Might of the Nephilim

Might of the Nephilim

Instant

Target creature gets +2/+2 until end of turn for each of its colors.

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Legality

Format Legality
Leviathan Legal
Casual Legal
Custom Legal
Oathbreaker Legal
Unformat Legal
1v1 Commander Legal
Highlander Legal
Limited Legal
Tiny Leaders Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Commander / EDH Legal
2019-10-04 Legal
Duel Commander Legal
Legacy Legal

Latest Decks as Commander

Might of the Nephilim Discussion

maxpelletierfortin on Horde of Notions - Elemental Tribal

1 month ago

Hey beets,

Love it, thanks for the feedback! I appreciate you leaning in and finding some great additions for the deck!

This build was my first crack at a 5-color deck and Horde just happened to be the card I went with.

My objective was to build something that was budget and that could easily satisfy the 5-color Horde activation requirement while filling up the graveyard with some big creatures for value! Woo! (All hopefully on curve haha)

There are lots of secondary synergies which would potentially be removed to make the deck run smoother as well as a more refined mana base/ramp package. ex: Might of the Nephilim is in there to sneak in with some commander damage.

One objective was to fill the deck with cards which tap for WUBRG to easily get the ball going, this combined with Tidal Force was an attempt at an engine. Greenwarden of Murasa is a powerhouse in the deck with the past games for getting tutors and good non-elementals back to hand. Rings of Brighthearth was one card which I found awesome however was out-of-budget.

If you look at my page I've built a more pricey Omnath, Locus of the Roil deck with some of the powerhouse elementals that come out to $8 and up.

You were bang on about the murderers axe as a discard outlet and I love the alternative. I also like the idea of Wispmare, and Ingot Chewer as synergistic alternatives to the other removal in the deck.

Again, thanks for the feedback, much appreciated! I hope this helps provide some more detail into where my mind was going with this build. If you've got any more suggestions keep em coming!

DemMeowsephs on SOULBOND PROGENITUS VOLTRON

2 months ago

Hey there, pretty cool deck! With Progentius being a lot of mana, you may want to include some more/upgraded ramp cards- which are exactly the things I can recommend! Let's start off with the lands. Note that I may recommend things you purposely left out or can not afford, so if that is the case please feel free to ignore those! In 4+ color decks, there are usually 3 types of lands I recommend running. The first type is the shock lands. These are must-haves, for more reasons than you may originally think. Shock lands are cards like Breeding Pool, and there are ten shock lands in every two-color combination. These guys give you the option for two different colors and the option to be untapped! But a huge reason they are so powerful, is because they can be used effectively with cards like Nature's Lore and Three Visits. While nature's lore and such only say forest, if you wanted red mana, you could search for Stomping Ground, giving you both the red and the green! Thus, I would consider adding these shocks and replacing some of the less good effects you have that do something similar, like Sakura tribe elder, etc. The second type of land I would recommend adding are fetches- however, these can be super expensive, so I will explain other options after. Nonetheless, fetches are great because you can use them, to get shock lands similarly to what we did with natures lore! Fetch lands are cards like Windswept Heath and Scalding Tarn, allowing you to search for any land with those subtypes. They also work SUPER well with cards like Ramunap Excavator and Crucible of Worlds, because now you can play these fetches again and again and again every turn, meaning you'll never miss a land drop and can pick any colors you could possibly want if you have the shock lands. However, these are pretty expensive, and so I would recommend the pain lands or filter lands. Pain lands are cards like Battlefield Forge, giving you guaranteed colored mana. Filter lands allow you to put in one color, and get any combination of a different color and that color! For example, Mystic Gate. This can be especially great with Progentius's casting cost. The last and possibly the best type, are multicolor lands, that give you any color. Mana Confluence, City of Brass, Forbidden Orchard, Command Tower, and Tarnished Citadel are all great examples of this. A lot of these lands are super expensive, and yet lands are a super important part for getting progenitus out, so if you ever are looking to upgrade progentius, consider the ten shocks, ten fetches, ten filters, and ten pain lands, as well as a few multicolor lands.

