Nevinyrral's Disk


Nevinyrral's Disk enters the battlefield tapped.

, : Destroy all artifacts, creatures, and enchantments.

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Nevinyrral's Disk Discussion

GrayAlchemyst on Michael Bay presents... Omnath: Age of Explosions

12 hours ago

Oh yeah real close! I think chaos warp and Krosan grip are a great start. I might add in at least 2 more removal spells as well operating under the "you need 8-12 removal spells in your Commander deck plan from mtggoldfish. I count 4 ish so far? Beast Within, acidic slime, Song of the Dryads, and then warstorm surge stranglehold and omnath are exactly complete removal spells but they count for something. Other options include Duplicant, Lignify, Ambush Viper, Gruul Ragebeast, Nevinyrral's Disk, Oblivion Stone, Ezuri's Predation, Berserk. Pick your two to 4 favorite poisons. Or actually your opponents poisons.

LeoSushi on Sek'Kuar, The Meat Master

3 days ago

VesuvanDoppelbanger, Another suggestion to help out the deck is to smooth out the curve on the 2 drop slot, cards I would suggest for that slot is Zulaport Cutthroat, Blood Artist, Impact Tremors and Cryptolith Rite (as a backup plan). There have been troubles against hardcore token decks with chump blockers, so I added Khenra Charioteer as a trample outlet that's tutorable with all the creature tutors, and Grave Pact as well as Dictate of Erebos to clear the board. The other trouble is that this deck is a durtling ramp deck in jund with out very much to do with the mana, so I added Skullclamp (useful with Bitterblossom and Ophiomancer), Phyrexian Arena, and Necropotence as card draw, and the deck can use 'rattlesnake cards' such as Rumbling Crescendo, and Nevinyrral's Disk to discourage people messing with us.

JusticeIncarnate on [List - Multiplayer] EDH Generals by Tier

4 days ago

Aight. high are you? I can understand some mistakes, just off difference of opinion, but for real, Arcum Dagsson is tier 1. Hell he should be tier 0, seeing as he is actually the boogeyman of commander.

He is the only commander I have played against that can literally fend off 3 other players simultaneously, while they were targeting only him, and not caring about anyone else. I had a Progenitor Mimic targeting Trygon Predator and there was another player that was countering or killing arcum so he couldnt come out. And it wasn't playing against bad decks either, I was playing a tier 1.5 maelstrom wanderer deck and there was another hard control dralnu, lich lord deck countering his stuff and he still killed all 3 opponents.

The Problem with him is that he can get out Mycosynth Lattice + Darksteel Forge + Nevinyrral's Disk out ridiculously easy with Myr Turbine plus whatever infinite untaps he can get out.

MagicalHacker on Rosheen Meanderer Hydra Disco

5 days ago

In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.

Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)

Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.

Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.

Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.

Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.

Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.

I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.

I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.

Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.

Example deck

Hope I was able to help you!

DaringApprentice on Part-ners: Silas Renn

1 week ago

That totally makes sense. Hmm, I was actually seethinking about Thoughtcast as a sub for Nevinyrral's Disk, just because it's a one-time draw spell, and I don't know how strong affinity makes it. What do you think?

warrior_boots on Part-ners: Silas Renn

1 week ago

Thanks for the comments on this and Part-ners: Ravos, SoulCycler. I hadn't considered Kusari-Gama yet. Between Whispersilk Cloak, Whirler Rogue, and Key to the City, I think I am happy with the number of evasion pieces for now. I also have a few other forms of recursion in the deck between Trading Post, Skeleton Shard and Beacon of Unrest, in case Silas doesn't have a clear path to through the battlefield.

Burnished Hart is a tempting target, but I am trying to spread the love between various partners. I may give the Hart to a deck without as many mana rocks (maybe Ravos, Soultender -- recursion in the command zone and the Hart's even from Theros!).

Nevinyrral's Disk seems like a serious consideration as a synergistic boardwipe. What to cut for it, though? Maybe Thada Adel, Acquisitor?

DaringApprentice on Part-ners: Silas Renn

1 week ago

Looks great! Have you considered Kusari-Gama to help Silas get through, or Burnished Hart/Nevinyrral's Disk as utility reanimation targets?

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