Creature — Dragon
, Exile Runhorn Hellkite from your graveyard: Each player discards his or her hand, then draws seven cards.
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Runehorn Hellkite Discussion
1 week ago
Hey I am a long time Aurelia player. I have a deck that functions similarly to yours, you can check it out for some ideas here http://tappedout.net/mtg-decks/aurelia-angel-tribal-1/.
First off you need a lot more lands. I would run 39-40 for a deck like this. You never want to miss a land drop.
For mana production and ramp: Thran Dynamo Gilded Lotus Quicksilver Amulet Belbe's Portal Hedron Archive Gift of Estates Land Tax Tithe Burnished HartFor Removal: Day of Judgment Blasphemous Act, Fault Line Earthquake Return to Dust Comeuppance.
Creatures: I like the idea of sticking to one tribe, I recommend working your way in that direction even if it takes a while to achieve. The suggestions above will work for any type of big creatures, angels, giants, dragons, eldrazi etc. High impact angels Reya Dawnbringer Emeria Shepherd Sunblast Angel Angel of the Dire Hour. Some high impact giants Hammerfist Giant Inferno Titan.
Card draw: Wheel of fortune is great but expensive so Runehorn Hellkite, and Reforge the Soul and Dragon Mage are budget options. Planar Bridge is great in a high mana deck, you can tutor for the permanent you want most. Otherwise group hug cards are also reasonable Temple Bell, Howling Mine Font of Mythos Horn of Greed.
Things I would cut:Both Archetypes - they get lost easily to board wipes. Fall of the hammer, suppression bonds, solemnity, fall of the hammer, blazing volley, disaster radius, breath of darigaaz, dawnglare invoker, bloodshot Cyclops, anya, prism ring, and saving grace. All of these cards can be replaced with better more impactful cards listed above.
I would also cut Blade of Selves and Conjurer's Closet since they are not well supported in this deck. You really want to be using a lot of enter the battlefield creatures, so this doesn't seem like the right home for those cards.
Anyways, let me know what you think.
2 weeks ago
Those are the priciest in the deck, though, most of the wheels and non foil cards were budget friendly.. yea i was restricted by budget for the first 3 years, but i built it more Fork / Dark Ritual + wheels, i find the upkeep draws like Howling Mine give your opponents too much card advantage/answers without Notion Thief and is just pure card advantage to opponents without nekusar or Underworld Dreams effects.
Some budget options
.. i could go on, i wasn't speaking purely of the budget cards i was just pointing out ive put 6 years and a lot of money into building mine so there are some budget ideas in that list
1 month ago
I know it's been over a week, but I'm glad the suggestions were helpful! Why not a potentially excessive amount of them?!
Somehow, all of the cycle lands completely slipped my mind before. In a deck designed to draw as many cards as possible, you'd likely want all of the lands that can turn themselves into cards.
Blasted Landscape, Forgotten Cave, Lonely Sandbar, Remote Isle, Smoldering Crater, and the new ones coming out along with The Locust God in the new set, Desert of the Fervent and Desert of the Mindful. Mikokoro, Center of the Sea and Geier Reach Sanitarium Could also be decent.
Oh, and WHEELS! Don't even get me started on wheel effects! Dragon Mage, Forgotten Creation, Magus of the Wheel, Fateful Showdown, Incendiary Command, Collective Defiance, Reforge the Soul, Runehorn Hellkite, Wheel of Fate, Memory Jar, Magus of the Jar... I can't think of any more.
A nice way to take advantage of your swarm's sheer size is to use Breath of Fury, which can provide infinite combat phases when paired with Bident of Thassa, Coastal Piracy, or Windreader Sphinx, but it's really just good on its own..
If you can't tell, I've been thinking about building this deck since Locust God was spoiled.
1 month ago
Nice looking deck, seems fun... got some card ideas for you: Walking Ballista, Hangarback Walker, Kozilek, Butcher of Truth, Sandstone Oracle, Kozilek, the Great Distortion, Knollspine Dragon, Runehorn Hellkite, Grenzo, Havoc Raiser, Graveborn Muse, Vial Smasher the Fierce, Endless One. Happy gathering!
3 months ago
Okay so if we are going to aim to win with Nekusar dealing lethal infect to each opponent, we obviously need ways to give Nekusar infect, and like we mentioned before, there are only five ways to do that, so we will make due with what we got. That's six cards done, but what about the rest of the deck?
Well, if we think about Nekusar getting infect, we can guarantee that our opponents will try everything in their power to kill Infeckusar as fast as possible, so based on that, Howling Mine effects are basically worthless. What we need are wheels. Play Tainted Strike and follow it up with a Wheel of Fortune and a Burning Inquiry.