I slightly mentioned some ramp cards before that work well with shocks, though there are quite a few other ones that could work super well in the deck. First one is Chromatic Lantern. This guy can help you EASILY not worry about which lands give you what colors, and allows you to just try your best to get 10 mana, as well as producing any color mana himself. Bloom Tender could be GREAT in this 5 color deck, meaning that before progentius it could tap a lot of mana but then even with him out, could add FIVE mana which sounds pretty great to me. Selvala, Heart of the Wilds could work wonderfully once Prog is out, tapping for 10+ mana all at the expense of a single mana. Even before that, it can be a very helpful mana dork. Speaking of dorks though, I would seriously recommend some smaller ramp dorks like Birds of Paradise, Sylvan Caryatid, Ilysian Caryatid, Noble Hierarch (which can also buff progentius) and a lot more. Last but not least, some extra ramp cards that I would recommend including are Arcane Signet, Commander's Sphere, Exploration, and Burgeoning!

But OMG there are so many amazing synergies here I would recommend too! Hunter's Insight and Hunter's Prowess could draw you SO many cards with Progenitus, especially if you give him double strike! Berserk could immediately double his power, and you don't have to worry about him dying because he has inestructible! Basically one mana double strike for progentius. Blessing of the Nephilim, Civic Saber, and Might of the Nephilim would be GODLY with progentius, the last one giving him +10/+10 already!!! You also may want to consider unblockable spells that can make Progentius unblockable for cheap mana, giving you an auto-kill.

Anyways though, that was a lot to think about, please ignore any spelling errors I was kind of rushing, and I hope this helps! Be sure to check out some of my decks like Double Trouble EDH ⫸PRIMER⫷ (where you can also find some of the best unblockable spells)!! Hope this helps, good luck on this great deck, an have a wonderful day! Cheers

zAzen7977 on ˛¸ ¡||ŪMI∆ª†Į ˛¸__________________ Illuminati Deck

2 months ago

Harvey_Vorthos-Allsack, awesome job and well said! And you are just scratching the surface. The rabbit hole goes deep...

Here’s a little tidbit which Balaam will probably appreciate as well - clearly someone at WotC is into the Apocrypha, especially the Books of Enoch, Jasher, and Jubilees found in the Dead Sea Scrolls, and several texts found in the Nag-Hammadi Codex, because certain concepts are mentioned in MtG lore that correspond to these texts. For example, Nephilim and Archons are mentioned in cards like Might of the Nephilim, Blessing of the Nephilim, Yore-Tiller Nephilim, Ashen Rider, Archon of Coronation, Archon of Emeria, etc.

According to the Dead Sea Scrolls, the Watchers were fallen Angels who rejected God, chose to take human wives, and fathered a race of giants which were known as Nephilim. The creation of the Nephilim eventually led God to initiate the Great Flood, as these creatures sired half-giants and consumed everything from animals to humans, thus causing the breakdown of society.

The Nag-Hammadi Codex is named after Nag-Hammadi, Egypt, where it was discovered. Several texts, including the Apocryphon of John, describe a race of formless beings known as Archons who predate humans and were born of a predatory force called Ialdaboath, Samael, or the Demiurge. The Demiurge, a cosmic aberration which has become self-aware, has humans trapped in a holographic soul prison to sustain itself and attain the status of God, which it desperately seeks. It created a shadow world which is a crude copy of the real world and created legions of imposter angels and lower beings to serve its bidding.

Archons are responsible for causing error in human thought patterns, to confuse the human into thinking that it wants to do something, so the human can make the bad decision on its own. Early Gnostics believed the Demiurge’s plan was doomed from the beginning, and eventually humans will escape from their holographic prison and reunite with Jesus and God.

Isn’t it curious that WotC would pay homage to these concepts in their MtG lore? I’m sure there are more examples throughout the game. Anyway, I think all of this is fascinating. Food for thought!

