Maybeboard


A budget (~$100) monored ramp deck captained by Neheb, the Eternal. You're looking to win by getting Neheb out after dumping cheap token-creating and mana-sink creatures onto the board, generating an enormous amount of mana from some nice swing-ins, and incinerating your opponent with a huge Earthquake or Comet Storm. This probably isn't something you'd want to drag out in a competitive playgroup, but if you're looking for something cheap, fun, and decently competitive at casual tables, then you've come to the right place.

Your usual win condition will be to burn all of your opponents at once with Neheb's mana generation and damage/spell doubling effects, but commander damage open us up for a couple of secondary win conditions as well when you equip Neheb with something like Blackblade Reforged. The gameplay variety and big-moment insanity that this deck provides keep it from growing stale after dozens of plays, and if you give it a try, it will almost certainly remind you of what makes commander such a fun format to begin with.

Potential non-budget updates can be found in the maybe board.

Any suggestions would be greatly appreciated! At this budget level, this is obviously more of a fun deck than a competitive one, so I'm willing to sacrifice some efficiency for some fun and goofiness.

  • Kediss, Emberclaw Familiar - a cheap creature that can generate an absurd amount of mana for us when Neheb gets in a hit.
  • Tilonalli's Summoner - can be pumped to generate a lot of mana off a defenseless opponent, and will quickly let us keep the tokens it creates.
  • Glint-Horn Buccaneer - can help us filter our hand, and can deal damage to each opponent when we do.
  • War Elemental - can quickly grow enormous and end games if not dealt with.
  • Captivating Crew - can be used to take control of annoying defenders to help us deal big damage.
  • Fanatic of Mogis - can deal a massive amount of damage when it drops.
  • Frontier Warmonger - helps our team (and our opponents') get in and deal damage.
  • Hero of Oxid Ridge - pumps all of our creatures and helps them get around small blockers.
  • Neheb, Dreadhorde Champion - can help us filter our hand and generate mana when we do so.
  • Tectonic Giant - can earn us a lot of mana every time it attacks, and impulse draw for us if we have more mana than things to do with it.
  • Torbran, Thane of Red Fell - adds two more damage to almost everything we do, which turns into a lot more mana for us.
  • Backdraft Hellkite - gives all our instant and sorceries in our graveyard flashback, which works great after a big attack when we have a lot of mana floating.
  • Fire Servant - double the damage of all of our instants and sorceries.
  • Port Razer - can give us multiple combat steps per turn.
  • Quakebringer - keeps our opponents from gaining life, and deals damage to each of them every turn.
  • Combustible Gearhulk - either draws us 3 cards or generates a lot of damage (and mana) when it enters.
  • Moonveil Dragon - can pump our entire team, usually multiplying every bit of mana we pump it with multiple times when we attack.
  • Steel Hellkite - a good removal option and a legitimate threat itself.
  • Angrath's Marauders - doubles all of the damage we deal.
  • Drakuseth, Maw of Flames - can deal an absurd amount of damage every time it attacks.
  • Bludgeon Brawl - Can turn all of our mana rocks and card draw artifacts into equipment that will let us deal even more damage (and make even more mana)
  • Pyrohemia - can deal an absurd amount of damage and make a ton of mana, either before or after our attack.
  • Berserkers' Onslaught - gives all of our creatures double-strike.
  • Dictate of the Twin Gods - doubles all damage dealt.
  • Chandra, the Firebrand - can copy our huge non-creature spells, and can deal massive damage off their ultimate. Can also ping utility creatures.

Suggestions

Updates Add

A new set means a new deck update! My playgroup re-sets our decks to the $100 price limit at every new Standard legal set release, so on top of new cards, it usually means saying goodbye to some old ones with inflating cost.

AFR and its associated commander decks didn't bring much in terms of new cards to the table for this deck, but they did drop a few old staples down in price enough for them to see a return! Most notably, we've got Lightning Greaves and Arcane Signet returning to this list, which should alone see a major increase to our consistenty. Apart from reprints, I also decided to shift some of the focus of this deck around and cut some more expensive cards that have resulted in major changes. Our creature total has shrunk with the depature of some old favorites like Heartless Higetsugu, and in their place we've lowered our curve and given ourselves new ways to break through and deal damage with our remaining creatures with equipment like Zephyr Boots. We've also added a significantly higher amount of card filter and payoffs for such like Bag of Holding. Overall, this has left us with a list that I believe should play significantly more consistently, with a lower mana curve, better ramp, filtering, and draw, and more ways to make sure our commander is protected and consistently hitting in for damage.

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Revision 50 See all

(1 year ago)

+1 Draconic Destiny maybe
+1 Mechanized Warfare maybe
+1 Solphim, Mayhem Dominus maybe
+1 Twinferno maybe
Top Ranked
  • Achieved #53 position overall 5 years ago
Date added 5 years
Last updated 1 year
Exclude colors WUBG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

36 - 0 Rares

17 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.32
Tokens City's Blessing, Copy Clone, Elemental 1/1 R, Treasure
Folders EDH and stuff, EDH, Refrence, Deck Inspiration, Decks i like, References, Commander, Group slug
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