Nullmage Shepherd

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ravnica: City of Guilds (RAV) Uncommon

Combos Browse all

Nullmage Shepherd

Creature — Elf Shaman

Tap four untapped creatures you control: Destroy target artifact or enchantment.

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Nullmage Shepherd Discussion

TheSurgeon on Guided By Nature

1 month ago

Nullmage Shepherd would do better than Reclamation Sage as you can use it over and over as you produce tokens.

DrukenReaps on Meren be Scarin

1 month ago

This looks tight and I have no suggestions for removals sorry. Here are some things to consider though if you can find a spot.

Recollect- Your commander alone provides plenty of reanimation for creatures but if you have anything else hit the grave that you like options are limited.

Asceticism- why should you be disrupted in the first place?

Bane of Progress- you don't have much that this kills off but your opponents generally will. Do this over and over and over and watch breya cry in her little corner ;)

Nullmage Shepherd- I don't know if you keep enough creatures out to make this useful but you definitely have enough creatures to make it useful.

Perilous Forays- meren enabling land fetch

Krosan Grip- screw tons of combos

Sudden Spoiling- screw up everything your opponents may have wanted to do

multimedia on elf tribal Yeva, Natures Herald

1 month ago

Looks good, +1

Not sure of the budget so I'll give budget and non-budget suggestions. If you're Elf tribal you want all the one drop mana Elves. You're missing Arbor Elf, Fyndhorn Elves and Heritage Druid.

Budget suggestions:

Non-Budget suggestions:

In my opinion cards that can be replaced with better options are: Loreseeker's Stone, Skullwinder, Immaculate Magistrate, Nullmage Shepherd, Masked Admirers, Uncage the Menagerie and Kindred Summons.


GoldenDiggle on Looking for advice on everyone's ...

1 month ago

He is probably my "Strongest" deck. The guy is a combo enabler straight up. Obviously counter and token doublers get out of control (Corpsejack Menace, Paralell Lives, or Primal Vigor), as do effects that add extra counters (such as Winding Constrictor or Juniper Order Ranger). You don't have to run them all, but they enable the rest of the deck, so I would suggest running as many as you can.

As mentioned, Pact effects are worthwhile. Dictate of Erebos and Butcher of Malakir are well worth it as they clean boards up.

Generally anything that does something when nontokens etb like Aura Shards, Cathars' Crusade, or Soul Warden is pretty solid. Death effects like Deathreap Ritual, Mazirek, Kraul Death Priest, or Zulaport Cutthroat also do well.

Anything that sacrifices for mana is strong, Ashnod's Altar being at the front of that list, Phyrexian Altar and Utopia Mycon not far behind. Perilous Forays is also a strong contender.

Tapping your creatures is pretty neat as well. Earthcraft and Nullmage Shepherd being prime examples. Additionally, giving your creatures tap abilities through cards like Cryptolith Rite works well.

Some particular favorites of mine are Spike Weaver, Archangel of Thune + Soul Warden , Gavony Township, Young Wolf, Westvale Abbey  Flip, and Last Laugh.

You may or may not know the things I just mentioned, but hopefully you can make a great deck! (I suggest foiling out cheap combo pieces such as Hardened Scales since you have the cash.)

CaptSillva on Sooo Elfish

2 months ago

You want to know the secret to running a powerful Elf commander deck? Run some of these cards Yeva, Nature's Herald, Wirewood Symbiote, Viridian Joiner, Seedborn Muse, Rishkar, Peema Renegade, Quirion Ranger, Nullmage Shepherd, Joraga Treespeaker, Gilt-Leaf Archdruid, Paradox Engine, Door of Destinies, Swiftfoot Boots, Lightning Greaves, Thousand-Year Elixir, and Genesis Wave. If you're unsure what to cut, you could just cut all of your instants and sorcery cards, if you do you can even run Primal Surge.

DrukenReaps on SNEK ATTACK!!!1

3 months ago

Do you actually get snakes out of Ophiomancer? My Mistress of Poisons, Hapatra Primer produces a stream of snakes so Ophio wouldn't work for me. Perhaps you were avoiding infinite combos but Devoted Druid and Quillspike are just nice to have even if you never use them together. Throne of the God-Pharaoh has been awesome and Nullmage Shepherd is the best removal card I've ever used.

PookandPie on Monkey See, Monkey Do

3 months ago

Well, I do have some advice I can offer regarding Shattergang, mostly because my friend tried playing him for a little while. The deck can be slow- there's nothing wrong with being a little slow. You just have to make sure your opponents are also going slow, too.

Contamination is one of the most dangerous cards you can run. Mana rocks and Cryptolith Rite would help you still get your red and green, and it's easily upkept by your token generators. I happen to like Reassembling Skeleton, Bloodghast, Nether Traitor, etc., in Shattergang (reusable Edicts are nice), and they work wonderfully with Contamination. I'd definitely recommend at least one or two of those to go alongside Contamination, as your opponents will assuredly hate it when you and, like, Chainer, Dementia Master are the only ones who can still cast your spells.

Nihil Spellbomb should really be in here. It and Salvaging Station would form a cute little draw engine, and it doubles as graveyard exile to prevent people from keeping their stuff by using Reveillark, Karmic Guide, etc.. I'd suggest cutting Profane Memento for it. Yes, Memento gains you life, but cards help you win the game, so I strongly feel that'd be a better use of that slot.

