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cEDH Neheb, Dreadhorde Champion

Commander / EDH Burn Combo Mono-Red Wheels

JusThatGuy


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Creature (1)


This is my take on a Neheb, Dreadhorde Champion "cEDH" deck that is built around Dragon's Approach. Now, I know what you're thinking... "Dragon's Approach is a gimmick, not a cEDH card." Well, I'm here to tell you that in the right deck (such as this one), it can be a very powerful and effective threat. After extensively goldfishing this deck and playtesting it in the wild many times, I've found that this deck can consistently win by turn 5 and with the right draws can win by turn 3. In exchange for this speed, however, comes the sacrifice of resilience. This deck is very reliant on Neheb to loot and produce extra mana, so any disruption to our ability to do that greatly reduces our chances of winning. But, if your opponents fail to stop Neheb from dealing combat damage once or twice, you have a very good chance of winning on the spot. With introductions out of the way, let's now go over the basic strategy and a few important/interesting aspects of this deck.

As this deck is built around Dragon's Approach, you obviously want to cast as many as possible. But, before you do that you're going to want to set up an engine. There are enough lands and ramp spells in the deck to make the chance of having available to cast Neheb, Dreadhorde Champion on turn 3 around 50%, so that should always be your goal. Don't keep your opening hand unless you have a way to generate at least by turn 3 in it (two lands and a ramp spell, three lands, etc). The sooner you can cast Neheb the better.

Once you have Neheb on the battlefield, you're going to attack the poor sap who doesn't have at least 5 toughness on the board (in cEDH there will always be at least one). This is where you need to identify what in your hand is important and what is okay to discard. Almost every single time you are in this position you should be keeping two cards at most. I assure you that just one or two of the utilities in your hand are necessary in any given moment (with very rare exceptions). It's much more valuable to discard the cards that aren't as useful in the moment in order to dig deeper in your deck and get the extra mana.

After wheeling your hand and getting extra mana, try to find a way to cast a lethal amount of Dragon's Approaches. This is a "storm" deck, so you'll have to practice finding a winning line, but they do exist.

As I explained in Basic Strategy, it is very important to cast Neheb, Dreadhorde Champion as early as possible. In addition to artifact ramp, we also have a few lands that can accelerate our mana production to quicken our gameplan. Crystal Vein, Dwarven Ruins, and Sandstone Needle all enable us to cast Neheb by turn 3 if we weren't able to cast any ramp spells and only play lands (Dwarven Ruins and Sandstone Needle can't be the third land played as they come in tapped). In the case of troublesome lands such as Glacial Chasm that hinder our ability to win or give our opponent lots of value, we are running some land destruction in the form of Field of Ruin and Ghost Quarter. Buried Ruin allows us to retrieve Thrumming Stone or another artifact from our graveyard if we need to discard it or if it's destroyed through the course of the game, Great Furnace is only there to assist in our secondary wincon with Hellkite Tyrant, and Reliquary Tower ensures that we keep momentum from an explosive Knollspine Dragon ETB.

One of the strongest dragons to tutor with Dragon's Approach is Knollspine Dragon because of its ability to let you look deep into your deck for combo pieces or more copies of Dragon's Approach when you have an engine running. But, because there aren't any blink effects in this deck, you can only use this ETB once. Though, if you cast Chaos Warp targeting your own Knollspine Dragon, not only do you have a chance of ramping or getting a combo piece, but you can also tutor Knollspine Dragon a second time since it will be back in your library. Additionally, since Chaos Warp is an instant, you can cast it in response to the ETB effect if Chaos Warp is in your hand when Knollspine Dragon enters the battlefield.

Sometimes when you cast Spellweaver Helix, you will target two Dragon's Approach's from your graveyard for the imprint ability, which means that each time you cast a Dragon's Approach it will be copied. However, another potent effect you can create with Spellweaver Helix is having your Dragon's Approach's double as any other sorcery in the deck. Notably, you could imprint a Mizzix's Mastery along with a Dragon's Approach to cast every Dragon's Approach in your graveyard. After Spellweaver Helix is on the battlefield, once you cast a Dragon's Approach, you will get to copy and cast Mizzix's Mastery without paying its mana cost. Then, target a Dragon's Approach in your graveyard with Mizzix's Mastery, and this will in turn trigger Spellweaver Helix again.

If you've played any amount of cEDH against red, you're more than likely familiar with Underworld Breach and know how frustrating it can be to play against. Well, we've completely disregarded our opponents' feelings and decided to put this absolute powerhouse into our deck anyways! Not only can it help you squeeze out a little more damage on your turn by letting you cast Dragon's Approach from your graveyard, but we also have some "infinite" combos to exploit.

With Seize the Day or Relentless Assault in your graveyard and at least 4 cards in your hand, you can take infinite combat steps with Neheb, Dreadhorde Champion. Just discard the 4 cards in your hand after attacking with Neheb for , then use that mana and 3 of the discarded cards to escape Seize the Day or Relentless Assault. If you have more than 4 cards to discard, you will get extra mana during each loop.

With a mana producing spell like Mana Geyser or Jeska's Will and a wheel spell like Wheel of Misfortune or Reforge the Soul, you can slowly fill your graveyard and get extra mana to finish the game. Just escape the mana producing card (which has to net you mana equal to the wheel spell plus one additional), use some of the mana you received to escape the wheel spell, then escape the mana producing spell again to restart the loop. Since you will be discarding 7 cards from the wheel spell each time, you will put an extra card in your graveyard each loop.

By far the most insane combo that will instantly get you the win is your finger and the upvote button. Trust me.

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Date added 2 years
Last updated 10 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

23 - 0 Rares

16 - 0 Uncommons

41 - 0 Commons

Cards 100
Avg. CMC 3.10
Tokens Treasure
Folders My Decks
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