Neheb, the Eternal
Legendary Creature — Zombie Minotaur
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of your postcombat main phase, add to your mana pool for each 1 life your opponents have lost this turn.
Printings View all
|Hour of Devastation (HOU)||Mythic Rare|
|Amonkhet (AKH)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Neheb, the Eternal occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Recommendations View more recommendations
Latest Decks as Commander
Neheb, the Eternal Discussion
3 days ago
Not entirely relevant to the point you're making, but if you like aggro for EDH, build Neheb, the Eternal. He actively scales to get stronger against more opponents, and can very, very quickly build a terrifying board state, while also having late-game staying power thanks to some of the high-CMC cards (most notably IMO Sunbird's Invocation) that he makes easy to cast. He also makes small amounts of damage pay off huge dividends - casting Purphoros, God of the Forge turn four, then Neheb himself turn five gives you a free six-drop in a four player game. Flame Rift, for example, pays for itself six times over against three opponents.
4 days ago
So I want to build a Brothers Yamazaki deck. It would play with two significant, yet not that powerful, rules changes.
- 1.) You can build the deck with two copies of Brothers Yamazaki in it.
- 2.) They are errata'd in game to have "Partners with Brothers Yamazaki."
This would allow you, the player of the deck, to have two copies of Brothers Yamazaki in your deck, and both of them be your Commander. I would recommend sleeving them in different colored sleeves to keep track of each individual entity easier.
So this would be a standard 98 card library with 2x Commander's, like when you have Partners.
With that established, what would be the best way to build it?
Doing this purely for fun, but also because it sounds like a nice idea.
I'd say keep the budget to $200 or less so it can be decent. Since basically all lands can just be basics, that actually saves a lot of money for spicer cards.
The first thing that comes to mind is an aggressive aggro deck. You have two 5/4s on the field dealing Commander Damage. Yes each of them must deal their own 21 points to knock someone out, I know this. It's not a total, it's individual.
So cards that allow extra combat steps might be worth while. I think it would benefit heavily from Helm of the Host as well. If I am going aggro, Neheb, the Eternal, Etali, Primal Storm and Ilharg, the Raze-Boar would certainly want to be in there. Hellkite Charger as well, to get those extra steps. This makes me also believe Archetype of Aggression for that boon and creatures like Urabrask the Hidden may be worth looking into, along with Fervor.
EDIT: Wrong Archetype :p
Aside from attacking though, what else should it have? Burn? Light Voltron? Land destruction?
6 days ago
Great deck! I love it! You know what goes great with pain magnification? Magmatic Force. Ping for three every turn, keep their hands thin. Cryptolith Fragment Flip and Neheb, the Eternal might also be fun to consider sideboarding, given how expensive Kaervek is. Keep up the awesome work!
1 week ago
I run a Neheb, the Eternal burn deck and I think you could swap out a few spells for some more efficient burn. I also play Boros and will pretend to ignore this spell slinging propaganda.
Another good one to help you wipe the board or just to sink a lot of mana into is Rolling Earthquake since unlike the normal earthquake odds are it will kill every creature on the board. There is a version of it that is like $10 since it is one of those From the vault foils.
1 week ago
Thank you both for your positive feedback :) I already have a few warrior creatures (Rhys the Redeemed, Archetype of Aggression, Neheb, the Eternal, & Najeela, the Blade-Blossom herself) and a couple of warrior generators (Secure the Wastes & God-Eternal Oketra). So I believe Najeela is the perfect fit for this particular deck. Again, thank you for the feedback and feel free to upvote.
1 week ago
Cuts I would make.
Altar of the Brood because it helps other players win if they are gy based
Beetleback Chief is a 4 mana do nothing.
Neheb, the Eternal too slow
Apart from that it doesn't seem like too much is bad for this. Def cut down on some of your narrower counterspells, but they will surely keep people on their toes. Also cut more creatures. Maybe even the whole kiki bellringer package if you have trouble cutting down to 100.
Mystic Forge so you can more quickly cycle through your deck.
Krark-Clan Ironworks so you can sac artifacts in response to gerrard dying and get much more mana to go off.
1 week ago
@DespairFaction Hey PJ! Thanks for the feedback.
All the hatebears have been performing really well so far. Just having an early aggressive and evasive creature that can hold equipment and get the train going, the fact that it slows down opponents makes them great.
Captain Lannery Storm has always been a great card in my deck. Turn 3 when she comes out I can always seem to find a free attack that helps me ramp early on. Swiftblade Vindicator has been excellent as it holds equipment incredibly well. I don't think the low toughness has ever been a problem for me, so once again an early, aggressive creature is just what this deck wants. As for Wayfarer's Bauble (Commander's Quarter's echoes are heard in the distance) I've always liked how it can get a land. Drawing it late game is just like drawing a copy of Rampant Growth late game, something that never stops us from running it.
Winds of Abandon has actually incredibly overperformed in this deck. The floor of the card is a bad Path to Exile (which is still great) while the ceiling is a one-sided boardwipe that can only be protected against by a counterspell or Teferi's Protection. It's the white version of Cyclonic Rift. Not nearly as powerful, but I'll take one-sided exile board wipes any day. With that in mind, I really like all the pieces of removal I've got in this deck, what I really was talking about is that I want just one or two more slots I feel to get just a tad bit more instant speed interaction in the deck.
The draw power of the deck works really well. Outpost Siege has always been ol' reliable for me. The way I play this deck, a steady flow of a bit of impulsive draw every turn is exactly what I want. Commune with Lava,Prophetic Flamespeaker, and Light Up the Stage could probably get me more impulsive draw, but I don't like overextending in this deck, and I feel the Siege tends to be more reliable every turn. Tome of Legends does seem like it could be pretty good in this deck considering how often our general attacks. Let me know how that one works for ya.