DemMeowsephs on No, that's not dead - it's resting (Arixmethes)

4 months ago

What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!

carpecanum on KAVID-19

10 months ago

On big thing is being able to block Karona as well as general pillowfort.
Stuffy Doll is perfect. Anything cheap with indestructable or things like Fog Bank or Guard Gomazoa

I also throw in Circle of Protection: Black and Circle of Protection: Red but lately been thinking about trading red for green because of my meta.

Mystic Barrier means only one opponent can attack you if multi-player. Spirit of Resistance means you don't care if they attack you or not. Vow of Flight is evasion and they can't attack you (thats the only Vow i use).

Might of the Nephilim and Blessing of the Nephilim, Civic Saber

Ward of Bones and Brand of Ill Omen stop opponents from casting creatures once Karona starts popping around

bomb_arie on Rafiq the Cultivator

2 years ago

Nice deck, your construction reminds me of my first version which was more Enchantress-draw based. Keep in mind that in those days not all cards in your deck where available. You can find that deck over here: [Rafiq 1.0] Enchantress Draw

Enchantments and Auras

There are a few enchantments i'd like to mention which I tried in my decks aswell and did not make it to the final cut (or at least the deck how I play it nowadays).

Ancestral Mask and Ethereal Armor I think these cards are too much dependent on having other enchantments on the board. And it does not give an 'unblockable' bonus for instance flying or trample.

Armadillo Cloak I used to run this and also Unflinching Courage but I dropped them because in my playgroup people tend to scoop when you strike them lethal so you don't get the advantage of the lifelink.

I think you should replace these cards with cards who give better 'unblockable' bonus for instance Infiltrator's Magemark or Spirit Mantle who have a low CMC. Or maybe Drake Umbra which cost more but also gives better bonus.

Creatures

Further your creature base. I also have tried cards like Herald of the Pantheon but I rather use a general ramp card than an card that only affects your enchantments. Same for Kor Spiritdancer who only triggers on auras. I would consider Knight Exemplar and Umbra Mystic who both help protecting your Commander.

Also I am not a fan of the Legendary-Enchantment Creatures. Bestow cost are mainly too high to cast and I think there are better options available. But if you want to stick to that theme that's okay and then you might consider Thassa, God of the Sea.

Planeswalkers

I see no planeswalkers in your deck and Bant has a few which really juice this deck up. One I am allready playing myself and the other one is on my wants-list. I suggest to try Tamiyo, Field Researcher and Estrid, the Masked they can be smashing. And if you are adding planeswalkers Shalai, Voice of Plenty might be a nice add.

Surprise, Surprise

You really need to add this one: Hunter's Insight this is a crazy card drawer in your deck. And I like cards like: Vines of Vastwood, Invigorate and Might of the Nephilim for the surprise (aka lethal) hit. They are cheap to cast and speed up the game.

Well this is all for now. I might review your deck later again. Maybe you can review mine in the latest version: [Rafiq 2.0] To Serve & Protect [cEDH]

Haarva91 on GW Unite

3 years ago

Hi Bantetsu,With the same multicolor flavour (which I really find nice, btw), why not try something like Might of the Nephilim as a finisher? Predatory Focus is good, but in Modern, you're unlikely to have so many creatures staying on board, it's a little expensive (in case you don't get this fifth land...), and instant speed is much better. In the same vein, Modern being about reactivity, maybe you should put low CCM control/defense spells mainboard, at least 4 Path to Exile for example. Brave the Elements could also be a must!But I don't know what could go out in replacement. Although it is a better creature overall, if you want to decrease the deck price and stick to the multicolor flavour, you could remove the Voice of Resurgence. Depending on the kind of control you're playing against, you could put either Kitchen Finks or Loxodon Smiter in the side. But I know the dilemma :-), I have to make the same choice in one of my decks (My Rhino is heavy but it adapts!. Anyway, good luck with the brew!

majorappliance on 5 color good stuff version 1

3 years ago

Hivestone seems a bit better than Conspiracy. Even though you wont get a counter for Ramos, you can Sun Titan the hivestone back if it dies. Also, what i think its funny for 5 color commanders, aside from Progenitus, is Might of the Nephilim, automatic +10/+10, hilarious!

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