Nekusar, the Mindrazer


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 (C13) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

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.

Price & Acquistion Set Price Alerts



Nekusar, the Mindrazer Discussion

ducttapedeckbox on Discard in edh/multiplayer

5 days ago

As others have mentioned, one-off discard spells like Blightning aren't particularly powerful in multiplayer games. Discarding becomes powerful when you're able to either repetitively force your opponents discard or do it in mass. It becomes even more powerful when you translate the card advantage into damage or other value.

Nekusar, the Mindrazer is built around cycling through players hands with wheel effects (Wheel of Fortune, Wheel of Fate, Windfall, etc.) and gaining value / damage from Waste Not and Liliana's Caress-like abilities. While this isn't a top-tier strategy, it can certainly hold its own in most groups.

Neotrup on Nekusar, Puzzle Box, and Elder ...

1 week ago

Okay, so the draw step will start, causing Teferi's Puzzle Box and Nekusar, the Mindrazer's extra draw ability to trigger (but not yet be put on the stack. Then, the active player will draw a card as a turn based action, causing Nekusar's damage dealing ability to trigger. Then, state based actions will be checked, likely this means nothing, but a Dread Slag could be dying here. Then each player in APNAP order will put onto the stack any triggered abilities that have triggered since the last time a player received priority. Notably, you have 3 abilities waiting to be put on the stack, so you can arrange them however you like. You're opponent can respond right now if they drew an instant, and after each of the draw abilities resolve they may have new instants to try and stop your lock, but most likely they will find themselves empty handed very fast, and will not be able to play anything other than a sorcery until they find a way to deal with one of your pieces.

Madcookie on Nekusar, Puzzle Box, and Elder ...

1 week ago

I was just about to write a response but cdkime beat me to it (grrr :D). Also while all he wrote is correct, he missed the fact that drawing a card for the turn doesn't use the stack, which means at the start of the draw phase your opponent will first draw his card (unless another effect prohibits this, say he has a Necropotence which btw will negate the combo entirely), your Nekusar will ping them and cause them to discard 2 cards and then since you are the owner of both Teferi's Puzzle Box and Nekusar, the Mindrazer(the part about the extra draw) I belive that you can order them in whatever order you like.

ducttapedeckbox on Nekusar, Puzzle Box, and Elder ...

1 week ago

I control both Teferi's Puzzle Box and Nekusar, the Mindrazer enchanted with Elder Mastery. In what order do the abilities trigger on one of my opponent's draw steps?

ducttapedeckbox on Help me decide on a ...

2 weeks ago

Hi all, been a while since I posted. I'm trying to get back into EDH and my Nekusar, the Mindrazer deck isn't doing it for me anymore. Here are some guidelines to help you help me!

  • I want a deck that doesn't feel repetitive. With Nekusar, I'm doing the exact same thing every game and it gets boring. I've been messing around with Muldrotha, the Gravetide goodstuff and Breya, Etherium Shaper tokens but nothing has clicked.
  • My group is consistently playing around $200 lists. I'd like to be around there too. Ideally I'd trade/put less than $100 in, and assume I have the lands to make any color combination work.
  • Not looking for a combo deck.
  • Tribal is an option, but the anthems / cost reduction cards are so expensive right now..

If not a commander suggestion, maybe an archetype?


StopShot on Just Stay Dead

2 weeks ago

Hello, I saw your deck and I was intrigued by it. I particularly make removal a big focus of my main commander deck and I might be able to help you with that as well as other suggestions if you don't mind.

First off I think there are some easy duplicate effects you could be running in this deck. I notice you are running Spore Frog, but have you ever considered running Kami of False Hope as well? It's essentially the same card and another fog effect can help out quite a bit. Another other card you can run is Day of Judgment. I run it along side Wrath of God and the downside of allowing creatures to regenerate is so negligible that it's practically one and the same.

If you are ever in need of another decent board-wipe I'd recommend Slaughter the Strong. I feel a lot of commander players underrate this card, but it does the two things every boardwipe should do and that's stop go-wide strategies and go-big strategies. Sure allowing your opponents to leave up to 4 power on the board doesn't remove everything, but it sure as heck keeps you from dying due to combat any time soon. Also never underestimate the usefulness of boardwipes that cause creatures to be sacrificed as they remove indestructible creatures unlike your traditional Wrath of God. Citywide Bust is another honorable mention and though my biggest gripe is it doesn't stop a lot of token decks it can remove a lot of key commanders that the other wipe might fail to like Brago, King Eternal, Doran, the Siege Tower, Nekusar, the Mindrazer, and Zur the Enchanter. I'd give both those wipes some consideration based on your meta, but Day of Judgment definitely deserves a slot if you find Wrath of God useful.

