Nekusar, the Mindrazer
Legendary Creature — Zombie Wizard
At the beginning of each player's draw step, that player draws an additional card.
Whenever an opponent draws a card, Nekusar, the Mindrazer deals 1 damage to that player.
Printings View all
|Commander 2013 (C13)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Nekusar, the Mindrazer occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
UBR (Grixis): 0.57%
Recommendations View more recommendations
Latest Decks as Commander
Nekusar, the Mindrazer Discussion
1 week ago
I agree with multimedia that Grixis seems like a great colour combination to represent the Joker.
I haven't seen the movie, so I can't say anything regarding most of the scenes. Looking at the possible Grixis commanders, the following jump out to me flavourwise:
Jeleva, Nephalia's Scourge she turns opponents insane and becomes stronger.
Mairsil, the Pretender : Very fitting artwork, and he becomes stronger the longer the game goes.
Mishra, Artificer Prodigy : Vnother fitting artwork, and his decks tend to do some very convoluted stuff. Joker isn't that much about machines though.
Nekusar, the Mindrazer might work as well, especially with regards to the next paragraph.
I've heard that there's something strange with the clocks in the movie. How about Midnight Clock to represent this?
1 week ago
Kellin, Feeder of Passions
Legendary Creature- Viashino Shaman
At the beginning of each combat step, you may have up to three target creatures attack and/or block this turn if able.
Whenever a creature an opponent controls dies during combat, Kellin deals 3 damage to that creature's controller and you draw a card.
I know it doesn't fit in Jeskai but I really liked the second ability as a Nekusar, the Mindrazer -ish way of applying pressure and discouraging certain lines of play (going wide with no evasion).
Not a competitive commander but probably really good in more casual circles. Anyhow. How about a signature spell for your favorite character (from magic, literature, tv, your own imagination- anything goes).
NO!! NINJA'D AGAIN!!! AAAAAAAAAAA
3 weeks ago
Androysious, I'm on the fence about the Consecrated Sphinx . There's already plenty of card draw in the deck, so I'm not sure what I'd cut to make room for the card. My other beef with the sphinx is that it solely benefits me instead of causing harm to my opponents. When Nekusar, the Mindrazer comes out the goal of the game immediately becomes making my opponents draw more cards, so it isn't conducive to the strategy to have something that draws me more cards than I may be able to use in a turn. Thanks so much for the suggestion, I'll be sure to let you know if I include the sphinx and how it performs.
1 month ago
why the draw and discard when you can just go mill? the only time you should help your opponents draw is if you're a group hug deck that doesn't care about winning, or if you are Nekusar, the Mindrazer , otherwise you are just handing them the most valuable resource in the game. Just go full on mill. I would recommend: Fleet Swallower Phenax, God of Deception Mindcrank Bloodchief Ascension Traumatize
on Life Lost v2
1 month ago
I would add the three talismans for your colours-- Talisman of Progress , Talisman of Dominance , and Talisman of Hierarchy . More ramp can never hurt, particularly since some of your combo pieces are a bit expensive to cast.
also made some good suggestions-- Sanguine Bond is a good redundancy for your combo, and, as an enchantment, is less likely to be removed. However, I do take issue with some of the other suggestions--the discard enchantments are mediocre unless your deck is designed to abuse them (i.e. Nekusar, the Mindrazer ) and they'd likely end up being dead cards most of the time with your build. Aminatou, the Fateshifter and Felidar Guardian is a cute combo, but also requires you to draw into a third combo piece. None of those three cards have great synergy with your deck overall, thus making them rather mediocre draws outside a combo win (whereas your other combo still has decent synergy with other elements of your deck, allowing them to further your victory even if you cannot combo off).
I would cut the following:
Dictate of Kruphix - I find cards like this are quite bad in multiplayer. Sure, they give you an extra card per turn; but they also give each of your opponents an extra card. So, in a four-player game, that means you get one card; your collective opponents get three. As such, you're increasing the chances someone will draw into their way of stopping you more than increasing your chances of winning.
Sphere of Safety - I do not think you have the critical mass of enchantments necessary to really make this worth five mana. If you need another prison, consider Norn's Annex or Ghostly Prison instead.
1 month ago
Judged in order of appearance:
Tzefick has a very nice mechanic that seems a bit more complicated at second glance. Initially, I thought that this was basically a keyworded Blackmail or Raven's Crime , but the depth provided with the random reveal and the replacement draw make this a very interesting mechanic. The text should be reworded to make it so that the random reveal happens first and only then you choose which other cards to reveal, but that is a minor quibble. However, the cards are a bit bland - only 1 really does have any interaction with its own mechanic, but I would not think twice before putting that demon into my Nekusar, the Mindrazer EDH.
Mj3913 - it is a minor bonus, but having as an etb and attack trigger helps it a lot. There are few mechanics in the game that let you have partial hand knowledge. There is depth - the cards you reveal both players know are revealed. However, in terms of strategy, there is no reason not to choose the deck everytime you get illuminated - that way the opponent knows what they will draw in the next X turns and can plan accordingly. So, this is beneficial for the opponent as well. I assume at some point, the opponent without cards in hand will have to reveal from the library. I have to say, the cards are all over the place - Thief of Thought does not really work since you cannot mix hand cards and library cards. The mythic sorcery is really weird with cards from the library. But I really like the legendary artifact.
TheQueue841 - This is incredibly complex and flavorful - the idea to create a benefit for the opponent for your gain does not happen often (the Hunted cycle, e.g. Hunted Wumpus is what this reminds me of). The cards are the real gem in this submission oozing with flavor and nostalgia for the old days (Kamahl being an Illuminati is endlessly funny). Chromium especially is awesome. Now, while I enjoy the flavor, the complexity of the mechanic is through the roof. Because your mechanic is essentially a Conspiracy mechanic, literally, it does not impact gameplay. So, for the mechanic to do anything, you need the cards to do the heavy mechanical lifting, which is fine for one card, but not for the second. Memory issues will abound ("one of my three illuminators died, which creatures did it illuminate again?"). Perhaps, changing the mechanic a bit to have it do something more than just change types would serve to decrease complexity, but I am not sure how that could be done currently.
Top 3 Show
1. Tzefick - simple, clean and nice mechanic that leads to interesting gameplay. The examples were rough, but still good. The potential to be an actual Standard mechanic is very high. A keyworded Vendilion Clique is an awesome possibility!
2 months ago
2 months ago
IMPORTANT: Listing the acquireboard here in case you can't see it: