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OH LORD JESUS IT'S A FIRE! | Neheb EDH

Commander / EDH Aggro Burn Combo Mono-Red Ramp Red Deck Wins

Suns_Champion


Description

Ever since I kicked butt at the Amonkhet Pre-Release with my promo Neheb, the Eternal, I've wanted to build an EDH deck with him at the helm. I finally got around to it, and I've been having a blast ever since.

It was love at first pull.

Neheb, the Eternal is a powerful legendary creature in mono-red able to ramp you a ridiculous amount. Let's have a closer look at what he does.

For you get a 4/6, which is a fair price stats-wise. The big butt seems odd for a mono red creature but it is welcome as he can survive many mass damage spells and combat fairly comfortably. Only two are required to cast him, which is great, especially considering how much red mana he gives back to you. He could have easily gone .

He's a both a Zombie and a Minotaur, which would obviously be important in a zombie or cow deck. Neither of those come into play here. He's also a Warrior, which does have a slight effect as you'll see later.

His first ability is Afflict 3. As the card states, Whenever this creature becomes blocked, defending player loses 3 life. This is a new ability and is very neat. It helps you get damage across even when you're being chump-blocked. It sadly only triggers once, regardless of how many creatures block him. That ability alone is great, but here's where he gets better.

Neheb's second ability is the reason he's the commander, and what sets him above, in my opinion, every other mono-red Legendary out there.

At the beginning of your postcombat main phase, add to your mana pool for each 1 life your opponents have lost this turn.

Holy crap.

This is mana ramp, the likes even mono red or green have ever seen. There are so many amazing things about this ability. 1) it's a triggered ability, meaning it can be copied or triggered multiple times within a turn. 2) it synergizes very well with his other ability. Afflict(or just 4 power) deals the damage, and his second ability capitalizes on the life-loss. 3) it gives you when it could just as easily given you colorless, allowing you to play as many mono red spells as your heart desires. 4) it counts the life lost by your opponents, not just damage. For those who don't know, damage --> life loss but life loss --x damage. This means stuff like Cryptolith Fragment  Flip also nets you mana in your second main phase. 5) It counts all the life lost by all of your opponents. It could have been target opponent, but instead Neheb was built for multiplayer. In a 4 player game, Flame Rift gives back 12 . It only gets more insane from there.

"This is what glory looks like"

Reading the Decklist: Here is an explanation for my custom categories and the criteria I have for putting cards in them.

I have 7 categories. I choose this because 7 is my lucky number, and any fewer they'd seem too packed, and any more they'd seem diluted.

Lands: Pretty self explanatory. All of the lands I run in the deck.

Ramp: All of my ramp options. Anything that helps me do something a turn early. Even though Neheb converts damage into ramp, I have not included any of the damage cards here, as this ramp in the ramp that doesn't need Neheb to work.

Draw: Anything that gives me card advantage. So you'll see I included the red exile-and-play-this-turn type of card advantage I.E. Commune with Lava.

Protection: Anything that protects me, Neheb, my turn, or my permanents is included here. This includes literal protection from colors with the Swords of X and Y, turn protection like Price of Glory, and spell protection like Lightning Greaves and Swiftfoot Boots.

Damage: The main strategy and lifeblood of the deck. Thus, this section is the most robust. Here is anything that can deal damage before Neheb's 2nd main phase trigger. Some are spells that deal damage, some are triggered abilities that deal damage when a spell is cast, and some are Planeswalkers or lands. Either way, if it deals damage and fuels Neheb, it's important to the deck.

Wincon: My game winners and finishers. Though I am away that the entire deck goes into winning a game, these are key pieces that away put me in a better position to win if I draw them. I also consider each bit of card draw and card advantage in this category, but choose not to include them due to redundancy. Extra combat steps like Seize the Day, or in the case of Aggravated Assault, infinite combat steps, or mass burn with Comet Storm and Jaya's Immolating Inferno are the ways this deck wins.

Utility: Here is the most broad of the categories. Here I include removal(artifact, land, etc), hate cards, tutors, copy spells, haste enablers, and recursion.

Specific Card Choices: Here are all of my card choices and explanations. In alphabetical order within their categories.

I have a lot of utility lands. Most don't slow me down and I have enough red to justify the colorless lands.

Buried Ruin - Artifact recursion. I have a ton of artifacts and the option to recur one of them is important.

Desert of the Fervent - The cycling is great in the late game. And it's a desert which helps my other "deserts matter" lands.

Field of Ruin - Last resort land destruction that gives me and all of my opponents a basic land. Situational.

Homeward Path - Pure utility. Fight against steal spells. Great synergy with Humble Defector.

Mikokoro, Center of the Sea - Card draw option on a land. The con of giving opponents cards is mitigated somewhat because mono-red needs them more.

Mountain - The amount may fluctuate slightly, but they remain the backbone of the deck.

Nykthos, Shrine to Nyx - I need at least 3 devotion to red for it to break even, 4 to turn a profit. This rarely happens but it doesn't slow me down so it will stay for the odd game it works.

Ramunap Ruins - Doesn't slow me down which is nice, costs a life for but it's ability is what I'm after. I have a couple of other deserts in the deck so at times it's repeatable.

Scavenger Grounds - Good utility as graveyard hate, doesn't come in tapped, is a desert. Nice.

Shivan Gorge - Isn't the best, and it usually won't net me much mana, but it's a solid include and does what the deck wants to do.

Strip Mine - The best land land destruction money can buy.

Thespian's Stage - Can copy any of my utility lands, or mountains if I need 6 for Valakut.

Valakut, the Molten Pinnacle - Comes in tapped, takes a while, but eventually turning your mountains into Lightning Bolts is great. Great target for Vesuva and Thespian's Stage.

Vesuva - Comes in tapped and isn't as flexible as the Stage, but still a worthy include.

Bloodfire Colossus - Good instant speed boardwipe/player damage, and Neheb only needs 1 more toughness to survive him.

Coalhauler Swine - Don't have player damage spells but need some mana? Bolt this guy and there ya go!

Fanatic of Mogis - He can be okay to amazing. My devotion is usually pretty low, but the fact that it doesn't hit me is great.

Firebrand Archer - Mini guttersnipe. Just a good way to get in some free damage.

Generator Servant - Neheb turn 3? Neheb turn 3.

Grenzo, Havoc Raiser Can goad some creatures or create card advantage, with mana from Neheb I'll be able to cast whatever I happen to exile.

Guttersnipe - Great way to get in some free damage. Pays itself off quickly.

Heartless Hidetsugu - Mainly used for a final burst to victory. The ramp he can get you(with Neheb) is ludicrous and he also can get your opponents within killing distance of a Comet Storm or even a Bloodfire Colossus.

Humble Defector - Nice card draw for a color that largely lacks it. Also very flavorful. Good synergy with Homaward Path.

Knollspine Dragon - Can draw me a lot of cards. It says "target opponent" but that can still mean 15 or more cards sometimes. It's also optional which is nice.

Prophetic Flamespeaker - Another good way to generate some card advantage. Great synergy with the Swords of X and Y.

Soul-Scar Mage - My only one drop creature. Good for getting rid of some indestructible creatures with my damage spells.

Stormbreath Dragon - Haste and Protection from white are great, and the flying is rare for my deck. the Monstrosity can deal a lot of damage. Costs 7 though.

Viashino Heretic - One of my only artifact removal spells. He also deals damage so he's worth using a creature slot because of the added use.

Ramp! Utility! Value!

Akroma's Memorial - Powerful artifact that I'll usually be able to cast easily with Neheb. Most importantly it gives potection from red, saving my guys from my own spells. It's also a good haste enabler. Otherwise just pure value. Will be the main target for artifact removal.

Cryptolith Fragment  Flip - Mana ramp that will also get in a few extra points of life loss to get Neheb going. It's flipside is almost never relevant; everyone's already dead by then.

Darksteel Plate - Important protection for Neheb that is also really hard to remove itself.

Expedition Map - Not ramp, but improves consistency and allows me to keep hands I'd otherwise Mulligan. Can also get a utility land if I'm in need in the late game.

Explorer's Scope - Just a low cost way to either ramp yourself or anticipate what's coming next for you. Gets lands onto the battlefield so you can draw what you need.

Hammer of Nazahn - Protection for Neheb and great utility for all of my other equipment.

Hedron Archive - More ramp and more importantly, some card draw. Might be cut for better options.

Infiltration Lens - Great card draw, makes the decision to block Neheb even more complicated. Afflict and two cards? Or all the damage?

Inspiring Statuary - Turns all of my utility artifacts, as well as my equipment, into mana rocks for my non-artifact spells.

Lightning Greaves - Haste and Shroud. For two mana.

Loreseeker's Stone - A sketchy card draw engine. Great if I have no cards in hand or have oodles of mana. Both of those situations happen often enough.

Nim Deathmantle - Great for recovering from your own second main boardwipes with tons of mana. If you have 4 mana for each creature you control, when they all die you can activate the ability on all of them, returning all of them to the field, and attaching the deathmantle to the last one off the stack.

Obsidian Battle-Axe - Neheb is the only warrior I'm running, but the free haste and stats buff are great.

Pyromancer's Goggles - Late game ramp that'll copy any of my powerful damage spells.

Quietus Spike - Deathtouch is awesome but the second ability is the kicker. With enough evasion this becomes really scary.

Ruby Medallion - Big discount on all of my stuff.

Sol Ring - "idk man, is it even worth it? maybe i should swap it out for somthing"

Strionic Resonator - Mainly here to copy Neheb's Ability, but I have other triggers it could easily help out with when Neheb's not around, including Sword of X and Y triggers and Fanatic of Mogis or Knollspine Dragon.

Swiftfoot Boots - Haste and hexproof. Quality commander staple works fine here.

Sword of Feast and Famine - Fantastic commander card and can combo off attached to a creature with Aggravated Assault.

Sword of Fire and Ice - Protection from red, damage before Neheb's trigger, and card draw. Stupid powerful.

Sword of the Animist - Small buff and mana ramp.

Sword of War and Peace - Protection from Red and White takes away most removal, and it gives me damage and some lifegain, which is nice.

Unstable Obelisk - Ramp early game, and the option to destroy any permanent in the late game. Increases my interaction and covers red's trouble with enchantments nicely.

Damage, extra combats, copy spells, and card advantage.

Arcbond - Good thing to target Neheb with if he's going to take damage. Situational but very good when Neheb's out.

Comet Storm - Game Winner right here. One of the only x-spells in here, even though Neheb is so good with them. The ability to target all of my opponents makes this worthy of inclusion.

Commune with Lava - Nice way to "draw" half my deck, giving me huge card advantage until my next turn ends.

Inferno - Boardwipe, but also can fuel Neheb if you can protect him.

Lightning Bolt - Obviously.

Reiterate - With enough mana, I'm able to continuously cast and buyback this spell to copy my burn or extra combat spells.

Savage Beating - Pure value. Extra combat is the main reason but double strike for just 2 more takes it over the top.

Boardwipes and Damage spells. Also some utility.

Acidic Soil - Good 3 mana spell that can net me much more.

Blasphemous Act - Great boardwipe, usually I'm only paying a single for it.

Chandra's Ignition - Perfect card to target Neheb with. Wipe a buch of creatures before combat and get a ton of mana afterwords.

Flamebreak - Hits creatures and doesn't kill Neheb. Mostly in here for the damage to players though.

Flame Rift - Hit us too, but it's the best mana to damage ratio spell in here.

Jaya's Immolating Inferno - My other fantastic X-Spell that I include. This can kill every opponent in a pod of 4, or the 3 biggest threats in a 5+ pod. Great win-con.

Kaboom! - Always a guaranteed hit, can deal a lot of damage with the right spells on top of the library. Also, it's literally called "kaboom!" with an exclamation point! How funny is that?

Khorvath's Fury - An interesting card out of Battle Bond, this is basically the perfect card for this deck. Its floor is straight up good as it always replaces itself and will deal some damage, and its cieling is a backbreaking draw a bunch of cards and get a ton of Neheb mana to cast new cards. The potential politics are nice too.

Past in Flames - Now I'm able to flashback all of the spells I've played all game. With tons of mana that I'll be getting from Neheb, I'm often able to play everything in my graveyard! Great value.

Seize the Day - Extra Combat phases are amazing with Neheb. You get more mana and more damage then more mana, alowing insane ramp. This one happens to have an easily payable flashback cost, meaning two extra combats in a turn is very likely!

Sizzle - The simplest explanation of what the deck is trying to do. 3 opponents, this becomes 9 mana in my second main, which is enough to play any of my spells.

I only have a few, but they all serve very important roles.

Aggravated Assault - Very easily goes infinite with Neheb. Assuming Neheb survives combat, 5 points of damage before your second main gives you all the mana you need to continuously use the Assault's ability for infinite combat steps. You get all the mana you used back each main phase(and more if you've done more damage). Having a powerful combo with your commander is just too good to pass up.

Price of Glory - Punishes control decks for even looking your way on your turn or messing with you during combat. Won't effect me often as most of my stuff is done on my turn, when I'm generating ton of mana.

Pyrohemia - Great when Neheb is protected with a Sword or Akroma's monument. Use mana to get mana to use mana to get mana to

Repercussion - Amazing way to almost double the damage done to my opponents. Works best if my creatures have protection from red or if I don't have creatures, then Blasphemous Act the crap out of everyone.

Chandra, Torch of Defiance - Chandra ToD is probably the single best card in this deck. The value she has in a vacuum is exceptional but in a Neheb burn deck, she is simply ludicrous. Let's talk in depth about what she does for us.

+1: Exile the top card of your library. You may cast that card. If you don't, Chandra, Torch of Defiance deals 2 damage to each opponent. Okay wow. That is just stupid good and that's just the first ability. So this is either card advantage, which is never, repeat, never a bad thing. Or it's 2 damage to each opponent, which can be be amazing fuel for Neheb. Fantastic flexibilty. ToD does everything we want her to do in the first abiltiy alone.

+1: Add to your mana pool. Neheb in the command zone? Maybe he costs 2 more? That's okay, ToD has your back in that situation too. This ability shows how good she is at really any point in the game.

-3: Chandra, Torch of Defiance deals 4 damage to target creature. This was really just uncalled for. The added flexibility of straight creature removal is simply unfair. She does everything it seems. 4 damage can kill a lot of nasty things.

-7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to target creature or player." Ahahahahahahhahahah you're joking right? If you're ever lucky enough to ultimate ToD in a commander game it probably means you won 3 turns ago due to her amazing +1 abilities, buy hey, if you need to close out a game, there it is.

Jaya Ballard - A new Dominaria addition, Jaya is good for several reasons. The primary reason is her draw power. I can also see her ramp coming in handy, so there's some flexibility, but the selective draw will be crucial for my deck. Her Ultimate is also very handy, a Past in Flames smacked on an Emblem is just the sort of late-game punch I need to win.

Damage Doublers: Furnace of Rath, Dictate of the Twin Gods, and similar damage doublers are out because of the aggressive nature of my meta. Kaalia, Zurgo, Ezuri, Nekusar, and Slivers make extra damage to me near-suicide. Also, this deck runs very little defenses as it is, meaning I have the lowest life total half the time when Neheb goes off.

Mana Doublers: These always seem kinda redundant. I really don't need them to make tons of mana. I'd rather just protect Neheb so he goes off when I need him than have a not-as-good-backup plan.

More X-Spells: Comet Storm and Jaya's Immolating Inferno are the only X-Spells I deem worthy of inclusion. I don't want to be on the end of a massive fireball, and considering my life total is usually the lowest, it makes X-spells suicide rather than victory. Hopefully more Comet storm and Inferno like cards are printed.

Lifegain Prevention: Leyline of Punishment and Sulfuric Vortex and the like don't make the cut because, simply, I don't care all that much about life totals. I'm confident in Neheb's ability to kill a table regardless of life totals. Also, politically, a little life gain provides a false sense of security that I can take advantage off.

Mana Makers: Braid of Fire is almost useless and I don't see why so many people run it. I do stuff on my second main phase, meaning I'd waste so much of the mana it gives me, and more importantly, waste a slot in the 99. I'm also simply not a fan of one time use spells like Seething Song in EDH.

Miscellaneous Cards:

Hellkite Tyrant: lacks the sublty needed to win with this deck, and distracts from my gameplan.

Boseiju, Who Shelters All: too expensive money wise, and too expensive ability wise, and doesn't do anything else, and Red Elemental Blast and Pyroblast would be good for a sideboard, but my meta isn't huge on blue though, so for now I'm safe.

Blood Moon: don't really need it and don't really like it either.

Due to stuff I want to try in my sideboard, the following cards are on the cutting board:

Endless Sands: Too clunky and I've never gotten it to work. Would be losing a desert though. Possible replacement: Buried Ruin.

Firestorm: Too restrictive and needs massive card advantage to pull off. Very hard to get the right amount of targets. Would raise my curve. Possible replacement: Acidic Soil.

Throne of the High City: Not sustainable card draw. I don't have the proper protection to remain the monarch. I still like it for the occasional card though. Possible replacement: Arch of Orazca.

Young Pyromancer: I don't have enough Instants and Sorceries to truly make her shine. Most of the tokens die to my own spells or just chump block. Possible replacement: Hammer of Nazahn

Chandra, Flamecaller; She cost a lot and so far, haven't been able to use her effectively. Will have to give her one more chance before swapping her though. Possible replacement: Etali, Primal Storm.

Evaluating the Deck: Here is a breakdown of the deck's strength, weaknesses, combos, non-bos, synergies, and politics.

Strengths: The main strength of this deck is Neheb. He's so powerful and really enables the entire deck, making cards go from useless to fantastic.

As mono-red, we are the underdog. This is a strength. People will underestimate Neheb's power and play incorrectly, giving us an advantage. Well played politics helps with this.

This deck can win out of nowhere. All we have to do is untap with Neheb, and winning is a possibility at any given moment. The explosive power this deck is capable off is top-notch. Also it's tricky enough to win with a very low life total, or at the very least force a draw.

There is a high amount of synergy between pretty much every card. I'll talk more about this later, but the deck is very focused which makes playing it easier. It also means we don't need any one card to win, and that we can do it multiple ways with many different cards.

We've turned card draw from a weakness into a strength. This deck has no problem getting the cards it needs. May cost a lot at times, but again that's what makes Neheb so crucial. Neheb allows bad cards to be played and makes them good, and our card draw engines get the biggest benefit.

Our board state is surprisingly hard to mess with. Our protection package is much stronger than your average mono-red build.

Most of all, this deck is fun to play. So much fun.

Weaknesses: This deck is overly reliant on the commander and getting cards. I've mitigated these issues as best I can but the all in strategy can bite us in the butt at times.

We are extremely weak against certain hate enchantments. Enchantments: Mono-red's nemesis. Leyline of Sanctity, Nevermore, Asceticism, etc, all cause huge problems for this deck. Luckily They aren't as prevalent as they probably should be, but when they do show up, we have a hard time.

This deck lacks a lot of interaction other colors have. No counters, not much instant speed removal, and sub-par board wipes. While we tend to not care as much about the board state, ignoring threats to follow our gameplan, occasionally I'd be nice.

We're pretty weak to counterspells. Not a huge problem in my meta but it could be in yours.

Characteristics:

Flexibility: 5/10. I'd say we're so-so in terms of flexibility. Nothing special but not horrible either.

Resilience: 4/10. We're pretty weak to aggression and attacks, and tend to hurt ourselves just carrying out our plan. Victory at any cost!

Sustainability: 7/10. We can keep going. the high amount of card draw and the recursion I'm slowly adding allow us to keep doing what we want to do for a while.

Consistency: 8/10. Our high synergy and lots of card draw make this deck very consistent.

Cohesiveness: 7/10. The gameplan is simple, but one would need a good understanding of the cards to truly pilot this deck.

Efficiency: 7/10. Neheb himself is very efficient, and the deck's synergy and specific card choices are buil with this in mind.

Effectiveness: 8/10. When everything is put together and the deck is running smoothly, Neheb has no problem killing a table of 7 in a massive Eternal fireball. And it is a beautiful thing to behold.

This deck is good because many of the cards synergize with each other; the deck is very focused and they all help with our plan somehow. Anything that deals damage, about 30% of the deck, already sinergizes with Neheb nicely, but beyond that, there are some other aspects I want to mention.

Neheb, the Eternal + Aggravated Assault. A card that was already one of my favorites that goes infinite with my commander? Yes please. To make this combo work you need just a little extra mana of extra damage to get the mana. Attack with Neheb, deal damage, then during your second main, use Neheb's mana to pay for an extra combat. After that combat you get another main phase, meaning Neheb triggers again, and you get more mana than before! Repeat until everyone is dead or you can Comet Storm for 300+.

Any creature + Sword of Feast and Famine + Aggravated Assault. Same concept, but you don't need Neheb for this to work. You just need five lands and a solid creature to attack with the Sword attached, and it works the same way.

Homeward Path + Humble Defector. Classic case of two good cards that do work on their own, but become much better when paired. Use the Defector to draw cards, then get him back with Path. You get all the cards! Red card draw with no downside!

Scavenger Grounds, Ramunap Ruins, and Desert of the Fervent are all part of the "deserts matter" land section. Don't need one of them? Sac them to deal to the other ones.

Valakut, the Molten Pinnacle, Thespian's Stage, Vesuva, and a bunch of mountains are great. The copy lands can be copies of mountains or of Valakut which is nice.

Neheb, the Eternal and Grenzo, Havoc Raiser synergize very nicely. We deal damage, exile some cards, and then have enough mana to pay for them.

Prophetic Flamespeaker with the Swords of X and Y. Swords give evasion and more power, and he gives extra damage triggers.

I have a large number of artifacts, so Inspiring Statuary is very useful for my bigger spells. Hammer of Nazahn synergizes very nicely with all of my other equipment too.

Nonbos: as with any deck with 100 diferent cards, there are some anti-synergies here too.

Soul-Scar Mage and Repercussion. the Mage is nice utility but he does negate some damage to creatures.

Politically, this deck fits well in the underdog role. Stay quite, bide your time, and then explode and win out of nowhere. try not to let on how powerful the deck can be, and always downplay Neheb as much as possible.

It will be difficulty to strike a balance between early aggression to lower life totals and staying inconspicuous. Generally, only attack early if there's good reason to, like if you have Sword off the animist or Prophetic Flamespeaker.

Otherwise, be polite and friendly and try to point opponent's early aggression at stronger decks.

Matchups:

Group hug: We like these. Hopefully they give us cards.. If they're trying to play political that's good, we can simply benifit from them early on, then burn them and everyone else all the same. Winning the game trumps politics.

Pillowfort: Harder to crack. Again hexproof is an issue. We don't really mind not being able to attack or Fog effects though.

Voltron: Hopefully they go for someone else. Getting the Swords of X and Y are important here. Generally even against voltron as it's really a race of commander damage vs us popping off.

Swarm: Weak early on, but we get stronger later with the threat of Repercussion and a damage spell.

Reanimator: Whatever. They can do what they do as long as they don't mess with us. Don't care about their graveyard when their life total is within reach of Inferno + Reiterate.

Aggro: Weak early on, but get stronger as the game goes on.

Combo: It's a race really. We're generally slower than most dedicated combo decks, but with some politics we can slow the combo down with the help of other players.

Control: generally weak against it, but if we can resolve a Price of Glory we're fine. And we only need one late-game turn where they're tapped out to pop off...

Good-stuff: Generally strong against your average stuff deck.

Chaos/Group Slug: Honestly these decks help us somewhat.

The general strategy is fairly simple. Get Neheb out, play damage spells, cash in on the extra mana during the second main phase. For example, with four opponents: Turn 5 play Neheb. Turn six play Flame Rift and Sizzle, attack with Neheb, hit, get 32 red mana to Comet Storm for 30. That's basically it. But while the gameplan is simple, there's still a lot of nuance to it. Read on...

Your optimal hand is going to include three lands, two of which should give you red mana, and one should be a utility, a mana rock of some sort, a haste enabler like Lightning Greaves, some card draw like Humble Defector, and a damage spell like Sizzle. This will allow you to get Neheb out quickly, get his engine going, and draw cards to get you into the late game.

That's a perfect hand though. Real life is more messy.

Homeward Path, Sol Ring, and a whole lot of red intensive spells like Grenzo, Havoc Raiser is not a hand you should keep.

Always mulligan a hand with two or fewer mana sources. You need to get Neheb out turn five at the latest and hoping for lands three turns in a row never works. Preferably, you want to see at least two red sources. This guarantees you'll be able to cast Neheb when the time comes.

If you have a hand full of late game cards like Inferno, Stormbreath Dragon, and Blasphemous Act, mulligan. That's three wasted slots for the first 5-6 turns of the game.

Good cards to look out for that swing the keep-mulligan scale: Aggravated Assault, Lightning Bolt, Chandra, Torch of Defiance, Cryptolith Fragment  Flip, Lightning Greaves, Sol Ring, Sword of the Animist, Soul-Scar Mage, and Generator Servant.

The first three turns are pretty standard as far as commander set ups go. You get your mana rocks like Sol Ring and Cryptolith Fragment  Flip out, play your small, seemingly insignificant creatures like Guttersnipe and Firebrand Archer, and you play your low cost equipment like Lightning Greaves and Explorer's Scope. Even though you can, this is not the time to start playing your low cost spells like Lightning Bolt, or your three mana mass damage spells like Fleambreak. Save those for later.

Politics wise, you should be as quite as possible, not letting on to the explosive power of your deck. Play your Swiftfoot Boots and Humble Defector and let the early attacks go to the Narset or Sliver player.

Turns four, five, and six are perhaps the most important and require the most planning. It's important to get Neheb out, but you also need something to do with him. Playing him but having no large spells to play is usually bad because he'll be hit by enemy removal or boardwipes, which will set you back two turns.