While wipes are good I find they work best if you can throw in effects that practically turn off big creatures. If I'm playing a deck that doesn't care much for my combat step Ensnaring Bridge and Divine Presence are miracle workers. Before them I'd always feel inclined to slap down a board-wipe if ever my opponent played a big enough creature that could take me out in one swing. These cards let you hold onto prime removal longer so that you can use them at a time that might be much more dearly needed.

Lastly, before I move on I do want to say Authority of the Consuls is a very superb card. The two abilities together for just one mana allow you an extra turn to answer all hasty-threats, provides an effective edge against creature spam decks, but most importantly this card has easily shut down more than half of the infinite combo decks that I usually come into contact with. Goblin Bombardment, Blood Artist, Kiki-Jiki, Mirror Breaker, Prossh, Skyraider of Kher, and plenty of other lesser known yet still as deadly synergies all tend to badly need an answer for this card which has helped me overtake games I would have otherwise failed to win without its inclusion. This card is definitely a swiss army knife when it comes to keeping yourself in the game longer as it practically counters a sizeable variety of explosive plays.

As for creature spot-removal you're a bit limited due to your colors as Path to Exile and Swords to Plowshares make any recommendation vastly inferior in comparison. That said being less than a very powerful effect doesn't mean your options are bad on their own. Darksteel Mutation is a particularly evil card in this format, while you can use it to answer any creature you don't like, if you place it on someone else's commander they effectively lose it forever if they don't have enchantment hate or a sacrifice effect. Most cases removal leads to your opponent putting their commander back in the command zone, but this by-passes that and unlike Pacifism/Temporal Isolation they can't rely on a boardwipe to fix the problem either. Also if needed you can enchant one of your own creatures to have it double as an all-star chump-blocker if needed. Another option is Declaration in Stone and while sorcery speed and costing one more mana than a Path to Exile definitely doesn't sound too good in comparison, it is still an unconditional exile effect that can also be used to hose a token army if needed. Lastly there's Soul Snare while most people may prefer Condemn which is another useful card to consider, Soul Snare is useful in the fact that all your opponents see and know about its existence in advance. Let me clarify why that's beneficial. If the game is steady with no one in the lead and everyone's got their big stompy creatures out it's pretty hard to attack someone if they know you can remove it. With most cases your opponent's usually wager an attack on the factor of if you have removal. I have had games with the Soul Snare out where none of my opponents wanted to be the person to willingly throw a valuable creature away, and because of this I had effectively kept the entire table in check with a single spot removal spell, which is kind of funny really. That said it is still conditional removal which doesn't hold up well against creature-based infinite combos or Lightning Greaves or politics like when the group decides to team up against you, but for one mana you're still setting quite an impact on the board even if it never ends up being used. In conclusion these spot removal spells do have their flaws so don't take them as auto-includes but rather as cards to consider based on their merits.

Lastly there's artifact and enchantment removal. Before I start I think and feel that the Qasali Pridemage makes for a much better inclusion than the Caustic Caterpillar. While they cost the same amount of mana to generate the same effect the Pridemage only requires you to hold one mana up to use it whereas the Caterpillar requires two mana which is a bit clunkier to hold up if you ever need instant speed removal. Also you can Skullclamp the Pridemage for extra effect whereas the Catapillar does not grant you both options at the same time. I'd only run the Caterpillar if you have inconsistencies getting white mana in your deck and even then I think I'd rather run cards like Sylvok Replica and Thrashing Brontodon just because of their cheaper activation cost and also because of their synergy with Skullclamp. While I feel the Pridemage should definitely be looked at again I feel that any deck that has the colors to run Seal of Cleansing and Seal of Primordium should absolutely run these cards. If you're ever against a blue deck that runs counter-spells you can play these cards in advance preferably at a time when those kinds of decks don't have a need to hold up counter-spell mana. If these seals successfully resolve your opponents counter-spells can no longer touch them. I can say with confidence that the blue combo decks I run these against hate these cards with an absolute passion and just like the Soul Snare effect one seal can potentially keep the entire table at check, but unlike the Soul Snare the seals work far better because their targets are unconditional and you can sacrifice them for free which means you can feel a lot safer if you need to spend a turn tapped out on mana. They are a near equivalent to a zero mana uncounterable Naturalize or Disenchant when used preemptively, and best of all I use them effectively as counter-spell bait on turns I plan to combo-out on, because they are so cheap to cast and can be very necessary to counter due to their impact. (Do keep in mind you don't even need to target anything when casting them, so your opponent always has to presume the worst.) And if you ever run against a deck that runs Contamination you'll be more than glad you have these cards if you're able to play one before hand. I can not overstate the usefulness of these cards.

