, Sacrifice Nihil Spellbomb: Exile all cards from target player's graveyard.
When Nihil Spellbomb is put into a graveyard from the battlefield, you may pay . If you do, draw a card.
|Have (3)||metalmagic , gildan_bladeborn ,|
|Want (6)||Asfael , nafgan , JazzCrimes , VinnyTheStick , Thiagus , jacksonbenete|
Printings View all
|Masters 25 (A25)||None|
|Commander 2017 (C17)||Common|
|Commander 2013 (C13)||Common|
|Scars of Mirrodin (SOM)||Common|
Combos Browse all
|Commander / EDH||Legal|
Nihil Spellbomb occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
Nihil Spellbomb Discussion
1 day ago
No problem man! Honestly the only thing I would improve here is Graveyard hate. I remembered Nihil Spellbomb is also good for that. You got artifact and enchantment hate and ways to protect your prized big boys already.
A question: how does this fare against burn?
4 days ago
Thanks SynergyBuild, I am trying to figure out ways to deal with the issues you brought up. I know this deck is weak to other black decks that utilize discarded cards and the graveyard. I made room for Nihil Spellbomb, Soul-Guide Lantern, and I’m also considering Relic of Progenitus and Sentinel Totem. I also like these cards because they can always draw me a card, even if the graveyard wiping isn’t necessary, unlike Tormod's Crypt.
The Gitrog Monster and a few other combo decks are tricky because they can’t be stopped once they go off. I included Bitter Ordeal, Praetor's Grasp, and Pithing Needle as ways of removing combo pieces like Dakmor Salvage before they can be played.
I think I’m getting closer. What do you y’all think?
4 days ago
Murderous Redcap plus Anafenza, Kin-Tree Spirit is an infinite damage instant win combo and they both can be resurrected with Alesha. I agree tho that this is a solid build and doesn't need the combo while still potentially benefiting from it. In my opinion Dead of Winter should not be in the sideboard since you have no nonland snow permanents and you are playing a lot of your own minions and you have enough removal. I recommend you replace it with a mass graveyard exile effect. Also Fulminator Mage is very good as a 3 of in the sideboard and is good against tron and again can be resurrected with Alesha and Unearth. Final Thoughts: take out 3 Dead of Winter, 1 Surgical Extraction, and 2 Inquisition of Kozilek from side board and put in 3 Fulminator Mage and 3 Nihil Spellbomb.
5 days ago
Wow I love a lot of these changes. Do you think going for a land-destruction or Contamination style land hate subtheme would help? What ways do you want to oppose the decks like The Gitrog Monster or Kess, Dissident Mage? They can survive through discard, and are black based so forcing them on black mana is okay, what do you want to try to do to stop them?
Sadly cards like Slaughter Pact don't hit them, and even my personal go-tos past that like Snuff Out and friends just happen to fail here. Do you think more graveyard hate could function well? Soul-Guide Lantern, Nihil Spellbomb, etc.?
2 weeks ago
Ok, as an update to this deck, I have played just over 50 matches with this deck between mostly online on cockatrice and in paper with friends. I am at a win-rate of about 27-11 against tried and true meta decks. when accounting for what I would call "jank" or otherwise just unproven, I am at 35-14. I have played against such decks as: Humans, Hardened Scales, Gruul Midrange, Yorion Flicker (pre and post ban), Eldrazi Tron, Green Tron, UW Control, Death Shadow (Mono-Black, Grixis, Jund, and Sultai), Burn, Prowess (Red and Izzet), Devoted Druid Combo, Spirits (UW and bant), Storm (though I need more testing here), Combo Goblins, Dredge (though I need more testing) and Titanshift.
Though I mostly see players that can see the interactions of the deck, it is quite a unique and unorthodox deck, and reasonably good players have made misplays- especially in seeing the interactions with Retribution of the Ancients as well as just seeing the mutate mechanic. I Also made changes to the deck over this testing period, though minor, in order to aid the deck is hard matchups as I identify them. I also have made misplays myself as I learned the ins and outs of the deck (and obviously still continue to do so). I also played most of my games with random people on cockatrice, which I have heard plenty of things about people not being good players on cockatrice, even though I would not say that is necessarily true. For these reasons and more, I would definitely take these results with a grain of salt and accept that there is a margin of error here (For better or for worse), but I think it is still great to learn from the testing that I have done over the past few weeks.
I have some findings to share here about these games:
This deck has a huge capacity to grind. Obviously turning your two-for-ones into like four-for-ones is good when the plan works, but just fighting with your opponent over getting the engine assembled while swinging in depletes them while bolstering the deck in most situations. As one of many examples, I managed to beat sultai-reclamation by getting the opponent to draw their deck out. I did this by pressuring their life-total while holding down Uro, Titan of Nature's Wrath, forcing bad cryptic plays by attacking, and just forcing bad lines. Though I did not count this in my win/loss because the opponent left after game one (which was like forty minutes) and I would consider the deck to be "jank" after the recent banning, I can confirm that the deck was close to meta because I saw all but seven of the cards the opponent was playing (which were in hand). point is though that the deck can grind HARD.
