Ave Maria

Nekusar, the Mindrazer

6/10 - Focused


Greetings, and welcome to the realm of chaos ! This is a group slug deck with an interesting concept, being making your opponents lose by helping them.

You want to make everybody draw cards ! Everybody loves to draw, right ? ... Of course, nothing is free.

Nekusar is central to the deck, so you can't really replace him. Well, yes, maybe with partners like Ludevic, Necro-Alchemist + Tymna the Weaver so you gain a new color, but the price for efficiency is wandering further from fun. And since I want to keep a somewhat low power-level with this deck, I'll keep Nekusar. On the table, Nekusar is not an absolute must have since you have a lot of redundancy, but he is powerful, so don't hesitate to get him out as often as possible.
Pro :
  • Making everybody draw means everybody will play their deck at high efficiency.
  • Can pull out really powerful turns out of nowhere.
  • CHAOS.
Cons :
  • Making everybody draw means everybody will play their deck at high efficiency.
  • Chaos will not always be your ally.
What you want at the begining of the game is to ramp by getting rocks on the field as fast as possible, while keeping your opponents at bay with a combinaison of politics and draw cards (like Howling Mine or Temple Bell ). Playing Nekusar early and while you don't have any other taxing effect is a good idea : even if the table will look at you and complain about losing life, say something like "Yes, you will lose life, but only one litte HP for each card. And Nekusar makes you draw another card per turn, so we're good, right ?" ; everybody loves to draw, so it's easy to keep Nekusar on the table if he's alone. Once you get them to lose 2 or 3 life each draw though, it will be way harder.
As I said before, nothing is free, and the price for your opponents to draw a bunch of cards will be their life. You have 5 cards that replicate the effect of Nekusar, plus 2 cards that makes you deal damage each time you draw cards (since you also are one player at the table, you will also draw a lot).
You also have 2 cards that doubles the damages and Torbran, Thane of Red Fell that can make the HP taxing a lot heavier.

You don't need every source of damage on the table to destroy your opponents, you need to make them draw a lot, and this is where the wheels comes in handy ; drawing seven cards out of nowhere and taking 7 or 14 damages in top of losing whatever was planned will draw some hate towards you, but hey, they can't hate you if they are dead.

Oh, and yeah, since wheels are making them discard (and since sometimes opponents will have to discard to hand size), you will also punish them for that. Cards like Liliana's Caress or Megrim can deal their share of damages, so don't underestimate them.
Yes, I know, this is useless, but you have 2 mill cards in the deck, Mindcrank and Psychic Corrosion . Why ?
One, it interacts sweetly with Syr Konrad, the Grim and Bloodchief Ascension , easily killing a whole table at once if your opponents aren't careful, meaning if they are they will have to spend ressources for on a secondary aspect of the deck.
Two, that kind of plan B is useful against decks that gain too much life for you to kill. With just this two cards and a ton of draw effects and wheels, you can mill out someone. Eventually. By the way, mill and discard synergies are the reason I'm not playing any wheel that makes the graveyard shuffle in it's owner library like Echo of Eons .
I like a game with it's share of chaos, so I added some of it ; it's not fully useless though, since most of it will protect you one way or another.
Perplexing Chimera , the card that nobody likes. This is purely a politic tool. I like to make a deal with the whole table like "I play the Chimera, so, either I can be awful with it, or each time someone play a spell, the Chimera HAVE to steal the spell". This deal is way easier to pull off having Homeward Path on the field, of course. Otherwise, a very effective defensive tool.
Possibility Storm , another hated card, and another layer of defense for you. Almost all your enchantements are terrifying, and almost all your sorceries are wheels ; while everybody is struggling to play properly, you just have to get Nekusar on the field, and playing sorceries and enchantements.
Knowledge Pool , super fun, and a reaaaaaally good interaction with Forced Fruition .
Eye of the Storm , a stupid way to end the game, so it's in. Helps you to wheel more than once, and clear the biggest threats of the board if a player put some removal in it.
The last, but not the least, Hive Mind is a super powerful card in the deck. Wheels will kill almost instantly, so in top of the chaos aspect, this is a really good card to run in this deck.
Because fo this song :

This is so much like a game with this deck. At first, everything is good, everybody is civilized... Then suddenly, Nekusar comes into action, wheels are spinning, plans are crumblings, hopes and dreams are taken away by some Chimera...
You know the story, now :)

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90% Casual

Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

38 - 0 Rares

20 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.40
Tokens Zombie 2/2 B
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