Neheb, the Worthy


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Neheb, the Worthy

Legendary Creature — Minotaur Warrior

First strike

Other Minotaurs you control have first strike.

As long as you have one or fewer cards in hand, Minotaurs you control get +2/+0.

Whenever Neheb, the Worthy deals combat damage to a player, each player discards a card.

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Recent Decks

Neheb, the Worthy Discussion

Xica on Minotaur Zoo!

11 hours ago

Turn 2 ragemonger would be a much-much stronger play.

Just imagine, opponent plays his tapland you follow up by discarding Simian Spirit Guide to play Ragemonger for free Gnarled Scarhides, then next turn you play Kragma Warcaller / Rageblood Shaman / Neheb, the Worthy to swing for lethal on turn 3...

Btw. Neheb, the Worthy is by far the best lord you can have, first strike is crazy strong (and you should invest in some madness cards + Faithless Looting)

P.s.: Bloodrage Brawler dies to everything - which is not ok, since it cost you 2 cards!

thescottromney on Modern Winotaur Deck (minotaur tribal)

2 weeks ago

DMFF thanks alot! yeah I have been playing this a lot on fridays and actually havent lost a match with it yet. The very closest I came to losing was to affinity, but he got flooded just in time for me to come back, so I lucked out. but it definitely surprises people, and they have no idea how to side against it.

It seems that I lose most of my game 1s though, which is never a good place to start. I can side in Blood Moon and damping sphere against most match ups, and it almost makes me think main board Blood Moon would be good.

ZorrosRage thanks for the suggestions, I have tried tinkering with the madness cards a bit, and they are just a little too unreliable. I know I am getting a nonbo interaction when I play Bloodrage Brawler without them, but usually I have an extra land to pitch that doesnt really hurt me too much. I like the idea of running Burning-Fist Minotaur though, but would have to swap out the Metallic Mimic for him.

Gnarled Scarhide performs a lot better for me than I initially expected. Bestow is a really crazy effect. It makes it so my Neheb, the Worthy can get over a potential defender really easily, and then protects from a board wipe by letting me keeps some board presence after everything dies. The other trick he is good for is to bestow on your opponent's good blocker, because it makes it so the bestowed creature can't block. I have stolen a few games like that and it feels dirty, but really good.

Overall I think the scarhide is a fine addition to the list, but I cant help but hope for some new rakdos minotaur one drop with hybrid mana from return to return to ravnica.

Darth_Savage on Minotaur

1 month ago

Hi Thask497,

I'd suggest you want to balance your deck a little better, adding 4x Gnarled Scarhide and 4x Bloodrage Brawler would be a good start. You need to be able to set up a board presence turn one and turn two, especially with an aggro deck. You might also want to have a look at Neheb, the Worthy...

special_lil_guy on Tribal Minotaur

1 month ago

it would be great if you could get Felhide Petrifier and Neheb, the Worthy out at the same time.

legendofa on Discard For Glory

1 month ago

My next suggestion is to switch Neheb, the Worthy out for something along the lines of Rakdos Pit Dragon or another efficient Hellbent creature. Since Ahn-Crop Crasher was the only other Minotaur, I don't see much point in keeping Neheb. If you have those guys lying around, throw them into a or Minotaur tribal deck--they're a lot of fun.

GoblinsBeatElves on Discard For Glory

1 month ago

Thanks for the tips, legendofa! Im sorry, I guess I misread Guerilla Tactics. The Ahn-Crop Crasher is in there to work with Neheb, the Worthys ability, boosting the Minotaurs. It didnt seem like it would be that effective if there were only two different Minotaurs in the deck. Also, he helps to give some quick damage on turn three. However, I also think he doesnt work as well in the deck, so if I find something useful, hell be the one I take out. Im trying to find replacements for him now. Im not sure what Im going to o with this deck yet, it was more of an idea. That said, I will have to tweak it and test it, and see how well it actually works.

Darth_Savage on Modern Discard v2

2 months ago

Hi marypopins,

Your deck is a sort of hybrid of three other decks; 8 Rack, Owling Mine and Hollow One while there is some symmetry in how these decks function, the first two are control decks and the last is aggro. At the moment I'd say your deck leans more towards control, but without the heavier discard or counterspell package. Outside of Hollow One you aren't gaining any advantage from the cards you discard either in terms of recursion (cards with Flashback, or like Bloodghast and Gravecrawler) or play (cards like Fiery Temper or Flameblade Adept) and you are only running 3x of Hollow One.