The deck doesn't tend to struggle with other aggressive/stompy decks because of all the board wipes that are in the deck. I think Winter Orb probably works better in the weapons of war build than this build since the larger focus on equipment makes getting Sword of Feast and Famine easier.
The creatures are definitely the cards in this deck that I feel are most flexible. Elesh Norn, Grand Cenobite is an amazing card, and I've definitely thought about picking it up and trying it before, it could probably swap places with Urabrask the Hidden. I really wanted Neheb, the Eternal to work, but every time I played it I rarely had anything to do with the red mana haha. All in all though I want this deck to be aggressive, so I don't want the top end of this deck to get too heavy, or I find my hands getting more and more clunky.
I do have to point out though that this isn't a deck meant to compete with cEDH decks. If you stuck it in a cEDH pod and have a strong, competent pilot really thinking about and making the correct plays, it would definitely seem really threatening to all the decks that aren't used to the aggression, but it could never win as fast as it relies on combat damage. I think it would sneak out 1 in 5 games in a cEDH pod. If we were to use the command zone deck rating scale, I would say this deck edges on the end of optimized, an 8.5 or so. I will say that adding back Helm of the Host would probably make this deck a tad stronger, but I took it out because I got bored of it haha.
So, TL;DR, I'm feeling pretty good about most of the deck, the creatures are the ones I feel best about swapping out, and I feel I want a few more pieces of instant speed interaction.
1 week ago
On the opposite side of the coin Ive been doing a lot of Aurelia deck reviews lately, so based on my past experience heres what changes I would make. The first issue that jumped out at me is the number of 3 drops. This always becomes a problem when you run a lot of the swords, however when deck building I will often shift the swords to the 5 CMC slot visually just because that is much more inline with how they perform. Anyway with this being the case I always want to make sure my 3 CMC cards are essentially over performing because its so crowded, and the other thing is that you do want to have some number of bigger plays as the game goes later or if someone ramps hard. I recently destroyed all the tokens of Avenger of Zendikar with an Elesh Norn which was 7 drop vs 7 drop...you won't get that by running entirely 3 drops. When the game gets big, you want some ability to go big as well.
I would probably cut captain lannery storm as a result. I would add signet or talisman in its place. Combat celebrant has generally also underperformed for me so In place of that, the card you need more than anything else in this deck is Elesh Norn, Grand Cenobite its removal, and its team pump for a deck full of small creatures. In short its a game winner.
Depending on how winds of abandon is performing, that would most likely be the slot for generous gift/chaos warp. By running both of those I notice that glacial chasm and spore frog aren't nearly the problems they used to be for me. In general I don't love that wind's of abandon gives something back to opponents, it can be a problem sometimes, so I might go for Volcanic Offering instead since blowing up key lands or just slowing your opponents while also taking out the 2 best creatures in play of your opponents.
Next Outpost Siege has never been my favorite, Light Up the Stage is a bit more immediate, but lately Ive been really hot on Commune with Lava especially when you've got feast and famine in play since you can float mana. Commune has the ability to grab 2 early if you just need a land or you can scale X to go bigger in the late game. You'll need to play it a few times it does require a small amount of skill to get it just right, but Id go that route over outpost. Tome of Legends is a card that i am currently trying to get tested, but i never seem to draw it, however it looks very promising in Aurelia. Beyond that, I've also used Prophetic Flamespeaker in the past. It wears equipments well and will get you to look at some extra cards, and it works best in a low curve deck like this because of the nature of impulse draw.
Here are things that I very much want to add but don't have room for but you might want to consider. Blackblade Reforged it deletes players from the game, especially if you have double strike. Umezawa's Jitte its easily the most complicated equipment since its range of performance goes from does nothing up to wins the game. Neheb, the Eternal It just makes so much mana and its good on attacking and blocking also. Archangel of Thune predominantly to make your hate bears bigger and close the game quicker.
Here are some very interesting cards to think about that Ive used or have been trying to test more. Backdraft Hellkite slow but flashback on your spells. Helm of Possession Turn your 2 drops into someones consecrated sphinx or commander. Its somewhat skill intensive, but stealing other peoples stuff is absurdly powerful. You currently don't have a fog effect other than teferi's in the deck which makes me nervous, maybe its a meta call but I really like a fog that can be brought back with mist veil plains so Comeuppance or Dawn Charm depending if you value the lower CMC vs more power. Also as a nice, this deck does look a bit soft to other aggro or big stompy decks.
Next, lets talk about stax. You've got some light stax to medium stax happening in this deck. If you want to bring it to the next level here are some super nasty options. God-Pharaoh's Statue this thing makes it super hard for your opponents to cast anything and just grinds them to hault.. they won't be comboing off through this. Next, my personal favorite its very good as you get toward the Cedh side of things, is Winter Orb once again it crushes combo decks, crushes tatyova and golos style decks and other big ramp decks, and really any deck that doesn't have just tons of big creatures in play. Its very skill intensive, but the key to break parity is Feast and famine and Neheb. Next Blind Obedience its nasty, and if you draw enough cards its a win condition, plus life gain which is also relevant. If you find that other aggro or stompy decks are problem, take a look at Angelic Arbiter you basically don't lose to creature decks. Aura of Silence is also very real, sometimes a little slow but can come back with sun titan...happens occasionally.
I personally wouldn't mind seeing another protection spell in the deck. Many choices available here Eerie Interlude, Legion's Initiative Brought Back and even just Cloudshift Ephemerate bring some amount of protection but can also be used for the 3rd combat trick amongst other things.
Alright those are my thoughts for now. I am sure thats plenty to think about. Let me know if you have any questions :) -PJ, Commander Replay