Neheb, Dreadhorde Champion
Legendary Creature — Zombie Minotaur Warrior
Whenever Neheb, Dreadhorde Champion deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and gain that much R. Until end of turn, you don't lose this mana as steps and phases end.
|Have (2)||metalmagic ,|
Printings View all
|War of the Spark (WAR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Neheb, Dreadhorde Champion occurrence in decks from the last year
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Latest Decks as Commander
Neheb, Dreadhorde Champion Discussion
4 weeks ago
Hi. Fellow feldon player here, just thought id share some feldon targets you might want to try out: Keldon Firebombers , Drakuseth, Maw of Flames , Ancient Stone Idol , Meteor Golem , Bogardan Hellkite , Neheb, Dreadhorde Champion , Breaker of Armies , Hellkite Tyrant , Mindclaw Shaman
also just for the memes im running an Akroan Horse but if you find it funny knock yourself out.
1 month ago
@Snap157: Library used to be in the deck; it was pretty nice especially with Experimental Frenzy, but I found it wasn't usually worth the slot. When I first brewed this deck it was much more focused around Grimoire, so I wanted to make sure there was as much stuff to hold onto it as I could get, but currently the deck doesn't care enough about any individual cards to have it worth a spell to not discard particular things.
@Goblin_Guide: Perpetual Timepiece used to be in the deck but other than that I am able to churn through the deck fast enough with cards like Neheb, Dreadhorde Champion and Avaricious Dragon that I found I didn't really need it or other things like it. Codex Shredder is the only holdout of that kind. As far as mass reanimation, nothing comes to mind other than Scrap Mastery, are there others you think could be a good fit?
2 months ago
Hey, nice start on budget. Kyle_Winter gave you some good advice to help the party. My advice is to help the manabase, ramp and draw.
First, you don't need 42 lands, that's overkill for your deck. 36 lands should be fine. Consider cutting some lands for more ramp sources? Budget lands and ramp to consider adding:
- Dragonskull Summit
- Smoldering Marsh
- Rakdos Signet
- Dark Ritual
- Foreboding Ruins
- Opal Palace
- Rakdos Carnarium
- Ash Barrens
- Grixis Panorama
- Jund Panorama
Consider cutting some basic lands for these lands?
Ramp can be a problem with Rakdos because these colors lack lots of options, but one way to help to not miss land drops is to play low mana cost draw. Cards like these can replace ramp because for a low mana cost they can help to draw into lands or party members who then act like ramp to cast Zagras.
Repeatable draw sources are best in Commander because they can potentially give you value throughout the entire game. With Zagras cards that give you value who are party creatures or when you attack/do combat damage are options:
- Azra Oddsmaker
- Magus of the Wheel
- Neheb, Dreadhorde Champion
- Mask of Memory
- Asylum Visitor
- Valakut Exploration
- Underworld Connections
Oddsmaker and Mask are nice with Zagras because he has flying.
Some advice about game play. I would keep the mana curve very low because you want to assemble a party for Zagras as that's what makes Zagras a mana efficient and potentially good Commander. The lower the mana curve the easier it will be to have two or more party members on the battlefield to help to cast Zagras. In fact, for your deck I would end the curve at Dagger Caster and Drana, the Last Bloodchief as these are abilities and effects at the top that go well with Zagras. I would limit the four drops to very few.
Roving Keep is an example of a creature you don't need because it's high CMC and doesn't help the party or have interaction with Zagras. Zof Consumption is an example of a spell that you don't need even though if you want can play it as a tapped land. Consumption for six mana is not worth what it does.
I offer more advice about what cards to cut. Would you like more advice?
Good luck with your deck.
2 months ago
Looking at some party cards, the problem I'm coming across is lack of synergy but I'll recommend some anyway. You really want your commander out early with as many ETBs as you have and being how aggressive he is.
Grenzo, Dungeon Warden: Rogue. Gives you a decent body with repeatable card advantage.
Grenzo, Havoc Raiser: Rogue. Either card advantage or point the biggest (or weakest utility) creature at another player.
Rankle, Master of Pranks: Another rogue. Less synergistic but he has three modes and haste. Plus, you can choose as many modes as you like.
Neheb, Dreadhorde Champion: Warrior. Red ramp and card fixing.
Priest of Forgotten Gods: Cleric. Potential card advantage and removal plus ramp.