Ophiomancer is a decent option as it helps upkeep Shattergang's first ability quite nicely.

Awakening Zone seems quite good here. A token every turn that can be sacrificed to Shattergang, or turned into mana ramp, plus the enchantment can be used to get rid of pesky enchantments your opponents have. I don't see a negative to using it, at least.

Creakwood Liege is strong in here as well. Makes solid 3/3 tokens for you.

Solemn Simulacrum seems like he would be decent here, as well. 4 to ramp, then 2B to make each other player sacrifice a creature and you draw a card doesn't seem terrible at all.

Mycosynth Wellspring is reasonable for an inclusion. 4R to draw 2 cards, each player sacs and artifact isn't bad at all, and Glissa can turn it into an engine.

Phyrexian Arena would be a decent draw engine. You can draw extra cards off of it and then sacrifice it if you get low on life.

I really like Hangarback Walker in Shattergang decks, and it would be especially great in yours due to Glissa. See, getting a few tokens out of it is wonderful, repeating it just makes it absurd (as it's a good card on its own).

Garruk Wildspeaker or some creature that ramps might be a better call than Life and Limb: I don't like the idea that your Forests can be board wiped by a Toxic Deluge or Wrath of God or something, even if your opponents Forests can be sacrificed to your Edicts, even if it does make your saproling tokens generate mana (which, only one card of yours makes Saprolings right now, and it's Sporemound. If you had a heavier saproling theme before, LaL makes sense, but you don't seem to have that any longer).

Viridian Emissary is pretty functional. Farhaven Elf and Wood Elves work too.

Birthing Pod is another card of which I'm a huge fan- it'll chain you straight up through to your Avenger of Zendikar and Sheoldred.

Nullmage Shepherd is phenomenal with token decks. Your opponents have multiple enchantments/artifacts and you don't have enough mana to force them to sacrifice the one you specifically hate? No worries, just tap four dudes and destroy that one anyway! I strongly recommend this card if you're able to get 4+ creature out regularly.

Kiki-Jiki, Mirror Breaker is a high recommendation because he makes tokens you can swing with and then sac to keep other creatures off the field. Very advantageous. If you want to go infinite with it, Zealous Conscripts makes infinite tokens for you to attack with, and Conscripts is especially good here since your Commander is a sac outlet (this could easily replace your Necroskitter + Glistening Oil combo, IMO).

I have apparently recommended too many cards, and I can't also recommend Nullmage Shepherd, the mana dorks, or Kiki and Conscripts. Just know that they exist and might be of great benefit to you, lol.

Recommendations for cuts:

Profane Memento removed for Nihil Spellbomb, as mentioned above.

Unwinding Clock is another card in a very weird place. The only card it works with well is Myr Turbine (which is a combination I loved back when I played lockdown Arcum), and you don't run Possessed Portal to make it a tried and true lock (which, the Possessed Portal lock is only really good in Arcum, anyway, so it's probably best you don't run it). I don't see much reason to run one card that is only good with Myr Turbine, and has slight use with Salvaging Station (meh, requires a lot of mana for Shattergang + that over other people's turns), Bow of Nylea (meh), Whip of Erebos (super meh), Sol Ring (meh, you run few instants and most don't want double colorless), and pseudo vigilance for Wurmcoil. That doesn't seem worth the four mana slot to me, especially over something like Reassembling Skeleton which could be used to make Shattergang always viable to activate.

I don't like Praetor's Council. I never have. It's too much mana for what it does, and you could shortcut the middle man, with a sac outlet, and use Living Death or something to just dump all your stuff back into play (Nihil Spellbomb helps with this a ton, too, remember).

Explorer's Scope isn't very good, in my opinion. I would think that slot better utilized by Golgari Signet or something from the above list.

Infiltration Lens just seems worse than some of the other draw engines mentioned before- I wouldn't even run it over Phyrexian Arena.

Shield of the Avatar seems unnecessary.

I'm assuming Glistening Oil is in here for Necroskitter or Kresh (nothing else seems to be able to get big enough to OHKO an opponent with infect), but I'm not sure that's actually worth it. A Rogue's Passage in the mana base would probably get the same job done, because if Kresh isn't being answered then he's always going to get stupidly big. As for Necroskitter, I don't think that combo is really worthwhile as it takes an entire round of turns, then you have to kill the creature its attached to.

Deathrender seems cute but unnecessary. Eldritch Evolution could basically do its same job for way less mana investment (lol it can turn Vorapede into Sheoldred or Avenger).

Bow of Nylea doesn't really seem worth the slot.

Necroskitter. You have Glistening Oil but it's really your only way of putting -1/-1 counters on things. It's a cute combo, but Black Sun's Zenith would probably be a better choice. Either way, I don't think that combo is viable enough to warrant both of their inclusions, as Necroskitter is worthless without Oil, and Oil is worthless without Kresh or 'skitter, because putting it on opponent's creatures without them just turns it into a BB: Kill a mana dork on your next upkeep, which isn't super valuable.

Those are all of the suggestions I have for your deck. This should, ideally, lower your curve and reduce the number of cards that are dependent upon other cards in your 99 without being strong themselves. As far as speed goes, Shattergang isn't a particularly quick deck unless you build a combo variant (like Kiki Jiki and Conscripts) with a bunch of tutors, and while you do have an infinite squirrel token combo, both of those are good on their own.

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