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



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. He's been kicking butt in EDH too 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"

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.

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

Endless Sands - Doesn't slow me down, and is able to protect my creatures by exiling them and later returning them. It's kinda slow and I haven't used it yet so it might be cut soon.

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.

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.

Throne of the High City - For some emergency card draw and a Monarch sub game.

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.

Fortune Thief - Nice way to win the game if I'm about to kill everyone in a massive fireball. The morph can be a neat combat trick.

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. Great right before a Firestorm. 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.

Young Pyromancer - Get some tokens. You can always use tokens.

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.

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.

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.

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.

Firestorm - Dump a whole hand of nothing and convert it into burn. Situational but powerful when it can be used.

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

Lightning Bolt - Obviously.

Price of Progress - will usually hurt my opponent's more than me, even with all of the utility lands.

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.

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.

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?

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.

Reforge the Soul - Always a hit or miss, it will help some and hurt others. Want to use it when I'm out of cards, have to be careful of my friend's Nekusar deck though.

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, Flamecaller - Not my favorite, but she's pretty useful. Her 3/1 tokens can get some damage across, fueling Neheb, her discard/card draw effect can be useful, getting rid of lands, and it straight draws me a card if I'm hellbent, and her -X is a nice boardwipe in a pinch.

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.

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 Firestorm, 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 Firestorm, 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 4, 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 Lave are the best options, but Lorseeker'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 Googles 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 EternalBrewmaster

SCORE: 135 | 112 COMMENTS | 9702 VIEWS | IN 68 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 2nd most upvoted Neheb, the Eternal deck on TappedOut

Top TappedOut rank: #6 on 09/18/17

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

0-0-1 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.

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

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

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Updates Add

With 75 upvotes and over 6000 views, we've moved into the #2 Neheb spot on Tapped/Out! I want to thank you all for the support!

Deck continues to shred in multiplayer. 5-2-3 record over all which is pretty darn good.

Not seeing any real need to change anything. Hopefully I'll get to play it some after Christmas. Looking forward to Rivals of Ixalan spoilers for stuff to potentially put in here!

Comments View Archive

wow, yeah, this looks very different! still a cool deck!

October 12, 2017 2:02 a.m.

I feel like this deck would be fantastic if the burn ability was much more severe. I think a Repercussion would be fantastic in this deck. Because it makes your spells into targeted removal AAAND! Make Negev much much MUCH more valuable! It's bananas, really. 83

Negev the Eternal! Burn all! BURN THE WORLD!

October 14, 2017 1:25 a.m.

Workman4137 I've traded it and it's in the mail, just haven't added it in the description yet. Thanks for the comment!

October 14, 2017 7:29 a.m.

Suns_Champion what site do you use for trading?

October 16, 2017 10:45 a.m.

troublinparadise I use this site. You have to set up a binder and then communicate with people on their binders for trades.

October 19, 2017 4:15 p.m.

yeah, you really needed those cards in your Neheb deck. those are almost auto-include. Really nice that you finally put those In.

October 20, 2017 5:05 a.m.

Love the deck name and Neheb so the +1 was an easy choice for me. Keep on burning BB!

October 27, 2017 9:15 p.m.

Love the deck name and Neheb so the +1 was an easy choice for me. Keep on burning BB!

October 27, 2017 9:16 p.m.

Best deckname ever +1

November 7, 2017 6:36 p.m.

KingMathoro, darleen, thank you both so much!

November 7, 2017 10:07 p.m.

Nice deck but is 276+ really a budget deck? I mean, Planeswalkers in a budget deck wtf .

November 8, 2017 10:50 a.m.

dogisgod oops! your're correct, I don't consider $250 budget. The tag was left over from how the deck used to look. Updated!

November 13, 2017 6:53 p.m.

Great list! This looks like a fun deck to use. Have you considered using Earthquake to finish of the game? One tap of Heartless Hidetsugu followed up with Earthquake should be enough to finish everyone off assuming you have more life than them. It works nicely with Coalhauler Swine too.

Some damage doublers like Furnace of Wrath would also be nice.

November 18, 2017 8:12 p.m.

Megalomania I've long tossed Earthquake around as an option. I wish more cards like Comet Storm existed. What would you suggest I take out?

Damage doublers are our because of my meta. Kaalia of the Vast, Nekusar, the Mindrazer, and especially a very aggrersive Zurgo Helmsmasher deck all make it suicide to run them :(

November 18, 2017 9:35 p.m.

Fireball is the closest thing I can think of at the moment. Ill get back to you if another card/cards comes to mind.

Any chance you can also look into my current project for some feedback? Ive been trying to get fresh eyes to look at my Thrasios and Tymna deck to point out things I might have missed.

November 18, 2017 9:56 p.m.

AS for the argument of X spells. As a neheb player I would recommend a couple of different options.-1 obsidan Battle-axe+1 mask of Memory

-1 Inferno+1 Devils Play

-1 FireStorm+1 Fanning the flames (buyback is super good)

-1 Akromas Memorial+1 Sphinx-bone Wand (very very strong)

Also Seething song works wonders for a turn 3 Neheb.But thats up to personal taste have fun burning people to death.

November 18, 2017 10:14 p.m.

Megalomania thanks again! I'll have a look!

shiki1335 Thanks for the comment!

Obsidian Battle-Axe I like because it gives Neheb haste, extra power, and that 1 extra toughness that lets him survive stuff like Inferno and Bloodfire Colossus. Mask of Memory is good and I'll consider it.

Inferno. Hmmmm. Fanning the Flames might be a good replacement.

Akroma's Memorial is just too good in my meta and too easy to cast with Neheb. Sphinx-Bone Wand doesn't do enough soon enough.

I'll also consider Seething Song.

Thanks all!

November 19, 2017 9:01 p.m.

Very nice deck, definitely +1 from me.

I have made my own burn EDH deck, but instead of Neheb I have Kumano, Master Yamabushi at the helm. I would like it if you would take a look.

November 23, 2017 12:49 p.m.

Chandrian Appreciate it! I'll check it out!

November 23, 2017 12:51 p.m.

Ok, this deck looks really tight, so I don't know that there is much I can offer in the way of advise. It would just be insulting, really. That, and I don't play mono-red much. Only thing I can think of is Blood Moon to shut down other players if the game is getting out of hand, but you are running quite a few non-basics yourself, which would suck.

Something I found to be a rather funny interaction is that Neheb's ability basically turns Lightning Bolt into Dark Ritual.

Have you checked out Disintegrate? Its like Fanning the Flames, but no buyback.

Once again, great looking deck.

November 26, 2017 9:56 p.m.

Rad deck! Ive always wondered how Neheb would work out in EDH.

A few suggestions I have are Braid of Fire, Sulfuric Vortex, and Burning Anger. Braid can get crazy if not dealt with - its casting cost is cheap at and it gets you red mana after red mana the longer it sits there. Additionally, Sulfuric Vortex can help to deny life-gain tactics as well as netting you two at the beginning of every opponents upkeep, which I imagine would be nifty for when an instant is in order, but just out of reach. Similarly, Burning Anger can let Neheb or any other creature you have deal its damage to players (or creatures) directly, gain you mana off Neheb trigger, and keep the creature safe from combat all at once. Seems valuable!

December 1, 2017 8:41 p.m.

bushido_man96 Thanks for upvoting/commenting!

I've considered Blood Moon... not sure what it is about it but maybe it just... doesn't interest me? i dunno. if I ever pull one I'll probably throw it in here but as of right now I don't want to spend $20 unless my heart's behind it haha

I'm not the biggest fan of X-spells but Fanning the Flames might go in!

Appreciate you taking a look friend!

Fluffpocalypse Thank you so much! Neheb is a ton of fun to play!

Braid of Fire is sick but I can only use the mana for instant(it goes away after the upkeep is over) and I like to do stuff after attacking, in my second main. Neheb gives waaaayyy more mana haha

As for Sulfuric Vortex... I think you misread Neheb, the Eternal there. His mana trigger only happens on my post-combat main phase. Not my opponents :( I wish though!

