True-Name Nemesis

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) Mythic Rare
Commander 2013 (C13) Rare

Combos Browse all

True-Name Nemesis

Creature — Merfolk Rogue

As True-Name Nemesis enters the battlefield, choose a player.

True-Name Nemesis has protection form the chosen player. (This creature can't be blocked, targeted, dealt damage, or enchanted by anything controlled by that player.)

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Price & Acquistion Set Price Alerts

BBD

C13

Ebay

True-Name Nemesis Discussion

Grimmlock93 on Mono merfolk

3 weeks ago

Well for one True-Name Nemesis isn’t modern legal. I’d recommend cutting the Sea's Claim and Mana Leak. Replacing with 3 Dismember and 3 Spell Pierce and 2 more islands. It’d help if you had Mutavault

Shoku on Merfolk

3 weeks ago

Hi Jackh! If building a standard merfolk deck is what you're looking for, then have a look at my list.


U/G(Simic) Guilds of Ravnica Merfolk

Standard Shoku

SCORE: 182 | 68 COMMENTS | 65984 VIEWS | IN 82 FOLDERS


However, if what you're looking for is a budget merfolk deck that can be built on the cheap, then I can suggest some very fun cards.

Cold-Eyed Selkie Cursecatcher Harbinger of the Tides Kiora's Follower Master of Waves Merfolk Sovereign Merfolk Trickster Merrow Harbinger Prime Speaker Zegana Stonybrook Banneret Thada Adel, Acquisitor Vorel of the Hull Clade Wistful Selkie Spreading Seas

With some more that cost a few dollars each if you're looking to upgrade.

Lord of Atlantis Master of the Pearl Trident Kumena, Tyrant of Orazca Thrasios, Triton Hero True-Name Nemesis

I'm sure I'm missing a few obvious choices, but hopefully you'll find a use for some of these cards. In my experience, some cards you may want to drop to make room are Herald of Secret Streams, River Sneak ,and vineshaper mystic .

Some cards that aren't related to Merfolk per say, but would be beneficial to your deck are: Giant Growth, Mana Leak, Unclaimed Territory , Botanical Sanctum(much cheaper out of standard), Hinterland Harbor, Lumbering Falls, Simic Growth Chamber, Temple of Mystery, Thornwood Falls, and Yavimaya Coast.

Sorry if all of this is a lot of information or if I've listed a lot of cards out of your price range, but there are defiantly some cheap upgrades to be made.

**edit I've noticed that tappedout has some card prices listed incorrectly, so check elsewhere first if you're thinking a card is too expensive.

SteelZephyr on Card creation challenge

3 weeks ago

I'll do both legendofa and JXB's challenge in a single card.

Fading Flame

4RR

Enchantment - Aura

Enchant player.

When [CARDNAME] enters the battlefield, target player gains control of it, then put 4 time counters on each creature enchanted player controls.

Creatures and creature spells enchanted player control gain Vanishing X, where X is that cards's CMC.

3: Put a time counter on target creature. Any player may activate this ability.

5R: Remove a time counter from any number of creatures you control. Those creatures gain +1/+1 for each time counter on them until end of turn

"Now, it's your turn."


This card is meant for commander in the same way True-Name Nemesis is. Additionly, by tying the time counters to something useful (creatures and pumping them), it's now somewhat viable to run as a plan. The reference is just to give some idea as to how it can be used both offensively by pumping your own creatures or defensively by making an opponent need to burn resources to keep their creatures around.

For the next one, make a planeswalker with a static ability. One that it doesn't need to activate every turn.

Kogarashi on What happens if Pristine Angel, ...

1 month ago

Examples of cards with protection that aren't protection from specific colors:

Warren-Scourge Elf - Protection from Goblins (goblins can't block or target it, but other creature types can, even other red creatures)

Emrakul, the Promised End - Protection from instants (you can still point a sorcery or enchantment at it)

Emrakul, the Aeons Torn - Protection from colored spells (you can still target it with abilities or colorless spells)

Horizon Drake - Protection from Lands (lands that turn into creatures can't block or damage it, lands that target with an ability can't target it)

Polis Crusher - Protection from enchantments (no Auras allowed, but non-enchantment spells are fine)

True-Name Nemesis - Protection from a chosen player (that player can't do anything to the Nemesis, but other players can)

Progenitus - Protection from everything (you basically can't do anything to it)

Remember that something with protection can't be:

  1. Damaged by sources with the specified quality (Goblins, lands, everything, etc.)

  2. Enchanted or Equipped by permanents with the specified quality

  3. Blocked by creatures with the specified quality

  4. Targeted by spells with the specified quality, or by abilities from sources of that quality

The quality in question doesn't have to be a color.

Pieguy396 on just keep swimming...

1 month ago

Hi! Looks like a sweet start to a Merfolk deck (a deck I've wanted to build myself for quite a while)! Here are some recommendations:

Additions:

Cuts:

  • Treetop Village and Lumbering Falls; manlands are so much worse in Commander than in 60-card formats
  • Remote Isle; blue and green have better ways to draw cards than cycling away your lands
  • Vivid Creek and Vivid Grove; green has much better mana fixing
  • Bioshift doesn't really do anything
  • Tideshaper Mystic is the same; cutting one opponent off of mana doesn't do much, and 1/1s for 1 that die to board wipes are mediocre at best.
  • World Shaper isn't really where you want to be; you don't have a ton of graveyard synergies
  • River's Rebuke isn't my favorite board wipe in Commander, even in blue/green. I'd play Devastation Tide instead.
  • Slinn Voda, the Rising Deep just does too little for 10 mana. If you're spending 10 mana on a single card, that card should be winning you the game.
  • Talrand, Sky Summoner, as you don't have a ton of spell synergies
  • True-Name Nemesis is good, but mainly in Legacy. In Commander, a 3/1 that just one player can't interact with is bad.
  • Shapers of Nature is a decent mana sink, but I think you'd rather just be doing something else with your mana.

Hope this helps! If you'd like me to explain some of my choices more, or if you want help on another deck, feel free to leave a comment on my profile, and I'll take a look as soon as I can!

Skinken on The New Angry Birds

1 month ago

How does Hour of Need compare to True-Name Nemesis?

They fit in the same spot on the curve. True-Name Nemesis is only 3 power compared to 4, but it is a lot more resilient. Like, a LOT.

It's also unblockable over flying. Don't know if it's relevant, but getting chumped by Lingering Souls Spirit Tokens might be a thing.

I'm guessing the price tag is the main reason we don't play it, but if not for the price would it be better?

ToolmasterOfBrainerd on H: Updated Binder W: Modern ...

1 month ago

My highest priorities right now are 2x True-Name Nemesis and 3x Cryptic Command, but other stuff I'm actively seeking include Creeping Tar Pit, Kolaghan's Command, and Nahiri, the Lithomancer (among some commons and uncommons too!).

Link to binder

rockleemyhero on H: updated binder W: these ...

1 month ago

Hey everybody, just trying to finish up some legacy decks. All help is much appreciated!

Looking for:

2 Liliana, the Last Hope

2 Kolaghan's Command

2 Scalding Tarn

1 Wasteland

1 True-Name Nemesis

3 Baleful Strix

4 Daze

4 Delver of Secrets  Flip

2 Gurmag Angler

2 Diabolic Edict

Have: Binder

Thanks for looking!

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