This is my fairly tuned Neheb deck. This list started fairly creature focused in its strategy but I found that it was far more reliable to use a couple of smaller spells for some immense ramp with our commander out on the field.

The basic goal for this deck is to drop Neheb as early as possible (t2 is the earliest I can do), and use his ability to get huge amounts of mana as quickly as possible. With this we have a couple options, we either drop some big nasties onto the field like Ulamog, the Ceaseless Hunger or Wurmcoil Engine or, if we have enough mana out we just burn the rest of the table down as much as we feasibly can with mana dumps like Fault Line, Comet Storm, Fall of the Titans, and Obsidian Fireheart if you're feeling spiteful.

As we all know, red suffers pretty heavily in card advantage and draw. By nature of Neheb, the Eternal, however, we are given some fun ways around this. Case in point: Combustible Gearhulk. Red has a decent amount of effects like this wherein denying carddraw is a minor setback in EDH. Yet Neheb gives our opponents a hard choice, as they may be doing themselves more harm by giving us a fair amount of mana. With this being said, we run a couple effects like this as well as some more traditional Wheel of Fortune effects. While hardly budget, card draw is not an issue for this deck.

There are two cards here that are important enough to warrant being discussed on their own: Insult / Injury and Aggravated Assault. Insult / Injury seems fairly innocuous at first glance, but for only three mana we are able to ensure that any damage we sling out will not only be doubled, but be guaranteed to connect, assuming no counter magic. This card has gotten me so many sudden wins when paired with smaller spells like Flame Rift.

Aggravated Assault has garnered its own reputation at my table, to the point where if it lands on the table people will start to pack up. When paired with Neheb and at least a single red mana this card is able to give us infinite combat steps, assuming our general won't get blocked to death. This is where protection like Darksteel Plate and Sword of Sinew and Steel come in, as they allow us either to not worry about this, or to get enough mana generated through combat to finish people off with one of our finishers from above.

Considering how much our strategy revolves around the general, I've packed a decent package in here to protect him from removal. The aforementioned Sword of Sinew and Steel serves double purpose in protecting him from some standard removal colours as well as from our own red spells. As well as these we have a couple redirect effects in the form of Wild Ricochet, Reiterate, and a recent all-star Bolt Bend that allow us to turn any stray Path of Exiles or Swords to Plowshares back on our opponents.

This deck can get out of control extremely quickly and really aims to kill everyone at the same time. This is fairly key, as the fewer opponents we have the less mana we can actually get and the more we fall behind.

All things considered this is a pretty resilient deck that, if left to its own devices (or even if the centre of attention) will make a heavy impact on whatever game its in.

Thanks for reading!

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95% Casual

Competitive

Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

33 - 0 Rares

18 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.75
Tokens Elemental 3/1 R, Emblem Chandra, Torch of Defiance, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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