Burning Anger seems interesting and I'll consider it! Concerned about the casting cost and the potential to be 2-for-1ed though.

Again, thank you to you both and to all who upvote and comment! Keep the suggestions rolling!

December 2, 2017 9:33 p.m.

Sulfuric Vortex isn't played for neheb triggers, It's played to kill lifegain decks

December 4, 2017 12:07 p.m.

Could use Gemstone Array to store mana in (2:1) for future use if you don't have another option to funnel it into.

December 31, 2017 2:23 p.m.

Mj3913 Thanks for the comment and upvote! I've considered Gemstone Array but wasn't to hot on it, but I'll give it a second look! Thanks again!

January 1, 2018 12:47 p.m.

Maybe that one Amonkhet land that deals one damage to an opponent? Worst case your opponent loses one life and you have a colorless land in a monocolored deck and best case you get an extra mana the turn you play it.

January 4, 2018 12:04 a.m.

Even if you did copy Comet Storm, it doesn't matter except for Young Pyromancer because x=0.

January 6, 2018 6:27 p.m.

Leon9358 that one Amonkhet land doesn't do nearly enough to deserve a precious utility land slot. I already have too many and am planning on cutting down. Hope you like the deck and will upvote it!

Flooremoji Nope! If you copy an x-spell, the x part for the copy remains the same. Pretty Neat.

From TheGatherer: "If the copied spell has an X whose value was determined as it was cast, the copy has the same value of X."

Hope you like the deck and will grace me with an upvote!

January 6, 2018 6:50 p.m.

Sure! P.S. I don't play EDH.

January 6, 2018 6:58 p.m.

Flooremoji Thanks! Glad you took the time to look at this one even though you don't play! I definitely suggest EDH... It's my favorite anyway!

January 6, 2018 7:18 p.m.

I hear it does take time, but this is Magic! Spending time playing Magic is definitely worth it, and I do have some commander decks in the privet section. Maeby I buy one and play it!

January 6, 2018 11:26 p.m.

Upvote for name.

January 7, 2018 5:48 p.m.

Acidic Soil? Punishes hard those filthy green players!
It's almost always a better Sizzle and almost always the auto-burn will hurt you less thanks to the low ramp

January 7, 2018 6:28 p.m.

Flooremoji do it! If you need help with any of them hit me up!

conk2000 ain't no body got time for that! Thanks!

Pallino Thanks for the comment!

Acidic Soil is a good suggestion.... been looking for something to replace Price of Progress because it hasn't be preforming well. Will definitely swap this in!

Sizzle is still needed though. I need a spell I can safely Reiterate 15 times to win, Acidic Soil may kill me in that situation. Thanks again!

January 7, 2018 7:03 p.m.

Suns_Champion I'm making 1 commander deck in un-private 'Neverending mornsong' please give me feedback, Thanks!

January 7, 2018 7:13 p.m.
January 10, 2018 9:21 p.m.

gdemay Thanks for the suggestion!

I love that card and I haven't had it in here because it doesn't effect what I'm doing on my turn and doesn't generate damage -> mana. Still, it's a fun card that I may test out. Could serve as a pseudo board wipe and also reduce the life total of my opponents.

Don't forget to upvote if you like the deck!

January 10, 2018 9:39 p.m.

Compare to inventory
Date added 4 months
Last updated 19 hours

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.44
Tokens 1/1 Elemental, Monarch, Chandra
Folders EDH, Decks to try, edh, Budget Mono-Red EDH, Guidelines, Favorites, EDH, Cool!, Commander Decks to Try, Cool Decks, See all 30
Top rank #6 on 2017-09-18
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Revision 6 See all

2 months ago)

+1 Flame Rift main
-1 Keldon Megaliths main
-1 Iron Myr main
-1 Furnace of Rath main
+1 Repercussion main
+1 Ruby Medallion main
+1 Swiftfoot Boots main
-1 Hammer of Purphoros main