Nevinyrral's Disk

Artifact

Nevinyrral's Disk enters the battlefield tapped.

, : Destroy all artifacts, creatures, and enchantments.

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Nevinyrral's Disk Discussion

acht_deck_manager on What life?

22 hours ago

Just some thoughts in case they help build off of what Immortalized said or provide any other useful things to look at:

Draw

There are a lot of other draw cards too that you might consider:

And countless more. In a deck like this though there's a lot of value to be had in something like Phyrexian Arena since 1 life per upkeep is no biggie with Oloro around

Removal

Here's some other good removal to think about:

Slow Down Taxes

Here are some cards that can really halt your opponent's aggression:

Taxing Creatures

Some other creatures worth mentioning that tax an opponent's life:

Other Notables

Here's some other cards that are worth noting:

  • Pristine Talisman combos well if you have Oloro out (Tap to gain life, spend the mana to draw the card and cost each opponent 1 life)
  • Baleful Strix can be great utility in this kind of deck
  • Reliquary Tower Is always great in draw decks

Additional Thoughts

One card I'd definitely recommend ditching is Azor's Elocutors.

Other cards I see that I'd consider removing if it was me:

I used to play an Oloro deck as well (albeit it with a very different affinity ) using a ton more artifacts and some fun combinations around Darksteel Forge and Nevinyrral's Disk . He's a great commander and a lot of fun. I hope you enjoy the deck and can find something useful in any of my suggestions.

Good luck and happy hunting!

bushido_man96 on Chemo Ramp

2 days ago

Tormod's Crypt for more graveyard hate. Nevinyrral's Disk is a good reset button. Desert Twister is high CMC, but for what its worth, you can nail a pesky Planeswalker with it if you need to. I'd go for Tranquility over some of your other choices, just to get the mana cost down a bit. Naturalize and Wear Away are other cheap spells that Disenchant. Every green deck can benefit from running an Eternal Witness, as well.

xyr0s on Abyssal Torment Deck

2 days ago

Made by an EDH-player, perhaps :)

The deck has some cards that are interesting, and some that have no business being in a modern deck. But the basic question is: what is it you would like to do with this deck? What is the best card, you can imagine playing on turn 1, 2, 3 and 4? If you would like to play a Smallpox on turn 2, then you should bring more Smallpoxes. But then you should bring more cards, that go well with being sac'ed or discarded... like Gravecrawler or Bloodghast.

You have a couple of cards, that care about swamps: Lashwrithe and Mutilate. That's something to work with. How about swamping everything? First, you need more of this theme. so, up to 4 mutilate, and 4 lashwrithe. To make room for that, Nevinyrral's Disk, Will-o'-the-Wisp, and Evil Eye of Urborg has to go. If you want to play "swamps matter", Smallpox is also a bit of a no-go, since it eats one of your own lands. To make sure you get some swamps, you could bring in the worst liliana Liliana of the Dark Realms. Lashwrithe is a piece of equipment, so maybe you can find something to equip it to, that survives sweepers (manlands and manarocks that can be animated) or threats with haste (like Skithiryx, the Blight Dragon.

ay.lobo on Purphoros and Krenko (Multiplayer EDH Primer)

3 days ago

master274. Ah, If you want us to compare decks, that was an unusual way of asking.


Where Krenko decks tend to be speedy and death by goblin tokens in some fashion, Purphoros is consistent and uses all kinds of tokens.


In terms of threats, Krenko and Purphoros are both big threats. Difference is that Krenko is easily killed, Purphoros as an indestructible enchantment, not so easy to kill.


Krenko decks have an anthem theme to them (spawn tribal tokens, make them huge!) which makes them stuck from things like Ghostly Prison or Dueling Grounds. Purphoros decks focuses on Purphoros' ETB ability which makes decks have a weakness against Torpor Orb.


In terms of durability and versatility, I would still stay with a Purphoros deck. A 4 pod game I played last Sunday included many board wipes and destruction. Nevinyrral's Disk was even used twice. I had to kill my Krenko with the rest of the board. It was a long game (turn 13), versus Odric, Wanderer Maelstrom, and Oloro decks, yet Purphoros endured until the end and won. Oh, and it was fun!


Anyways, yeah, those are my thoughts when comparing Krenko to Purphoros. Not necessarily our decks, but a general comparison.

McDeity on Zombies

1 week ago

The deck has a solid skeleton, though you may have gone a little over-board on the sacrifice/reanimation. If that's the road you're bent on taking, then I'd at least recommend a Nevinyrral's Disk and an Oblivion Stone, seeing as without them (or similar effect), you're dead to a Rest in Peace. Call to the Kindred doesn't do it for me either. Without Conspiracy out, you only run 14 actual zombies, so your odds of whiffing are real. On that topic, more creatures (specifically zombies) may benefit you anyway if your main plan is to "run people over with them." Thankfully, you've chosen a tribe well-stocked with playable monsters. Empty the Pits strikes me as too anti-synergistic to really get decent value out of. You could jam a bunch of off-color fetch lands to help fill the yard with chaff, but even then it still may not pull its weight. I understand that you can discard in chunks with Forgotten Creation and also produce infinite mana, but that's a four-card combo, which is a rather tall order to justify the prohibitive costs of the card. As you already run Ashnod's Altar and Grave Titan, you could include Nim Deathmantle to create the same effect (infinite zombies and infinite mana), while also adding in a "reanimation" spell and a means to change a key creatures type to zombie (to cheat Noxious Ghoul and Call to the Grave).
A few other individual card upgrades: Rune-Scarred Demon is a fine guy, but Sidisi, Undead Vizier costs two less, fits the tribe, and even allows you to sacrifice yet more stuff. Likewise, Solemn Simulacrum is a value house, but Corpse Harvester yields greater card advantage and effect while being a zombie. Geth, Lord of the Vault may be do a reasonable Beacon of Unrest impersonation for you.I'm always glad to see other zombie players, so best of luck in your conquests. If you get ever stuck or can't figure something out, feel free to message me or check out my list. Cheers, and God bless.- McDeity

