Nevinyrral's Disk

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Nevinyrral's Disk

Artifact

Nevinyrral's Disk enters the battlefield tapped.

, : Destroy all artifacts, creatures and enchantments.

jarncards on BEHOLD YOUR DEATH

1 month ago

Unless you absolutely just want to stay on theme, which is fine, I have some considerations for you

Blast-Furnace Hellkite is expensive, but basically the best dragon, you've seen the horrors of Terror of Mount Velus as well, so consider at least one of them. Obsidian Charmaw is also amazing at punishing nonbasic land use.

Consider throwing in some more rituals in addition to Seething Song, for stormscale scion/dragonstorm. Its overpowered but Past in Flamesfoil and Underworld Breach can be absurd with that.

You have almost no draw. Some dragons can help with that, or there's always wheels

I'd dump Metallic Mimic in favor of Bloodline Pretender unless you really need the lord effect since he counts a dragon no matter what zone he is in. Taurean Mauler is also nuts.

Always consider Boompile and Nevinyrral's Disk in red. you dont have any other way to handle enchantments, and they help you survive to the late game, which is important when most of your stuff is very expensive and you dont happen to have your cost reducers.

Draconic Roar and Spit Flame really weak for commander in general. maybe look at Mizzium Mortars instead.

If sarkhan ever gets big enough to be a threat something like Two-Handed Axe , Temur Battle Rage , Rush of Blood, or Fatal Frenzy can be deadly

xraider on The Kitty Cat Who Loves Eating His Foodies

6 months ago

I see you're playing Birthing Pod. It's important to have a solid mana curve for your creatures. Currently, you only have one two-cost creature, which could cause some issues. You might want to consider adding a few more two-drops. Some suggestions include Marionette Apprentice, Blood Artist, Feasting Hobbit , or Wight of the Reliquary. To stay consistent, Yisan, the Wanderer Bard could also be a good addition.

I would also recommend tweaking your removal package. You could replace or supplement Decree of Pain with Damnation and/or Toxic Deluge. For additional targeted removal, consider adding Beast Within , Assassin's Trophy, or Nature's Claim to lower the overall cost of your removal spells.

Since you'll be sacrificing a lot, Noxious Revival could be a great addition to your deck.

Darksteel Forge is another fun card to consider, especially in combination with Bane of Progress. If you go this route, you could also include Nevinyrral's Disk for even more synergy.

Good luck with building your deck!

GrimlockVIII on Simic Primal Surge Eldrazi. Help, please!

7 months ago

I can list some good pieces of removal in the form of permanents if you wish.

Amphin Mutineer straight-up exiles a creature on etb, and you can do it again through his encore effect once he hits the yard.

Kitesail Larcenist turns 3 artifacts/creatures into useless treasures (one for each opponent), and he can technically hit something of yours like a Fierce Empath or a Reclamation Sage after you're done with their etb effects but need a little extra mana to cast something big.

Amphibian Downpour is basically an instant speed Imprisoned in the Moon that can copy itself depending on how much you or an opponent storms off.

Sapphire Dragon's adventure half is a neat counterspell option in the early game, and you can cast him later as a seven mana dragon to still trigger Imoti later on. Same principle applies to Emerald Dragon, Stormkeld Vanguard, Sword Coast Serpent, and Horned Loch-Whale. Galvanic Giant is also kind of nuts since you're effectively locking down something your opponent controls every time you cast a big spell while also having the option to have a massive draw spell on the side should you need it.

The Phasing of Zhalfir is such a good blue "boardwipe", especially since you can choose to protect one or two of your creatures before the third chapter goes off, or you can immediately skip to the third chapter if you really need the boardwipe to happen the turn you cast it.

Bane of Progress is a good boardwipe against artifact/enchantment-centric decks.

Kenrith's Transformation is a lignify/imprisoned in the moon that replaces itself on etb.

There's of course removal in the form of colorless artifacts. You got Meteor Golem, Cityscape Leveler, Portal to Phyrexia (which also acts as reanimation), and boardwipes like Nevinyrral's Disk and Perilous Vault. If you can wait till your stuff is untapped then False Floor has the potential to be a one-sided wipe that also slows down opponents with hastier decks.

Otawara, Soaring City and Boseiju, Who Endures are interaction in the form of lands. They're also generally harder to counter given that you're activating them as abilities rather than casting their channel effects as spells.

There's also ways to force your opponents to block one of your big guys with all of their creatures so you can let through all of your other big guys through and also kill off some chump fodder in the process. Something like Taunting Arbormage or Shinen of Life's Roar come to mind.

That's all I got for now, but good luck upgrading your deck!

Profet93 on Black Sheep of the Sawyer Clan [$30 Voltron]

1 year ago

---------------------

Syphon Mind - Draw 3, each opponent discards 1

Burnished Hart - Ramp. Fuels defile, blackblade reforged, etc...

Solemn Simulacrum - Unsure of price, but potentially a consideration.

Bubbling Muck - Super ramp

Dark Ritual - Ramp

Deliver Unto Evil - Recursion, especially important for artifacts which are hard to recur

Extinction Event - Sometimes things need to be gone, forever

Feed the Swarm - Few ways to remove enchantments

Hero's Downfall/Murderous Rider - Walker removal

Mutilate - Gets around indestructible too

Oubliette - Commander hate

Nevinyrral's Disk - Artifact + Enchantment removal

TheoryCrafter on Mill

1 year ago

From the looks of this deck you've done a good job with mana efficiency.

