Nevermore

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad (ISD) Rare

Combos Browse all

Nevermore

Enchantment

As Nevermore enters the battlefield, name a nonland card.

The named card can't be cast.

Nevermore Discussion

StopShot on engine out, painters servant in

1 week ago

@jaymc1130, Exactly I run a lower tier combo deck ( Alesha, Who Smiles at Death ) which runs only 3-cards combos that are way more unconventional than these other combos that play at a completely different level. Even with all the expensive tutors in my deck I don't typically win the game until turn 20 or so, because they're all pretty flimsy to disruption and it would be more ideal to generate some kind of long-term value first to fall back on if things go awry. These other decks play with an entirely different mind-set by cranking out 2-card combos that can be used much faster while everyone is still trying to develop their board state and they can be ridiculously hard to answer to the point you'd have run cards like Praetor's Grasp and Nevermore as your only source of direct interaction. I know some people who play those cards for fun, but when you're forced to run a card that reads "ban target card from the game." as your only reliable answer to an oppressive combo, that oppressive combo probably shouldn't be legal in the game to begin with.

That said I wouldn't mind if they did ban Mana Crypt and Sol Ring . They're both restricted in Vintage for good reason and they do contribute a lot to the aggressiveness of any combo deck. Most players find my combos reasonably tolerable, but if I have the right hand with a Sol Ring I almost feel inclined to mulligan, because it just doesn't feel very fair to everyone else. I've yet to go up against a deck that unfairly used Doomsday , but based on my previous experiences and the turn 1 scenario you described I can see many-many ways that can go very wrong for everyone else playing the game. It's part of why for a time I used to run Winds of Change in my deck as the perfect turn 1 solution to everything given it's a mandatory mulligan for anyone who appears to be a little too happy about their opening hand. Of course that does nothing if they go first, and players shouldn't have to rely on turn 0 Force of Will s to fix these problems either.

pesmerga87 on Into the Storm with Jhoira - cEDH Historic Combo

2 weeks ago

Here are a couple cards I'm surprised to not at least see in the maybe board.

Archivist with a Paradox Engine loop seems like a worth while redundant effect for your commander. Worst case, Its just a quicker way to find the wincon while in the loop. But best case it gets around something like Nevermore locking out your commander as your draw engine.

Also, I'm noticing Aphetto Alchemist in your maybe board, but no Illusionist's Bracers Which together with any rock make infinite mana. Maybe too janky, but surprised to see one without the other.

Piccoli_ on I Really need help to ...

3 weeks ago

Hi everyone, ive always wanted to build the Humans deck but, as you know, its very expensive so i came out with differents variations of this deck but they never convinced me. Finally i came out with this variation that is, i think better tha the others, or at least more interesting. This is part of it:

//Creatures

4 Champion of the Parish

4 Harabaz Druid

4 Kazandu Blademaster

3 Kitesail Freebooter

4 Mantis Rider

4 Phantasmal Image

4 Reflector Mage

4 Thalia's Lieutenant

//Spells

2 Nevermore

2 Runed Halo

https://deckstats.net/decks/128240/1332493-allies-of-humans

As you can see, i just changed 3 cards. Noble Heriarch >> Harabaz Druid . Thalia, Guardian of Thraben >> Kazandu Blademaster . And Meddling Mage >> Nevermore / Runed Halo .

The thing is that i dont know if its good enough to start. Im still searching for a substitude for Phantasmal Image , cuz here were i live its at least 15 euros each one. I dont know if i should go with only two or three Aether Vial , cuz its expensive too. Lands are another problem, Cavern of souls its really really expensive so i need a substitude. i guess ill go with Ancient Ziggurat and Unclaimed Territory but i dont know which other lands should i take.

This is my maybeboard: Kabira Evangel , Ondu Cleric , Oran-Rief Survivalist & Hardened Scales .

Thanks!!!

kamarupa on It's a bird! It's a plane! It's... a lion?

3 weeks ago

Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:

Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.

Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.

If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.

I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.

Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.

I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.

Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.

Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).

As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.

Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .

austintayshus on Agro for Everyone

4 weeks ago

Nevermore is a good way to stop a commander from coming out.

Also board wipes are a good way to control creatures. Maybe add Rout and Blasphemous Act ?

Nillstan on Ajani Permanents Only

1 month ago

It feels like you want some number of Banishing Light effects. Especially with all the ElderGod decks running around. Perhaps even a Nevermore / Gideon's Intervention . Wont make any friends with that one, but it's much better than having nothing.

graycattt on Zur's Toolbox

1 month ago

A few more changes:

I should probably cut Bitterblossom in favor of the Nevermore , but gotta at least make a few fairies first

kamarupa on UW spirits

1 month ago

Metallic Mimic , Anafenza, Kin-Tree Spirit , & Grateful Apparition seem to pair up well with each other. Tezzeret's Gambit fits with them as well. Venser, the Sojourner seems like a possible fit, too, though his CMC isn't ideal. I'm guessing you'd get more mileage out of Dovin, Grand Arbiter . Unclaimed Territory or Ancient Ziggurat seem like possible land additions.

Sideboard ideas: Blessed Alliance , Nevermore , Revoke Existence (super against stuff like Hangarback Walker , etc) Ratchet Bomb , Pithing Needle , Elixir of Immortality , Shalai, Voice of Plenty and Teyo, the Shieldmage are cheaper than Leyline of Sanctity , Celestial Purge

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Nevermore occurrence in decks from the last year

Modern:

All decks: 0.02%

Commander / EDH:

All decks: 0.01%