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.
Printings View all
|War of the Spark (WAR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Neheb, Dreadhorde Champion Discussion
2 days ago
Pikobyte I know, it is one of the cards I have thought of taking out for something else. I keep it in because it has helped me reset my hand at crucial times, but it does go against synergy. I'm actually planning on adding Neheb, Dreadhorde Champion so this will likely replace Day's Undoing
5 days ago
Land Tax is an auto-include if you never want to miss a land drop ever again. It also makes playing a turn 3 Blood Moon easy to work with. Makes surviving and using mass land wipes fun too. Goes great with Ghost Town if you never want to miss those triggers.
But Land Tax reaches Skullclamp levels of broken if you pair it with Scroll Rack, Tectonic Reformation, Neheb, Dreadhorde Champion, Necrogen Mists, Stronghold Rats, Raven's Crime or Seasoned Pyromancer with all the excess lands you can throw away. It even makes Sensei's Divining Top godly if you can shuffle your deck with Land Tax every turn before your draw step. (Even if there’s no more basic lands in the deck, that free shuffle can be great with SD-Top and Scroll Rack.) Without that extra oomph Land Tax doesn’t really bring much to the table late game, but it can feel like a Sol Ring in the early game if your deck runs a below average number of lands.
1 week ago
Hey, you have lots of reanimation spells, as well as creatures you want to reanimate not cast, but lack enablers for reanimation. Enablers are cards that can put your creatures into your graveyard so they can be reanimated. The budget Eldrazi want to be in your graveyard, you don't want to to cast them because they're too much mana. You want a some what equal ratio of enablers for reanimation and actual reanimation spells.
Buried Alive can tutor for any three creatures and put them into your graveyard. It's excellent with Anger, as one of the three, to give all your creatures haste. Letting them attack/do damage faster which is good with annihilator. Final Parting does both, it can tutor for a creature to reanimate, putting it into your graveyard and the reanimation spell to reanimate it, putting it into your hand.
When you can draw cards before or after discarding this can help to enable reanimation and keep your hand stocked of other cards to cast or give you more chances to draw a reanimation spell. Magus of the Wheel can discard your hand and draw a new seven card hand. In Magic this effect is called a wheel. Dragon Mage can be a repeatable wheel effect and it's on a 5/5 odd CMC flying Dragon. It's a creature to reanimate especially if it has haste. Neheb, Dreadhorde Champion is repeatable pseudo wheel effect if you do combat damage with Neheb. Difference is you choose which cards you discard and then draw that many cards as well as make red mana equal to the number of cards you discarded. Neheb can be an enabler and ramp to help to cast Eldrazi.
Azra Oddsmaker can be repeatable discard/draw. You choose a creature you control and if that creature does combat damage to an opponent then you draw two cards. Oddsmaker is an odd CMC and it can target itself. Faithless Looting, you draw two then discard two. With flashback you can cast it again later on if at some point you draw a creature and can't cast it, but have reanimation in hand. Flashback also makes it so you can discard Looting to another effect and cast it later.
Budget lands to consider adding: Command Tower, Smoldering Marsh, Canyon Slough, Ash Barrens, Jund Panorama, Tainted Peak. If you add Anger then also add Smoldering and Slough. They're dual lands that count as a Mountain for Anger.
Good luck with your deck.
2 weeks ago
I like the poke idea that this deck is going for, but I think that there are some parts of the deck that are a bit counter productive. I think that a number of the low-damage wrath effects will lose a lot of their impact as you move into the mid and late game, even with Torbran's boost, and even though cards like Pyroclasm will deal more damage to your opponents' creatures they are still dealing enough damage to kill a good number of your own utility creatures anyway. I think that there are other options to consider that would give you more choice and control over where damage is going.
Rolling Thunder and Violent Eruption give you a good amount of control and scale really well with Torbran out. Inferno Titan and Drakuseth, Maw of Flames can spread their damage around and are also large bodies that can help finish a game. Goblin Sharpshooter is another creature that can get pretty ridiculous with Torbran out, and Flameblade Angel might also be worth consideration as a deterrent.
There are some other options worth looking at to increase the "punisher" aspect of the deck. Circle of Flame, Harsh Mentor, Immolation Shaman, Rampaging Ferocidon and Hissing Iguanar are all possible ways of getting some extra damage in. If you end up running more creatures, Hellrider is a possible inclusion. And will all the damage flying around you might find that Neheb, Dreadhorde Champion might make a good addition, although Neheb is better with more X cost spells.
Anyway, just some ideas to think about. I'd like to see your opponents' faces when you drop both Mana Barbs and Torbran onto the board. That's not something most people would want to deal with.
3 weeks ago
I second , you don't have any graveyard decks listed here which is always a popular archetype. That also gives you the option to branch out into Abzan or Jund, which are very powerful color combinations in EDH.
As for Neheb, Dreadhorde Champion, have you tried swapping the commander? There are a few options to stay in Mono- and possibly keep a large part of the deck. I have a deck that has had several different iterations with different generals. Currently, I run Neheb, the Eternal, which has been the more resilient of the two Nehebs in my experience, and isn't dependent on attacking to function. If you wanted to keep any graveyard synergies, you could try Feldon of the Third Path reanimator, and if you had artifact themes you could try Daretti, Scrap Savant for a more Johnny build or Bosh, Iron Golem for a more Timmy build.
3 weeks ago
I would say if your budget is low you’ll want to stick to 1-2 color decks since the mana base on 3+ colors can start to get expensive if you are trying to make the deck good.
That being said going with Neheb, Dreadhorde Champion is good with a red ramp sort of build that you could use for big red creatures, voltron, or burn strategies.
God-Eternal Kefnet would be good for spell slinging builds although I personally don’t know how the deck would win since I don’t play blue too much.
Lastly Lazav, the Multifarious is an interesting strategy with combining mil and making one big commander.
Just giving a general breakdown for stuff you can go with. I’d say from those three the best that you could upgrade later if you’d want to take it out of budget range is Kefnet.
3 weeks ago
So, I have 6 EDH decks, but one of them is really mediocre and I want to gut and replace it.
For reference, I have already built
Lazav, the Multifarious combo
Tuvasa the Sunlit enchantress control
Neheb, Dreadhorde Champion facepunc? IDK
God-Eternal Kefnet blue control
Sisay, Weatherlight Captain Legendary Box of Tools. LGBT 'cos rainbow. :)
And I don't particularly want to have duplicate strategies.
So, any recommendations as to what I should build? I have a rather low budget, but I can eventually pick up some more expensive pieces if they're necessary.
Also, my decks are mostly built the way they're built because it's an interesting playstyle or memes(Sisay and Neheb are much memier than the others).
Additionally, any recommendations for Neheb? He's easily the worst of the bunch, but I keep him 'cos my grandma likes to play minotaur decks.
Thanks in advance!
1 month ago
Brefin: I've been finding that there's two kinds of mutations -- the ones that help Vadrok, and the ones that Vadrok helps.
Surrakar Spellblade, Cephalid Constable, and Neheb, Dreadhorde Champion are all in the second category, because they benefit from Vadrok's inherent evasion to become threatening, despite their low power.
I'm happy to work with a smaller commander who draws me 3+ cards per turn -- in that case, I lean towards a combo victory, using the constant stream of card draw to throw out answers for opponents' threats. Plus, it keeps the deck from getting into the monotonous rut of "big commander, swing" -- the deck plays completely differently depending on whether the first host for Vadrok is Surrakar Spellblade or Markov Blademaster, for example.
sam171z: It's not BAD, but it's not amazing either. Basically, it gives you extremely strong protection against one player, but leaves Vadrok vulnerable to the other players and without a power boost.