Also, its important to remember the color identity rule. I'm a little spotty on multi-colored lands, but Nihil Spellbomb and Simic Locket could be seen as a violation of the rule.

With Bruvac as your commander, redundancy in instant win plays is important. Which is why I recommend adding Cut Your Losses and Fleet Swallower.

You've done good putting in cards that mill each opponent. This will help get around spells and abilities that give your opponents hexproof. With all the draw spells, may I recommend adding Psychic Corrosion? This will mill each opponent as you draw. In fact, if you add Jace's Archivist it will not only feed into Psychic Corrosion, but Fraying Sanity as well. In which case you may also want to consider adding Mystic Redaction to your deck.

Also, with your desire for Counter spells, you may want to look for spots for Countermand, Didn't Say Please, and Thought Collapse. While you cannot counter a card like Carnage Tyrant, you can still target the spell and force the spell's controller to mill.

At this stage keep Into the Roil in your deck for as long as you can. Outside of counter spells, this will be your best defense against Wheel of Sun and Moon. May I also suggest Nevinyrral's Disk? Not only is it another way to deal with Wheel of Sun and Moon, but also serves as a board wipe.

Also, I'd highly recommend Drowned Secrets since you're running a mono blue deck.

If at some point you choose to shift some of your deck towards more creatures, may I recommend Persistent Petitioners? With Bruvac also being an advisor, you can give him something to do other than sit around and be a target. And at 3 toughness, each copy can buy you some time against a battlefield of 4/4 tramplers. It would also give you the added bonus of giving your commander some protection from spells that would cause it to goad.

I hope this helps. Thank you for reading me out. Happy Hunting!

Gorski_Song on Halo Themed Alternate Art Commander Deck

1 year ago

This is so cool. Nevinyrral's Disk would maybe be less effective than Scourglass, but might be on theme. I found this trying to find alt art halo themed for that card, but maybe ill try cardconjurer

CptnHndsm on Resistance is futile

1 year ago

Hey there! This is a very nice Mono Black deck. Very powerful and modern, yet classic! Instant +1 from me!

How has Nevinyrral's Disk been for you? I have always worried that it will just blow up all the ramp I just spent the first turns playing! Would you mind taking a look at my own Mono Black deck as well and see if it has anything that you would replace with Disk? Thank you so much!! :)

Power and Ruin - Demon Tribal

TheBestMagicCard on Emrakul, the Promised End

1 year ago

Oh, Manifold Key doesn't untap it's self, not a combo piece...

Hm, interesting point about the Twig and Amulet... Yeah, I guess it is mostly for the getting an artifact in the graveyard... They do act very similar to just a land, but they have that potential to count for . They're kind of like artifact versions of Blasted Landscape. I think Burnished Hart and Kuldotha Forgemaster are the only other cards included that put artifacts in the graveyard? I don't really want to rely on my artifacts getting destroyed by someone else to get that cost reduction...

Codex Shredder is also on my short list of cards to include. I'm always surprised at how useful this card is. It can mill an opponent's Vampiric Tutor or Sensei's Divining Top away, and can also help fill my graveyard with card types, although it's hit or miss with that, it usually flips a land or artifact, and worst case a cool creature... I think I don't actually have any cards that can get something back from the graveyard right now...

I have considered Karn, the Great Creator, especially because it can be a Planeswalker in the graveyard, but I ultimately don't really want my Planeswalkers in the graveyard though... The +1 ability works with Voltaic Construct to make infinite mana with Basalt Monolith, Mana Vault, Grim Monolith, Thran Dynamo, and potentially Everflowing Chalice, just like Karn, Silver Golem, which I think is p cool. The -2 is kind of technically useless in EDH, as tournament rules actually say you can get a card out of your sideboard, not actually any card you own, and in EDH you don't have a sideboard... Casually, sure, if your playgroup is into getting any card that's cool, Ring of Ma'ruf also does this, but I guess I've just opted not to use that ability... The Null Rod effect is obviously very powerful, but yeah, I guess at least in my meta, I'm not as concerned with other people's artifacts, and ultimately I want to be more fast and aggro, rather than defensive and like staxy with the deck. There's a lot of removal in the deck, to me a surprising amount for colorless, and I guess I can rely on that to get rid of a problem artifact, or whatever someone ramps into if need be. So yeah, I guess despite the Null Rod effect and the Voltaic Construct synergy, it still just seems a little clunky, or something? I also play with way more mana rocks in most of my decks then most people in my meta. If more of my opponents played more mana rocks, that would make it much more relevant, but until they catch on, I guess I think it's just not quite there for me...

I might rather put Karn, Silver Golem in, because it's a good blocker, and can turn multiple of my expensive artifacts into an alpha strike...

Karn, Silver Golem was my first commander for this deck way back in the day, and Voltaic Construct was a key part of the deck. It also included Mycosynth Lattice, to destroy opponent's lands, and Darksteel Forge and Nevinyrral's Disk. These cards were really fun to play, and basically a hard lock when they were together, but without Karn, Silver Golem as the commander, I've steered away from that style I guess because it was just so expensive to pull off, and requires multiple high mana-value cards. I think the combos I have in now are cheaper and have more general synergy with other cards, and at this point, just ramping into Emrakrul as fast as possible is pretty devastating. In my heart though, I still want to include them...

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