I find that against really fast decks like Prowess and Burn, you find yourself in a spot where you have to try to stabilize, and even end up getting outgrinded because of the constant pressure and considerations that have to be made on your life total which lead to sub-optimal lines. Though I had a decent amount of wins as well as losses in these matchups, I decided to add Life Goes On to the sideboard, which has really helped to improve the chances of winning here. I chose specifically Life Goes On because gaining eight life is particularly potent and almost always going to be active in this deck. This card also plays well in the deck because you will find a lot that the deck is practically built to leave up one untapped land for Retribution of the Ancients activations or casting Village Rites, which just makes having this card extra flexible, letting you play the lines you want to even if your life total is pressured (at least with the play-style I typically opt for when playing the deck).
I almost always side out Eldritch Evolution games two and three. I have pretty much relegated the use of this card to only being used for having the ability to combo more often and give flexibility for the given matchup I see in game one. The only toolbox stuff that I keep this card in for is against decks like storm and dredge really (though there may be other matchups where I need this that I haven't identified yet), where I will not only be able to essentially have additional copies of say Yixlid Jailer, but also be able to get a Lurrus of the Dream-Den to loop Nihil Spellbomb or Scavenging Ooze. The other toolbox card that I have for Eldritch Evolution is Phyrexian Revoker, but more often than not I would not have these two cards in the deck at the same time because this card has really only been used to deal with opposing Scavenging Oozes, even though I would still sideboard this card in as a toolbox card against say an opposing yawgmoth deck if that's something I'll ever see. For the most part though, opt for the play-to-the-board tempo/aggro plan when you can.
In matchups where I see discard spells, Unearth has been an absolute powerhouse. In the past, I would sideboard this card out no matter what to avoid being hit by graveyard hate as hard as this deck can be, but I found that you REALLY want this against discard spells and one-for-one removal decks just because it adds so much artificial redundancy. For what it is worth, cycling also helps dig too.
I found that I almost always side in Gemrazer. The mix between being able to interact and put on pressure is uncanny. I usually just side this card in as a hedge against graveyard hate, but there are so many random situations where you would want to have this card regardless of if you have a target for it or not (I'll list of a few random situations I found against various decks).
Against Titanshift and other land-based ramp decks takes out Dryad of the Ilysian Grove (which is a good blocker against the deck a decent amount of the time) as well as Amulet of Vigor where you expect to see it.
You automatically side this in against Tron and Eldrazi Tron. You need to race, and this card helps you do that while taking out a lot of the cards those decks play
I just side this in against control to help go faster, deal with graveyard hate, and just kill planeswalkers randomly, also trades up in creatures against removal because you get two back after the card is removed
Once again, I want to iterate that this is a card that is in the deck to reactively deal with artifact and enchantment based graveyard hate while maintaining a very proactive position, everything that this card does in addition is an added bonus, and can even drive you to side this card in even though you otherwise might not want to, just because it is that good.
In general, I would say that I love the deck and it is very fun when you can choose between playing a quick aggro game and a slow and methodical approach to playing. As I eluded to in the beginning of this post with saying I have played the deck in paper, I now have a completed build (minus the Verdant Catacombs)!
3 weeks ago
A couple things I got to thinking about while looking at your deck.
Are the tron lands worth it? With only Dimir Guildmage to make consistent use of the mana, are you taking an unnecessary color screw risk? I know you previously had Expedition Map before it was banned, but it looks really difficult to assemble tron now. Well that and that the tron lands don't let you cast your cantrips without a star.
Have you considered Trinket Mage? It would allow you to run less artifact lands and open the possibility of tutoring up a copy of Vault of Whispers to cast Disciple of the Vault with. The random life point or 2 you might get off disicple doesn't seem worth the extra hate you might see losing mulitple artifact lands. I know you have 8 stars to mana fix with but it couldn't hurt. Plus Trinket Mage could tutor up your Nihil Spellbomb in the side. Side plus, it could act as a deck reset for your brainstorms.
You have Crypt Rats in the sb. With only being able to spend black mana on it's ability, are you really going to be able to accomplish much with it. Targeted removal seems like it would be better to handle problematic creatures you might see.
Again, just my thoughts...hope they help or give you things to consider.
4 weeks ago
I finally got around to updating my sideboard.
Damping Sphere is for storm and tron
Collective Brutality is for Death's Shadow, Burn, etc.
Liliana, the Last Hope is for tokens.
Ashiok, Dream Render is more grave hate and buys me time by locking down fetches.
Abrade is creature and artifact hate. Self-explanatory.
Dragon's Claw helps me not die to burn, and outlast them as their hand gets smaller.
1 month ago
Born of rot
Salvage - (Exile any number of target cards from an opponents graveyard, for each creature exiled this way:) you may add that mych spend this mana only to cast creature spells. Only add the mana if you control 3 or more creatures
If you're running green this is probably better than tormod's crypt, nihil spellbomb costs 2 to get the full value, but this is only good against graveyard decks and only if you've got something to spend the mana on and if ypu cast it at instant speed you probably won't get the full value. Probably horribly overpowered but theres alot of loops to jump through
well i got ninja'd
Make an enchantment that can only be cast from your library (e.g. scrycast)