Neheb, Dreadhorde Champion

Neheb, Dreadhorde Champion

Legendary Creature — Zombie Minotaur Warrior

Trample

Whenever this deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and gain that much . Until end of turn, you don't lose this mana as steps and phases end.

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Neheb, Dreadhorde Champion Discussion

plakjekaas on Which non-partner commanders would you …

1 month ago

Neheb, the Eternal + Neheb, Dreadhorde Champion seem like they would have fun together for all the Big Red Big Mana Big Beats you could need.

Niko9 on Every Gob Has Its Day

5 months ago

Now, this looks fun! It's always fun when a deck goes combo but not infinite. Like, will these gobbos win the game when they get to attack over and over? Probably, almost for sure, but there's always a chance to interact, and that makes it feel really fair. It seems like one of those decks that I'd lose to and just smile and say, yeah, you beat me. Which is great because there are a lot of combos out there that definitely make you sigh and say, yeah...you beat me...

Love the deck, and I guess my only suggestion would be Neheb, Dreadhorde Champion though it's hard to say if it would be better than something like Mirrorwing Dragon I was just thinking of Neheb because it would let you dig for a second Seize the Day while also giving you mana to use for the flashback of the first one. You probably don't have a lot of cards in hand though, so again, not sure how it works.

Either way, have fun with this deck and with forcing your gobbos to work overtime : )

multimedia on Olivia, Crimson Bride Commander

6 months ago

Hey, nice start on a budget version, but I think you're relying too much on reanimation and Olivia without enough enablers.

Olivia and reanimation needs creatures in your graveyard. Thrill, Looting, Deal are good and Gravebreaker is fine, but currently that's really it for cards that can discard a creature/get a creature into your graveyard before you want to cast Olivia.

Buried Alive is very good enabler for reanimation since tutoring for and putting three creatures into your graveyard is a lot for three mana. Buried can get Anger and Anger or another haste enabler is needed for the infinite attacks combo of Port Razer + sac outlet + Olivia since Razer needs to be about to attack on the extra combat phases. Seize the Spoils and Unexpected Windfall do both effects, discarding a creature and ramp from treasures.

Neheb, Dreadhorde Champion can be repeatable discard and ramp. Olivia, Mobilized for War is a another legendary Vampire to help to keep your reanimated creatures from being exiled. She can also be a discard outlet and a haste enabler. Consider cutting a few of the lesser creatures to reanimate for these enablers?

If interested I offer more advice, good luck with your deck.


Omniscience_is_life, Master of Cruelties does work with Olivia, the same way it works with Kaalia of the Vast. The trigger to make a player's life total become 1 happens if Master isn't blocked, after Declare Blockers step, not when it's declared as an attacker.

plakjekaas on Luma and the Coil Inferno

7 months ago

Have you tried to Mono Red Selfmill Graveyard Voltron in the form of Neheb, Dreadhorde Champion? I know it has no flashy token commander damage, but in every other way it plays like you seem excited for. Might be a nice suggestion for an alternate commander if somehow people aren't comfortable with the Rule:0 plan.

Stardragon on Attempting to make the perfect …

7 months ago

This is great commander but I'm not sold it's ability to recur minotaurs just doesn't feel on theme for minotaurs. But your right minotuars are not a competitive tribe and I don't think they need to be, even if you go Jund or Mardu they're still not that competitive (Though green being green Jund is defiantly the most viable for competitive though I personally like going Mardu more).

That being said I feel that minotaurs in general are missing some major things and that a commander helping some of these would be good (For Rakdos colors).

  1. Access to Trample, Haste and Menace: This is the most minor thing, but these are the 3 keywords that I think of when someone says Minotaurs, and come on these are huge beefcakes in the most literal sense. They should be able to stomp over most creature, I can't image a 1/1 bag of bones or hell a fully armored knight being able to stop a charging minotaur (at least not without a big ass shield and are a beefcake in their own right), and seeing a minotaur charging at is terrifying which is why Menace would work so well flavor wise, though I suppose Fear or Intimidate would work as well basically being the same thing as menace, in that it conveys the fear of seeing a wall of beef coming at you but since those two are mainly black keywords, and IK they mainly in color and that there a good chuck of mono black ones, but I get the feeling that black is the secondary color while red is the main, so menace is the more on color pie theme one and flavor theme.

