignore any spelling errors I was kind of rushing, and I hope this helps! Be sure to check out some of my decks like Double Trouble EDH ⫸PRIMER⫷ (where you can also find some of the best unblockable spells)!! Hope this helps, good luck on this great deck, an have a wonderful day! Cheers

zAzen7977 on ˛¸ ¡||ŪMI∆ª†Į ˛¸__________________ Illuminati Deck

3 years ago

Harvey_Vorthos-Allsack, awesome job and well said! And you are just scratching the surface. The rabbit hole goes deep...

Here’s a little tidbit which Balaam will probably appreciate as well - clearly someone at WotC is into the Apocrypha, especially the Books of Enoch, Jasher, and Jubilees found in the Dead Sea Scrolls, and several texts found in the Nag-Hammadi Codex, because certain concepts are mentioned in MtG lore that correspond to these texts. For example, Nephilim and Archons are mentioned in cards like Might of the Nephilim, Blessing of the Nephilim, Yore-Tiller Nephilim, Ashen Rider, Archon of Coronation, Archon of Emeria, etc.

According to the Dead Sea Scrolls, the Watchers were fallen Angels who rejected God, chose to take human wives, and fathered a race of giants which were known as Nephilim. The creation of the Nephilim eventually led God to initiate the Great Flood, as these creatures sired half-giants and consumed everything from animals to humans, thus causing the breakdown of society.

The Nag-Hammadi Codex is named after Nag-Hammadi, Egypt, where it was discovered. Several texts, including the Apocryphon of John, describe a race of formless beings known as Archons who predate humans and were born of a predatory force called Ialdaboath, Samael, or the Demiurge. The Demiurge, a cosmic aberration which has become self-aware, has humans trapped in a holographic soul prison to sustain itself and attain the status of God, which it desperately seeks. It created a shadow world which is a crude copy of the real world and created legions of imposter angels and lower beings to serve its bidding.

Archons are responsible for causing error in human thought patterns, to confuse the human into thinking that it wants to do something, so the human can make the bad decision on its own. Early Gnostics believed the Demiurge’s plan was doomed from the beginning, and eventually humans will escape from their holographic prison and reunite with Jesus and God.

Isn’t it curious that WotC would pay homage to these concepts in their MtG lore? I’m sure there are more examples throughout the game. Anyway, I think all of this is fascinating. Food for thought!

DemMeowsephs on No, that's not dead - it's resting (Arixmethes)

3 years ago

What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!

carpecanum on KAVID-19

4 years ago

On big thing is being able to block Karona as well as general pillowfort.
Stuffy Doll is perfect. Anything cheap with indestructable or things like Fog Bank or Guard Gomazoa

I also throw in Circle of Protection: Black and Circle of Protection: Red but lately been thinking about trading red for green because of my meta.

Mystic Barrier means only one opponent can attack you if multi-player. Spirit of Resistance means you don't care if they attack you or not. Vow of Flight is evasion and they can't attack you (thats the only Vow i use).

Might of the Nephilim and Blessing of the Nephilim, Civic Saber

Ward of Bones and Brand of Ill Omen stop opponents from casting creatures once Karona starts popping around

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