Your main strategy then is based on your opponent discarding cards, so how to make that more efficient, First up Wheel of Fate with Simian Spirit Guide you can potentially cast Wheel of Fate turn one, which would put your opponent on a clock. Next, admittedly with a little more work Reforge the Soul, you would need some Scry effects, but that is manageable. Or a more recent addition Collective Defiance, the effect was even attached to a creature, once Barbed Shocker... If you really don't care (but you probably should) about letting your opponent draw then you may as well run Master of the Feast, as it's an under-costed evasive beater.

I do think it is possible to build a strong Red/Black discard deck and here your lack of recursion could be a safety net. Since you aren't running any recursive threats you can use cards like Elixir of Immortality or Cranial Archive to fold your graveyard back into your library, meaning at a push you might be able to win by decking your opponent, or at worst you reset your deck. Note that Mill is generally a terrible strategy for winning though.

Finally here are a few other cards for your consideration; Rakdos Augermage, Neheb, the Worthy, Kolaghan's Command, Jagged Poppet and Igneous Pouncer.

I hope I've given you some ideas, enjoy brewing your deck.

Catalog9000 on If control never developed as ...

2 months ago

It really depends on what kind of control you are talking about here.

control is a lot different from control.

Control that uses red and / or black would probably still be a thing. Killing creatures with low-cost spells so you can free up for attacking is a legit strategy that works extremely well. That's why I always run a playset of Dreadbore and Terminate in my Rakdos decks.

But control that uses white and / or blue wants to sit back, stop your spells from being played, return shit to it's owner's hand, and make you recast it so you burn through your resources more.

Rakdos Control is more akin to bringing a shotgun to a knife fight, whereas Azorius Control is more like taking the primer out of the shells and sporting a Riot shield.

If you're asking how the game would be different if Rakdos Control never developed, the answer would most likely be that players would keep trying to out-pace each other to get the most creatures out. You'd see Ramp and Aggro really take off as players tried to play their entire library faster. Probably a lot of Instant pump spells, and probably recursion tricks.

If you're asking how it'd be different if Azorius never developed, you'd see players less hesitant about casting their spells. There'd be more carelessness in the game as it doesn't matter if you screwed up something - there's little to no repercussion. Players would probably go as big and as nasty as they could get. Tempo and Zoo would be outrageous as nobody would see a reason to hold back.

Since both are a thing, we see players flexing different strategies, trying to find a balance between playing fast versus playing smart.

That's just my opinion, though. But you can even see this throughout Magic's history.

Take Elves, for example. Hardcore Elf players didn't go up against tons of mass removal in the early days. You played without concern. Without regret. You played as fast as possible.

Now? Elf decks still exist, but there is more caution. Which elves, what abilities, and which tricks are you going to be using?

I once played an Elf deck who brought out as many guys as he could by T9 (3v3 match) and tapped into as much mana as possible, dumping it all into Ezuri, Renegade Leader for some massive potential.

I tapped three lands and dropped an Unlicensed Disintegration. He completely stopped everything and had to read my card several times before ending his turn in frustration because I killed Ezuri before his abilities resolved. (Protip: That's why you play slow and wait to see if your opponent Instant-drops you. Then you add on the rest in response.)

I swung full force. Felhide Petrifier, 2x Rageblood Shaman, Neheb, the Worthy, 2x Kragma Warcaller and won. You may be wondering, if it was a 3v3, how did I win? I'm open for the other guy??

Whip of Erebos.

(That's 58 or so damage, btw + the 3 from Unlic. Dis.)

So, how would Magic have evolved if control wasn't a thing? We'd see a lot more "Elf" decks, where you go big and wide and fast without concern. Players wouldn't hold back, or plan a strategy. You'd still have asshole players who try to combo for the biggest bang for their bucks (Tribal would still be a thing; And yes I am that asshole player ;3) but you'd see a lot more Zoo as the dominate archetype.

TLDR; No control = No worries. Play big or go home.

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