  2. Mana ramp: I now Rakdos isn't exactly a ramp color minus ritual effects but since there are few 3 drop minotuars no 1-2 drops with most being 4-7 (with 4-5 being the most common) drops you need more ramp, Neheb, the Eternal and Neheb, Dreadhorde Champion help in that regard but I think a few more can't go wrong. Maybe less focus on combat ramp, and more sacrificial ramp? IDK but we need a few more, though I don't feel like it should pure ramp (No just tap and get mana)

  3. More tokens or better Creature: This goes with needing much explanation but with such a limited number of decent minotaurs either make new ones that are ok or better (70% are not good are only being used because the limited selection) or have more cards that make tokens, as of right now the two minotaur token makers are Sethron, Hurloon General and Flurry of Horns and Flurry is bad, yes it makes 2 tokens with haste and they are beefier tokens compared to most, but 5 mana for it is too much when I rather spend that mana on a minotaur that cost the same but is bigger and has more board presence.

  4. Double Down on their tribe theme: For a while Minotaurs just kinda meandered around than the OG Theros came out and made them a highly aggressive mid-range tribe (they are some the most aggressive mid range decks I've seen.) and than Amonkhet continued this trend. Than Theros Beyond Death came other and split it into a sacrifice theme which I think fit the theros minotaurs because well even form older flavor texts they seen as more savage. But it split the tight focus and identity that the minotaurs had going but that is not a bad thing but we could meld them together to keep it more focused and tighter. Instead of out right sacrifice (though having some shamans in particular doing that is fine as TBD has established them) have instead deal with creatures dying in combat (so just dying in general, it's similar to sacrifice but not quiet the same) this would help it's already establish mid-range aggressive identity.

More Support: IK many tribes are lacking this (looking at you Phoenixes/Devils/Drakes/Weirds) but it doesn't stop this from being any less true. It has an ok creature base but they lack enchantments, instants sorceries and artifacts that are tailored to them. IK they are some like Didgeridoo but they are few and they need more.

Sorry about this rant i guess you could call it? But if you think of a commander that could deal with some of these than that would be awesome but again I DON'T THINK THIS IS A BAD COMMANDER!!!! And it certainly helps them.

Stardragon on Feisty Gruul Mother

8 months ago

Crucible of Fire, Obelisk of Urd,Vanquisher's Banner or Jugan, the Rising Star to buff your dragons and give you more card draw, Gruul War Chant or Goblin War Drums to give them even more evasion Purphoros, God of the Forge, Impact Tremors and Warstorm Surge for more ETB Burning, Balefire Dragon for massive field clearing potential (the bigger it get the damage it to the field) Moonveil Dragon for a field firebreathing effect, Dragon Broodmother for big tokens, while not dragons Neheb, Dreadhorde Champion and Neheb, the Eternal both ramp you very well, Ryusei, the Falling Star, Star of Extinction, Savage Twister, Starstorm and Blasphemous Act for board wipes. Red rituals like Pyretic Ritual, Seething Song, Mana Geyser or Battle Hymn quick mana and Braid of Fire for steady ever increasing mana. Can't go wrong with the Bird duo of Birds of Paradise and Gilded Goose for mana nor is Archetype of Endurance bad for protection Gratuitous Violence and Fiendish Duo are both one sided Furnace of Rath. Fervor or Fires of Yavimaya make dragons hasty, and Glorybringer and Combat Celebrant can be massive boon and if you Seedborn Muse you can alway have them untapped as exerted creatures only don't untapp during your phase but since seedborn untaps during opponents turns they also untap so you can get 4 free damage and an extra combat step ever turn. Savage Beating + Spellbinder can give free extra combat and if you use this combo the entwine also happens so you get both Savage Beating's effect's each time it goes off.

DrukenReaps on How do you create card-draw …

9 months ago

I'd be careful about having too much card draw that is reliant on your deck working. Having draw that just draws because it draws is often going to turn a game from not going well to being a little better.

In that vein I recommend Endless Atlas , Necropotence , Greed , Phyrexian Arena

To be more on theme the following work well Theater of Horrors , Stromkirk Occultist , Neheb, Dreadhorde Champion , Azra Oddsmaker , Anje's Ravager , Greven, Predator Captain

Take a look at a similar but more established commander for ideas too Kardur, Doomscourge

And there might be better options here than what I listed as I was mostly looking through my madness deck for some things to fit your needs Karazikar, the Eye Tyrant

I generally recommend around 15 card advantage total but you can go significantly lighter when your commander draws.

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