That's it for removal, but I definitely relate with you on how there can be a lot of inconsistencies with running just white and green. There's two draw engines however that I run in my deck, and I think they could be quite strong in your deck as well. The first one is Land Tax + Scroll Rack. The point of this synergy is with Land Tax you put three basic lands from your library into your hand and then with Scroll Rack you exchange those basic lands and whatever dead cards that are in your hand for new cards off the top of your library. Then when your next turn rolls around Land Tax can put those three lands back in your hand so you don't end up top-decking them. Think of it like playing an Ancestral Recall every turn. Even if you run out of basic lands Land Tax let's you still shuffle your deck every turn so you never have to top-deck anything you Scroll Rack away which is helpful and both cards are particularly strong by themselves, especially Scroll Rack since you run quite a number of fetch-lands to shuffle your library with. (You could replace Tectonic Edge with Ghost Quarter if you'd like to run another land that can shuffle your deck.)

The other draw engine uses Blinkmoth Nexus and Mask of Memory. This is fairly straightforward as you animate the land, equip it and easily connect to gain some card advantage. It's not impressive, but over a span of turns it can help out a lot and using a man-land means you don't have to worry about it getting removed by sorcery speed boardwipes either. I also run Inkmoth Nexus just out of consistency and if you throw in a Smuggler's Copter you can effectively max out the number of cards you draw per turn though the initial draw engine should work fine as it is. (Also both Nexus cards work as good chump blockers if you ever desperately need a chump blocker. Also they work really well if you have both Skullclamp and Crucible of Worlds in play.)

Lastly while it's not a draw engine you may want to include Mirri's Guile as it can also improve deck's consistency, and if you pair it with any effects that shuffle your deck you can effectively remove dead-draws as well. This card along with your Sylvan Library would probably pair excellently with shuffle engines such as Land Tax as well as your Crucible of Worlds which can recur your fetchlands.

I hope my suggestions were of use to you, and I apologize if this came out as a word wall. Also if you don't mind me asking I'd like to know your thoughts on Maze of Ith? I run it in my deck along with Deserted Temple for added effect, but often I switch back and forth on whether to cut it or not. That said running a Maze of Ith with Urban Burgeoning seems particularly good especially if you ever run Open the Armory which can fetch the aura. I'd like to hear your thoughts on it though.

ZendikariWol on Breathstealer's Crypt

3 weeks ago

Nekusar, the Mindrazer. It deals commander damage. For more ideas, my brew is right here. Sorry but I'm not gonna go all the way through it. That would take a while and you can make most of the good assumptions on your own.

Nekusar, The Library Razer

Commander / EDH ZendikariWol


4doublexx on Discarding Dragon Specters

3 weeks ago

No worries about the high price suggestions, I didn't have a budget restriction really listed so all good. I wish I had those cards sitting in a binder :( HeliogabaleAnd I think you are right about relying heavily on only a couple of cards. Niv-Mizzet, the Firemind, Nekusar, the Mindrazer and Underworld Dreams I think would all be good additions--but then my question is wouldn't Nekusar just be a better commander at that point since he is a cheaper cost? Plus, for example if you have him out and Megrim you would essentially be doing double damage for a wheel effect? But then I'd be straying away from the dragon side of things and should just go full Nekusar deck at that point to be more effective. Him as a second win con sounds good and I could always use him as commander to switch things up if I wanted. So question would then be what to take out for those cards?

Again thank you for all the comments and suggestions!

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