This deck is all about making everyone draw as many cards a turn as possible, while punishing opponents for each card drawn, taking advantage of Nekusar's abilities.

Cards like Underworld Dreams and Fate Unraveler deal even more damage for each card drawn. Once you play a couple of these cards and start using wheel effects like Wheel of Fate and Windfall you start dealing massive damage.

Almost every card that isn't just a copy of Nekusar's abilities interacts with drawing to generate value, or further punish your opponents. The Locust God and of course Concecrated Sphinx all generate a ton of extra value off of draws.

With all of that drawing comes lots of discarding, and Lilliana's Caress/Megrim and Waste Not are some of the cards that really take advantage of that.

There are a few general value creatures like Snapcaster Mage and Kess, Dissident Mage to generate some card advantage from the spells you've dumped into the graveyard as well.

For long/large games there are also a few infinite mana combos so you can kill/mill/bounce the entire table in one go. There are a lot of artifacts to help you ramp into this, as these are fairly high cost. The Tutor spells can help assemble this as well:

  1. High Tide + Palinchron. You also need 6 Islands on board, or a few islands and lands that add 2 mana.
  2. Capsize + Palinchron or Great Whale. 13 mana required for 1 turn set up. 7 mana required for 2 turn set up.
  3. Deadeye Navigator + Palinchron or Great Whale. 15 mana required for 1 turn set up. 7 mana required for 2 turn set up.

Use this mana to either: 1. Capsize your opponent's entire board. 2. Make everyone draw their entire deck and lose on their upkeep with Prosperity or Minds Aglow. 3. Kill all opponents on the spot with Torment of Hailfire. 4. Attack with a Lavaclaw Reaches pumped up to a million.

Generally you won't need to go infinite to win the game. Any X spell/wheel effect with Nekusar and/or any of the cards with his effects is pretty devastating.

Wound Reflection is a card that will basically double the damage of everything. It pairs with Sorin Markov to one shot an opponent with 20 or more life as well.

Of course you will need to protect your board and keep everyone else's board in check as well. There is a nice Counterspell suite as well as a way to deal with any type of permanent with Chaos Warp and the Planeswalkers. If the board gets too cluttered, Damnation and Cyclonic Rift can work wonders. Wasteland is also there to help with your enemy's utility lands.

I decided to leave out all of the cards that damage all players, and just focus on ones that damage opponents. I only included 3 cards that make players draw an extra card per turn as I think that this decks strongest point is wheeling while your commander, or another effect that deals damage per card drawn, is out. Your greatest threats will be other decks that are trying to mill you, cards that stop players from drawing more than one card per turn, and possibly land destruction if you don't get a few mana rocks. It is important to remember that you will be giving your opponents a lot of cards, and thus a higher chance of getting the answers they need.

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Date added 6 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

58 - 0 Rares

11 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.36
Tokens Insect 1/1 UR, Zombie 2/2 B
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