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 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

CaptSillva on Sooo Elfish

2 weeks 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

1 month 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

1 month 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.

CaputStercoris on Rhys The Convicted

1 month ago

Great start, love where this is going! I got a few suggestions that should not exactly break the bank.

Two enchantments that would ramp up the power of this deck considerably are Leyline of Vitality and Leyline of the Meek. They would not only boost your creatures, but if they end up in your opening hand, they would speed up the game.

Also powerful control, and land ramp for token decks are Nullmage Shepherd and Perilous Forays...as tokens are fairly expendable.

Selesnya Guildmage, Oketra the True, Thraben Doomsayer and Heliod, God of the Sun also play well with tokens.

Another thing, an older creature type you may want to look into for this deck is the Fungus subtype, especially if you sway toward saproling tokens. They provide a stable stream of tokens as well as some useful abilities based around saproling. Such examples are Vitaspore Thallid, Mycoloth and Psychotrope Thallid.

I hope this helps and does not just leave you confused.

CaptSillva on Rhys Up And Multiply

2 months ago

A few cards you could consider for this deck Oviya Pashiri, Sage Lifecrafter,Master of the Wild Hunt, Increasing Devotion, Sprout Swarm Don't underestimate this card seriously, Precursor Golem, Blade Splicer, Master Splicer, Advent of the Wurm, Armada Wurm, Mimic Vat, and since you seem to have a lot of artifact and enchantment hate in your deck I assume it is a bit of a problem in your meta so perhaps you could try Nullmage Shepherd and Reclamation Sage.

PookandPie on Mean Green Elves Machine

2 months ago

I forgot to unsubscribe from the thread so I kept getting notifications, lol, but I did realize something else I can suggest:

Is there a reason you're using Glissa Sunseeker over Reclamation Sage? Sage destroys something ASAP, which is important to not have to wait for summoning sickness if you're against something like, say, Arcum Dagsson, because you will most likely need to blow something up if you hope to get to your fourth turn (my Arcum deck consistently goes off and ends games on my turn 3 or 4, so you should at least be able to pop something before then). The more ways to stop uninteractive combos that can win early, the better, right? I get that Glissa is reusable, but if your deck wins relatively consistently between turns 6-8 (when I goldfished your deck in the playtester, that seemed to be a fair estimate) then I don't see the need for something to be reusable and only hit artifacts, not enchantments (when there are some enchantments that royally screw your strategy that need to be destroyed ASAP, too).

Heck, Nullmage Shepherd is one I consistently like better than Glissa. Capable of destroying artifacts and enchantments, and does so relatively well even through wraths in Commander (as 3 other creatures isn't really a difficult metric to meet).

So I'd suggest one of those above Glissa, for sure. Rec Sage is the fastest option of the bunch, though.

Also, I just thought I'd bring something up real quick: I playtested your deck twice and both times Sylvan Messenger whiffed pretty hard (it bottoming Craterhoof hurts). It can only put some out of 33 cards of your deck into your hand, which means there is a decent chance of only grabbing one card off of it at most. Natural Order is the same cost and just lets you go grab whatever big thing you want (my wife usually gets Regal Force, Vigor, or Craterhoof with it, but there can be times when grabbing another card is the better play).

Actually, Natural Order might be better to replace Nissa Revane, as you're not even running Nissa's Chosen anymore (I swear it was in here when I checked last) and life gain for 5 turns into a sixth turn ultimate (which takes until turn 10(!!) at minimum) is pretty bad. Or, at least Garruk, Caller of Beasts or something that actually helps your board state the turns you cast it, unlike Nissa which has to make it through six turns just to ultimate. Garruk/Natural Order would help you find more easily abused sources of lifegain (like Wellwisher + untaps) if you want to kill via Resevoir, while Nissa just seems overall mediocre right now.

Emzed on Budget Banty Tokens

3 months ago

Cryptolith Rite seems like powerful tool for your deck, since you have lots of creatures and lots of ways to make use of extra mana. Nullmage Shepherd could also really shine here, and i think with access to blue mana, running a small number of counterspells as protection against cards like Wrath of God might be helpful. Maybe Unified Will or Swan Song deserve a spot?

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