The wheels we can add include Burning Inquiry, Commit / Memory, Dark Deal, Diminishing Returns, Incendiary Command, Jace's Archivist, Magus of the Jar, Magus of the Wheel, Memory Jar, Molten Psyche, Reforge the Soul, Runehorn Hellkite, Standstill, Teferi's Puzzle Box, Time Reversal, Time Spiral, Timetwister, Wheel of Fortune, Whirlpool Warrior, Whispering Madness, Windfall, and Winds of Change. That gives us 22 wheels, which I will recommend each one being used here. (Many of these are very expensive, so if you aim to build a budget deck, I completely understand dropping some of them, and that's rings true for all of my suggestions actually.)
So infect and wheels gets you about 1/3 through the deck, so what do we do about the rest of the deck? A small portion of the deck should be devoted to protecting the commander, and those are best done with counterspells, because they double as ways to shut down massive plays by opponents. Based off of MagicalHacker - List of All Counterspell Cards, I think the best 7 counterspells for this deck are Swan Song, Arcane Denial, Counterspell, Countersquall, Mana Drain, Memory Lapse, and Negate.
Next, we can definitely get use of a couple tutors to really make sure the deck fires off consistently. We have both wheels and infect pieces, that can be found with a various array of tutors. The seven I am going to recommend are Dizzy Spell, Demonic Tutor, Dimir Infiltrator, Muddle the Mixture, Shred Memory, Dimir House Guard, and Clutch of the Undercity.
That puts us 42 cards into the deck, and just 21 cards away from the 63 nonlands I want to see for the deck. These cards can be whatever you think is necessary, such as maybe 7 ramp cards, 7 draw cards, and 7 ways to destroy permanents, like board wipes and spot removal. As for draw, I highly suggested perusing through MagicalHacker - List of All Draw Cards (Burst) for cards like Treasure Cruise and Ancestral Vision.
As xander11 suggested, I think that proliferate would be a fantastic inclusion.
I do want to mention one last option. If you build just right, you can basically use rituals like Desperate Ritual and Dark Ritual to play your hand to make lots of mana, then spam out wheels and more rituals. It's a very risky play, but if you can get it to work, it can be brutal. In terms of low risk, going with wheels, tutors, infect, and counterspells is going to be your best bet an effective build of Infeckusar.
What are your thoughts?
3 months ago
Welcome on T/O!
I am always willing to help new and established deckbuilders evolve and finetune their decks. The community on here is great and advise on your decks is never far away.
I looked at your list and I came up with the following suggestions you might want to consider:
If you need more help on this deck or any other Commander project, then give me a headsup on my wall :) Just click my name and post something on there.
It is always great to recieve an upvote on my favourite deck, which you can see here. Just click the 'Upvote' button on the left if you like what you see.
Enjoy the game!
3 months ago
Chains of Mephistopheles is a not-so-budget card I run in my Nekusar deck.
I also would throw in more wheel effects like Wheel of Fortune, Wheel of Fate, Magus of the Wheel, Jace's Archivist, Dark Deal, Runehorn Hellkite, Reforge the Soul, Whirlpool Warrior, Chandra Ablaze, Wheel and Deal, Incendiary Command, etc.
Alongside Spiteful Visions, there's also Phyrexian Tyranny, Niv-Mizzet, the Firemind, Psychosis Crawler, Price of Knowledge, Ebony Owl Netsuke, Viseling (in multiplayer, Black Vise for two-way), Iron Maiden, and Fevered Visions.
Some more forced draw you can put in include, but is not limited to: Dictate of Kruphix, Seizan, Perverter of Truth, Forced Fruition (especially fun in Nekusar EDH), Kami of the Crescent Moon, Master of the Feast, Nin, the Pain Artist, Jace Beleren, Dack Fayden, Ob Nixilis Reignited, Well of Ideas, Font of Mythos, Howling Mine, Temple Bell, etc.
Well, I hope that this wall of text I just typed helped to some extent, and good luck with the deck.
4 months ago
Here are some general recommendations to make your deck better.
Hazoret's Favor. Keeps your dragons from being exiled via sacrificing them, the sac trigger can be avoided using the same cards that avoid the exile trigger, it gives your more power on board, and gives a dragon haste if you hardcasted it or cheated it in with Belbe's Portal. Run this.
Hanweir Battlements. Replace Hall of the Bandit Lord with this. The battlements enters untapped, costs R to give a creature Haste instead of 3 life, and can produce colorless mana without having to pay life.
Thornbite Staff. Replace Puppet Strings with this. The staff costs 1 less to play, equips automatically to Zirilan when he ETBs since he's a Viashino Shaman, and the staff untaps him whenever any creature on the field dies for any reason.
Elixir of Immortality. A way to recover resources after a board wipe.
Feldon of the Third Path. "Revive" dead dragons that you sacrificed or dragons that were destroyed. Another way to recover from a board wipe.