It's tempting, but don't play Chandra, Torch of Defiance on turn 4. Playing her before Neheb, and thus before the late game when you're supposed to explode, alerts everyone to the power level and threat of your deck. Not only will she be public enemy #1, but you'll be next.

Remember that Neheb doesn't need haste for his mana ability to work. It'll still go off as planned. But haste is an important factor of when you cast him, as that's an extra four damage and four mana if you hit someone.

With mana rocks, Neheb can usually come out turn four, but turn five is the safest bet every game.

Once Neheb hits the field, you have only a few turns before everyone else realizes how powerful he is and takes you down. Let's say you've played Neheb, and he's survived a round of everyone else playing their commanders. We only have 5 or 6 mana at this point, so we'll play a Firebrand Archer or Guttersnipe, and follow that up with a Sizzle or Price of Progress. That's the set up to the attack, this must be done before combat or at instant speed during combat.

Attack with Neheb at who it feel safest or whoever has the highest life total. Doesn't really matter because hopefully we'll be killing everyone next turn.

After our attack, Neheb's ability triggers and we get anywhere from 9 to 25 mana, depending on the set up. Use this mana to draw cards. Knollspine Dragon and Commune with Lava are the best options, but Loreseeker's Stone or others can work too. Cards you're looking for in order of importance: Extra combat cards like Seize the Day(this allows you to continue and maybe win this turn), protection for Neheb(so he can survive until next turn), mana rocks and haste enablers(so you can play and swing with him next turn if he dies), and the real game winners like Comet Storm, Sword of Fire and Ice, and Aggravated Assault. Keep all the good cards in your hand and discard the rest and wait for your next turn.

Your opponents have gotten a small taste of what Neheb is capable of, but hopefully they haven't killed him as turns 7 and 8 come around. using the cards you've drawn or exiled, you're going to win this turn or literally kill yourself trying.

Play another damage spell. maybe Chandra, Torch of Defiance or Kaboom! Now attack with Neheb again, wherever you think he'll survive combat. Trigger = 20ish mana. If you don't have any of the key cards I talked about yet, use that mana to Past in Flames your Commune with Lava to dig for them. Huzzah! you've exiled a Comet Storm and Seize the Day! Play Seize, attack again. Trigger=25ish mana. Play some supporting spells, like Akroma's Memorial, Pyromancer's Googles and Strionic Resonator, anything that could help out. Flashback Sieze the Day. Another attack. Trigger=35ish now, maybe you copied it with the Resonator, maybe not though. Now it's time to Comet Storm. Maybe you used the Goggles to copy it, or maybe Reiterate. Either way, That will win you the game here in most cases.

All that is of course a vague and quickly thought out scenario, but that massive string of damage and mana ramp and spell casting in the norm for Neheb. Let the Hour of Devastation begin!

This deck is based on


This is What Glory Looks Like: a Savage Beating

Commander / EDH FenIsABasicSwamp

SCORE: 155 | 124 COMMENTS | 11317 VIEWS | IN 77 FOLDERS


by EternalBrewmaster with only some slight modifications. You'll notice the formatting of the two decks looks similar; that's because I used Eternal's formatting too. Check out his stuff!

Currently the #1 most upvoted Neheb, the Eternal deck on TappedOut

Top TappedOut rank: #1 on 02/24/18

Current Multiplayer Record:

2-1-1 on 10/07/17 - One 5-player and three 6-player games, had to blow myself up once for a draw

0-1-1 on 11/03/17 - Two 4 player games, killed by my own X=30 Comet Storm with a Wild Ricochet :(

1-0-0 on 11/21/17 - One 3 player game, combo-ed out with Aggravated Assault

1-0-0 on 11/22/17 - One 7 player game, killed all 6 opponents on turn seven, including a finishing X=350 Comet Storm :D

0-1-0 on 12/04/17 - One 3 player game, teaching my friend how to play commander with her new Arahbo, Roar of the World deck. She won!

1-0-0 on 12/16/17 - One 6 player game, survived being Tunnel Visioned for half my library, comeback win

2-0-0 on 01/04/18 - One 7 player and one 4 player game, first games of the year! Played against some new decks. Only won the last game because my friend had to leave.

1-0-0 on 01/11/18 - One 3 player game, Darksteel Plate and Loreseeker's Stone both proved themselves worthy of include.

Special Game: 1-0-1 on 01/12/18 - Two games played with each other's decks, thus I was not piloting Neheb for either of these games. My friend's little brother Frank won a 7 player game with it and my friend Claire lost a 4 player game. Good times!

