Wail of the Nim

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin (MRD) Common

Combos Browse all

Wail of the Nim

Instant

Choose one - Regenerate each creature you control; or Wail of the Nim deals 1 damage to each creature and each player.

Entwine (Black) (Choose both if you pay the entwine cost.)

Wail of the Nim Discussion

carpecanum on Zombies of the Scarab 2.0

1 year ago

Gravecrawler, Death Baron, Obelisk of Urd, Call to the Grave, Raving Dead, Zombie Master, Rite of Replication.

Runed Stalactite makes your boss a zombie for zombie bonuses.

Your zombies will die. Your boss can bring back zombies. You have to protect your boss in case of multiple exiles. Alexi's Cloak effectively counters whatever was going to kill him then gives him shroud. Neurok Stealthsuit can do the same. Swiftfoot Boots etc.

No Rest for the Wicked and Wail of the Nim protect from board wipes (mostly saving your boss so he has mana to bring back a couple creatures instead of being recast).

Does that planeswalker actually help?

hungry000 on Suicide is occasionally the answer

1 year ago

Actually, I included Wail of the Nim over something like Dry Spell because of the regenerate part... there are a lot of 1/1's, so I thought it would be kind of detrimental to kill them off like that, and maintaining a big board state is necessary for Gempalm Polluter and Shepherd of Rot to be as effective as possible. But idk, I'll try it.

Pickachu202 on Suicide is occasionally the answer

1 year ago

a more aggressive version of Wail of the Nim would be Dry Spell cheaper and i doubt this deck cares about the regenerate clause

Panas on

1 year ago

Alright then! We can start working on improving the aspects you want. The suggestions will be easy to make, but be warned after all of this is said and done you will find yourself in the tough spot of making cuts to fit the 100-card limit. As a start, I would suggest cutting all proliferate effects in the deck, as this is not a dedicated -1/-1 counter deck. You are better off dealing with indestructible threats through other means.

Protecting your threats is not as easy as in abzan colors but jund offers some good cards to help you with that. Golgari Charm offers regeneration and added utility in removing enchantments. Heroic Intervention is an all-star in protecting your board. Asceticism is a terrible pain if it's not removed. Wail of the Nim is not as good as the other choices here but it gets the job done.

Recovering cards/threats from your graveyard are easy as well. A pet card of mine is Oversold Cemetery. Then you have cards like Victimize, Doomed Necromancer, Pit Keeper, and others already mentioned before.

I'll post some more suggestions for ramp and more after finishing work. :)

Austin_Smith_of_Cards on Esper machina control

1 year ago

I'd probably add a couple Angelic Purge for some super strong, versatile removal. Aether Spellbomb is also an all-star that can be followed up with a counterspell, get an extra Bleak Coven Vampires trigger, or make infinite blocks with Leonin Squire.

You also might consider a singleton Wail of the Nim in the sideboard to deal with creature swarms.

Kiivuhl on Exhuming End

2 years ago

I playtested it. Its pretty nice, but the manabase... huh. Little junky.

In my opinion u need some GB taplands (every ability to activate and double mana cost is G or B). If you want place for Spirit Guide - cut murasa and lands. 20-21 should be enough. Ohh... and what do you think about 1-2 Reaping the Graves after cascade? For lategame. 3+ cards back (6 mana needed)

About side, I recommend:

Snap157 on Rakdos; Burn It Down

2 years ago

Alrighty then let's get you all set!

You've got some big things and that's not bad with your commander, but you'll need some cheaper burn spells if Rakdos can really work. With that being said, Lightning Bolt, Lava Spike, Bump in the Night, and Rift Bolt are your best friends. As for land base, try to shy away from basics, but add in as many rakdos duals that don't come in tapped as possible. I'll get you started down below.

While using rakdos, keep in mind that he takes away only colorless mana, so huge eldrazi such as Void Winnower, Ulamog, the Infinite Gyre, Pathrazer of Ulamog, Kozilek, Butcher of Truth, Desolation Twin and It That Betrays can all go out for free if you play it right.

It's also important to keep in mind that the ability only impacts creatures, so super expensive things like Din of the Fireherd, Subterranean Tremors don't belong.

Furthermore, there are some cards that don't work too well in an aggro build like this and could use an upgrade. Take out:

replace with:

With these changes as well as the ones mentioned above, you'll be well on your way to a hated deck! Good luck!

2npii on Pauper Aristocrat Aggro (Updated for MM3)

2 years ago

I built something similar a while ago. My sideboard has Spore Frog and Brindle Boar for aggro/ burn and Augur of Skulls for control (all of which have Bloodbriar synergy). I like Wail of the Nim as it can sweep away a board full of elves or protect your guys from removal/ in combat. You'll probably want some artifact/ enchantment removal, Natural State being the most efficient. Also Aerial Volley and Scattershot Archer are great against decks with fliers. I'd be tempted to put an extra Bequeathal in the side too, for decks without much interaction.

In the main deck you probably want to find space for 4 copies of Hunger of the Howlpack; if you can reliably trigger morbid then it's the best pump spell in the game. I have a 1-of Rite of Consumption for a affinity-esque combo kill; sac you board to Carrion Feeder then rites for the win. I also play a singleton Fists of Ironwood as a 5th Rancor which gives a couple of extra bodies to play with. I haven't got around to testing it yet, but Cry of Contrition seems like something worth investigating; I'm tempted to try 1 in the main, 1 in the side.

I'd try swapping out some of your tap lands for Evolving Wilds as they have the minor upside of pumping Bloodbriar which can be relevant. Maybe find space for a Bojuka Bog and a Mortuary Mire.

Finally if you fancy trying some spice you could add in a Crop Rotation package. CR sacs a land which pumps Bloodbriar and you can fetch up utility lands like Sejiri Steppe and Khalni Garden at instant speed to protect against removal/ edicts, or Soaring Seacliff for extra evasion.

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