Kazuul, Tyrant of the Cliffs: Warrior. Provides plenty of deathtouch chump blockers with your commander.
Mikaeus, the Unhallowed: Cleric. Allows all of your creatures to die once and come back. Plus, kills any human that gets through.
Gonti, Lord of Luxury: Rouge. Neat. Not the greatest in a vacuum but replaces himself, normally with something good.
Anarchist: Wizard. If you get more spells then maybe.
Cinder Seer: Wizard. Not the best pinger but a pinger nonetheless.
Coffin Queen: Wizard. Playable effect.
Dismissive Pyromancer: Wizard. Decent rummage affect and can take one guy out.
Embermage Goblin: Wizard. Not the best pinger but possibly playable. Hits any target.
Fervent Paincaster: Wizard. Hits creatures.
Fireslinger: Wizard. Best pinger so far at 2 cmc. Hits any target.
Nezumi Graverobber: Rogue/Wizard. Starts off as a graveyard hating rogue and turns into a grave stealing wizard.
Going through cards and the party subtheme seems a bit sad. Some of the above are decent but there isn't a ton to go on in my opinion.
On the first strke though, there are a million cheap red spells that grant first strike temporarily as an instant or as an enchantment. I would recommend running 1 or 2 of the instants to keep opponents on their toes when they think about blocking you.
As for creatures,
Soul of Shandalar: Mana wise, not the best. But can ping and has built in first strike.
Sparring Collar: Cheap first strike and can be attached instant speed to either dissuade blocks/attacks or murder something.
Sword of Vengeance: I don't think its as good as above due to not being able to move at instant speed, but it grants vigilance as well. It is nice to keep a first strike flying blocker up after it attacks.
Akki Coalflinger: Way to help out the team.
Legion Loyalist: Way to help out the team. (My favorite of the team helping bunch).
Bloodmark Mentor: Way to help out half of the team.
Akroma's Memorial. Expensive but a classic.
I think a couple or few first strike options would work out. As for cards that I think you could do better than,
Endbringer: Potentially a great card but I wouldn't count on using his other effects with as little colorless mana sources that you have.
Master of Cruelties: Can be good but typically best if saved for kalia combos. He shuts down attacking with everyone else which limits you to dealing with one opponent at a time.
Rakdos Firewheeler: Not bad but repeatable effects may be better.
3 months ago
3 months ago
Contrary to popular belief, Boros doesn't have any harder of a time ramping than any other non-green color combination.
If you want to ramp early to get your general out faster, might I suggest some red ritual spells? Stuff like Seething Song or Pyretic Ritual. These give you a burst of red mana for a single turn that can really help get your general out several turns earlier. You already play Mana Vault which, let's be honest, is most of the time a ritual too since how often do you actually untap it?
On top of these early ritual effects, you could also consider playing some big-gun ritual effects like Mana Geyser or Brass's Bounty. While these aren't early game ramp, they can provide some explosive later-game turns.
If you're already playing Smothering Tithe I recommend playing some more wheel effects. Wheel of Fortune is ideal, but if you don't have access to it you can instead play stuff like Magus of the Wheel.
Another few cards that might be good- your deck really wants to be making it's land drops every turn and would also really appreciate more ways to get card advantage, so cards like Land Tax (just got reprinted in double masters so it's high price tag just dropped!) or Gift of Estates or Tithe could help out a lot. At that point, draw effects that break even get better since you're plus-ing off of land effects, so your Faithless Looting and Tormenting Voice effects can swap lands for better cards.
Last few cards- if you've been liking Neheb, the Eternal, Neheb, Dreadhorde Champion could also be a really good card for the deck. It can cycle your cards into your big gun spells and then give you extra mana to fire off another burn spell. Deflecting Swat is an incredible card for this deck since it can do a bunch of shenanigans AND protect your commander. I think Flawless Maneuver would also be worth it to protect your commander.
That was a lot more than I expected, the ideas just kept flooding in hahaha. You know.... unfortunately it makes me want to build yet another Boros deck...... Why do I keep doing this to myself?
3 months ago
4 months ago
Ignite the Future is a solid piece of impulse draw (term for exile and casting for a brief period of time) that comes back later in the game for incredible value.
Nykthos, Shrine to Nyx is a strong ramp piece if you have a lot of colored permanents with mana symbols.