0-1-0 on 03/20/18 - One 3 player game, dies like a punk to a sliver deck. Nothing noteworthy. Neheb is generally weak in 3 player games.

1-0-0 on 03/23/18 - One 6 player game, extremely strong win, drew 6 cards with each Humble Defector and Loreseeker's Stone, also used Past in Flames and Pyromancer's Goggles to great effect.

1-0-0 on 05/17/18 - One 5 player game. After losing twice with another deck, I pull Neheb out to show that I mean business now. I win turn 6 with Aggravated Assault into Knollspine Dragon drawing 30+ cards into my newest addition, Jaya's Immolating Inferno.

1-0-0 on 06/02/18 - One 4 player game. My first game in a new meta. I get genzo havoc raiser and two protection equipment out early, and Sword of Fire and Ice for more draw. Smooth sailing as none of the other decks really had a good start.

Special Game: 0-0-1 on 06/05/18 - One 4 player game. For this game my friend Rey was playing this deck, I was playing my Firesong and Sunspeaker deck. With Ray at the helm this deck did amazing. I'm talking Valakut, the Molten Pinnacle and Chandra, Torch of Defiance amazing. Eventually Ray killed himself with our burn spells. No better way to lose.

1-0-0 on 06/06/18 - One 5 player game. This was a strong win. I saw little bit of everything. Prophetic Flamespeaker, Sword of Feast and Famine, Repercussion, lots of equipment, looked like a voltron deck, lots of draw including Loreseeker's Stone. Neheb never got removed, so I was able to fight off lifegain, and used threaten politics to secure a win without an X spell.

1-0-0 on 06/17/18 - One 4 player game. One of my fastest wins ever-turn 4. Sol Ring and Generator Servant get's me a turn 3 Neheb, turn for play Flame Rift and Kaboom! to fuel a X=20 Comet Storm, which I pointed at each opponent and Neheb because I had Arcbond pointed at him too. Opponents didn't know what hit them.

1-0-0 on 06/18/18 - One 5 player game. Solid win. Grenzo havok raiser saw a lot of action. Chandra ToD again kicks ass. Knollspine Dragon works really really well. Drew my Comet Storm for the win.

1-0-0 on 06/29/18 - One 3 player game. Intruder Alarm and enemy mill help my Heartless Hidetsugu and flashback cards, especially Seize the Day.

1-0-0 on 07/05/18 - One 6 player game. Very Swingy game, I had a slow start so I flew under the radar. Sword of Fire and Ice, Stormbreath Dragon, and Viashino Heretic all shine. Win with a lucky Aggravated assualt and the exact right amount of mana.

Commanders engulfed in the Eternal flames: Kaalia of the Vast, Ezuri, Renegade Leader, Breya, Etherium Shaper, Narset, Enlightened Master, Nekusar, the Mindrazer, Meren of Clan Nel Toth, Niv-Mizzet, the Firemind, Elesh Norn, Grand Cenobite, Sliver Overlord, Oona, Queen of the Fae, Mizzix of the Izmagnus, Sidisi, Brood Tyrant, Uril, the Miststalker, Yidris, Maelstrom Wielder, Zur the Enchanter, Ramos, Dragon Engine, The Ur-Dragon, Phenax, God of Deception, Brion Stoutarm, Slimefoot, the Stowaway, Karn, Silver Golem, Arahbo, Roar of the World

Now the #1 most Upvoted Neheb, the Eternal deck on Tapped/Out! Thank you!

Thanks for looking! Upvotes, comments, and suggestions encouraged!

Suggestions

Updates Add

I want to thank everyone who has Upvoted and Commented and helped make this the deck it is today. I've put a lot of work into Neheb so I'm glad it's getting all this love. This is my first 200+ deck. Thank you!

IN: Jaya Ballard and Khorvath's Fury

OUT: Chandra, Flamecaller and Reforge the Soul

I've been looking to replace Chandra for a while now, and the new Jaya seems like a cheaper, better version of her with selective draw, flexibility with two +1s, the ability to fly under the radar, and a more useful ultimate. Replacing reforge the soul is a suprise, but K-Fury is almost the perfect card in this deck, able to deal damage and draw me cards, meaning I could gain loads of mana and dump a bad hand into game winning gas, all with just one card. I'm hoping these changes will help me out.

That's all for now. Thanks for reading!

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