joshuaizac on Sydri, Beats you to Death With Random Objects

2 weeks ago

got here from your "Been Having Trouble Deciding on a Deck to Make" forum post.... this would be the one i'd build next...or something similar anyways.... Sydri + Aetherflux Reservoir is bonkers.... I'd also throw Memnarch, Akroma's Memorial and a Nevinyrral's Disk at it though..

Firebones675 on UW Artifact

2 weeks ago

Looks pretty good! here are some general suggestions:

Board wipes: Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. At present all you have for this category is supreme verdict and ugin. I usually aim for atleast 3 sweepers per deck personally. Nevinyrral's Disk can be brough back with your commander and is especially evil if used with Darksteel Forge.

Creature removal: In almost every edh game you play, your opponents are going to cast creatures you need to get off the board, and fast. Spot removal like Path to Exile, Swords to Plowshares etc is nice to ensure these threats are taken care of without needing to nuke the entire board.

Noncreature removal: Artifacts and Enchantments are also pretty common and its important to have answers. Aura of Silence and Seal of Cleansing can even be brought back with your commander. Things like Detention Sphere or Grasp of Fate are also nice.

Card draw: EDH games tend to go on a lot longer than other formats. This means that you will soon run out gas in hand and be reliant on topdecks. This is where card advantage comes in. Cards that allow you to draw more than 1 card are good ways to restock your hand. Cards that give you advantage over time like Vedalken Archmage also do the trick.

Misc. cards you might want to add to the deck Muzzio, Visionary Architect, Open the Vaults, Buried Ruin, Mycosynth Lattice,

Cards i'd take out ( i'm not saying these cards need to come out urgently or that there aren't others that could be removed but these are the ones that jump out at me)

Epitaph Golem: as your commander returns cards from your graveyard, you would wouch rather they stay there than putting it on the bottom of your library. Junktroller can atleast slowly remove your opponents grveyard, golem cannot.

Rune-Tail, Kitsune Ascendant/Beacon of Immortality: Unless you have a large lifegain theme i'm not a fan of just having a bit. Also I find that in an edh game if your life total becomes significantly higher than everyone else at the table, it just encourages them to attack you to bring you back down to your level.

Turnabout but i don't think you can abuse it too much

Shell of the Last Kappa, while i think you can use it here more than most seeing as hw you will want to hold up mana to use hana at your opponents end of turn, i'm not a fan of this card.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

2 weeks ago

Changes:

Dropped two basic lands in favor of a few more answers. I am getting close to finding the perfect land count, and since I have a lot of fetch mechanics, it is just as consistent as before.

Explorer's Scope out for Wayfarer's Bauble - This is for consistency's sake, after quite a few playtests where the Scope did nothing but cost me mana. Having to swing didn't help either.

Sensation Gorger out for Wheel of Fortune - With so few castable Goblins, opportunities to use the mini-wheel effect were few and far between.

Gemstone Array out - Got some feedback that brought up a good point. If I am making a ton of mana between turns and I have literally no other places to put it, it is more of an indication of an underlying deck problem than it is a missing mana bank.

Gravity Sphere out - Going to be sideboarded for use with my regular playgroup, which is heavy on flyers with Angels, Dragons, Slivers, etc..

Mana Vault in. Gimme dem rocks! These really help to minimize the impact of saccing Mountains.

Urabrask the Hidden out for Goblin Chieftain - This is the original setup, and I think it's the better one. I prefer the lower CMC, and the change only hurts Moggcatcher and Chancellor of the Forge. I lose a mini-Stax effect, but it would be better to add a more potent one in anyway. In most situations I want to be blocked, the way this deck is built.

Strip Mine in because Strip Mine.

Gamble in so I can tutor for a boardwipe or Crucible of Worlds. I would really like another one or two tutors if possible.

Chaos Warp in mostly for the enchantment removal, and a little for indestructible creature options.

Goblin King in to abuse Blood Moon being out. Mostly likely only used as a finisher, or when Coat of Arms is out and I don't want token damage to be downgraded to 4.

Seismic Assault out - while great when Crucible of Worlds is out, when it isn't it is just a little too risky. It is rare to have more than one basic in hand, because all my extra land mechanics go directly to battlefield.

Vandalblast in - Needed a few more answers to artifacts. Now that I'm not running Mycosynth Lattice and Nevinyrral's Disk, I need more one-sided wipes.

Still slowly adding more mana rocks, board wipes, and Stax effects to clean up the curve and make the deck more consistent. As it stands when the deck lines up it really, really goes off, but when it doesn't I tread water for quite a while.

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