This started as a wheels deck with lots of copy spells like Fork, but it was very inconsistent. If Nekusar was removed, the deck often couldn't recover before there were too many threats on the board. Over time, I have dropped the forks and some expensive finishers like Dragon Mage in favor of more enchantments and artifact ramp.

The general gameplan is to set up a cozy nest of artifact ramp, defensive enchantments, and enchantments that will eventually make Nekusar exponentially more potent. Opponents usually don't bother removing any at this stage because they're not actively doing anything yet. By turn 6 or 7 (depending on the board), you want to try to stick Nekusar and protect him with counterspells, aura, or equipment. Once you stick Nekusar, you have one, maybe two turns at most, until people try to kill you, so this is your window to drop a bomb or two that will kill the table. Copies of Nekusar's ability like Spiteful Vissions, wheels, or mass draw like Forced Fruition all have the ability to quickly kill the table. Some of the other most powerful cards in the deck include Waste Not, which can generate obscene amounts of value after a wheel, and Helm of the Ghastlord, which will make your opponent discard a card any time they draw, so a wheel will lock them out of having a hand other than the occasional instant spell. There's also a niche synergy between Memory Jar and Cyclonic Rift. If you sac the jar while an overloaded cyclonic rift is on the stack, it will cause your opponents to discard every nonland permanent that they had on the field.

The one aspect that is probably different in this deck versus other Nekusar Wheels decks is the two chaos enchantments, Grip of Chaos and Possibility Storm. These may seem ridiculous, but since the deck mostly relies on un-targeted measures to win, these enchantments don't mess with your deck that much, while often completely wrecking your opponents for a few turns. This can greatly extend the time you have with Nekusar active, so you can go for the kill. Grip of Chaos keeps removal at bay while also disabling oponents' auras and equipment, while Possibility storm prevents some removal and makes it much more difficult for opponents to assemble their own win-cons. Possibility Storm also has the bonus of interacting hilariously well with one of our other favorite bombs, Forced Fruition. Because the second spell pulled out by Possibility Storm is still cast, it will re-trigger Forced Fruition for an additional 7 cards drawn and an additional helping of damage from Nekusar.

The main point of improvement I still need to work on in this deck is finding room for a suite of my own interaction. I recently included Cyclonic Storm, Swan Song, and No Mercy to try to bolster defenses, but the deck still feels very uninteractive at time. I'll continue to try to find a few cards I can cut for an additional piece of interaction or two. Maybe a Damnation would have a place in the deck, getting dropped the turn before I want to try to stick Nekusar.

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

53 - 0 Rares

23 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.16
Tokens Bird 2/2 U, Copy Clone, Squid 1/1 U, Zombie 2/2 B
Folders EDH
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