Welcome to Pingy-Pingy-Bang-Bang!

Hi there! Welcome to the primer of this mono-red, spell- and energy slinging deck, commanded by Neheb, the Eternal. It seems fitting that a color with so many X-damage-dealing spells has a legendary mana-battery in its inventory somewhere. Normally, charging batteries is a tedious, slow process, but not this one. Spend a little mana here and there; maybe tap a few cards, to damage as many opposing players within the shortest timespan possible. The end-result: a minotaur charged with so much raw power that he seems ready to burst. This is when one expends all that potential into an energy-attack of epic proportions; a spell that will knock the socks off anything that seems even vaguely alive. This deck is meant to be played in casual formats. It’s not meant to be used in a competitive fashion, but of course anyone is welcome to try! Feel free to comment on anything you (dis)like throughout this primer; hope you will enjoy it!

Because he is terrifying; maybe the strongest mono-red commander ever created. He provides an incentive to deal damage during the first half of turns. Then provides free power to be expended during the second half of turns to deal as much (but usually even more) damage to opponents and/or their creatures. The fact that ANY loss of opponent life (not just caused by this deck) during its turns adds mana to Neheb’s battery, turns him into an amazing political tool as well. To top it off, Neheb is a strong combatant who can make the opposition lose life even when he’s blocked in combat.

The following ten parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck (maximum score is 50 points).

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates whether the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 5

Generating energy is one of this deck’s strongest features (provided that Neheb is available). In order to make this ability available to us, ten mana sources in addition to lands will help kickstart the coming burn. Most of these are rocks, though they sometimes come in the form of creatures.

Ramp: 1

Only one ramping option is featured in this deck.

Card Advantage: 3

Speed is important to this deck; pressure needs to be maintained, using new spells each turn to damage as many opponents simultaneously as possible. In order to do that, card advantage is key. Aside from direct draw and filter options (six cards), the deck also features some stealing (two cards) as well as two tutors.

Overall speed: 4

Despite the absence of ramp capabilities, this deck can still be crazy fast; especially when its commander can make an early appearance. A number of cheap-to-cast mana options allow for this. Or cheap card advantage potential which can translate back to energy potential should I draw the proper cards. Once Neheb’s on the scene, the deck’s damage potential becomes its energy potential and then things will really start to move fast. On the single-color scene, this deck is faster than average.

Combo: 1

For the most part, this deck’s victory over others depends on synergy between low-cost damage dealing cards, Neheb and other, more expensive-to-use damage dealing cards. Thus, combos are a luxury it can to do without, but just for fun, a few minor ones have been inserted.

Army: 2

In this deck, army plays a secondary role in obtaining victory. This is one of them. In terms of pure combat power, this deck doesn’t really stand out. Most of its creatures focus on providing damage-dealing support; the remaining few are perfect in other support roles, like stealing or copying.

Commander: 3

Without the overwhelming quantities of mana Neheb can produce, this deck will not be nearly as fast at winning. However, let it not be said it’s impossible either. Even without copious mana, the damage output it can yield is substantial. Especially by the latter mid-game, enough resources should become available to keep casting nasty stuff.

Interaction: 4

Damage. Loads and loads of damage that doesn’t necessarily have to be set loose on opponents, but on their creatures instead. In fifteen cases, it can go both ways. Two opportunities have been included to steal some stuff (temporarily) and a card that outright destroys any opposing artifacts.

Resilience: 2

There’s some protection in here for Neheb; equipment that grants him immunity from spells/damage. The deck also includes three cards that allow for the reuse of non-permanents. Its army is not required to deal tons of damage, so in that sense wipes don’t affect it all that much.

Spellpower: 5

No less than seventeen options for direct damage dealing through spell casting or enchantments have been added to cause some serious headaches on the opposing side. This power can be split into cheap-to-cast/use options that are to be fired up prior to the post-combat main-phase (eight options) and lots of spells in which vast quantities of mana can be pumped (nine options).


Total power score: 30

Though this deck’s army is not top-notch, and it is not particularly resistant to opposing attempts to stop it, its energy potential is hard to match. It also has a decent amount of card-advantage options, good overall speed and very high damage potential. These factors combined turn this deck into something relatively powerful amongst single-color decks.

The aim is to win through dealing obnoxious amounts of damage by means of spell-casting; sorceries most likely. Neheb is its main source of fuel to pull this off, though some secondary means are available in case one has to manage without him. Generally, the order in which the deck works involves building up resources (both mana and card advantage), summoning Neheb, break-out the cheap damage-dealing creatures/spells to fuel Neheb during pre-combat phase and finally cast an X-spell that severely cripples an opponent. Because of his simplicity and his capacity, opponents will figure out early how powerful my commander actually is. They will try to strike deals; this can be used to one’s advantage.

At least three cards in the starting hand ought to be lands (or two lands and a CMC0 or CMC1 mana rock). It is recommended not to start a game without this hand (even if one has to mulligan down to three cards). The ideal hand would also contain some acceleration in the form of rocks, draw- and/or filter options.

This phase should end with the summoning of the deck’s commander, which means one needs to ensure one can do so. If possible, start with some mana resources like Arcane Signet, Everflowing Chalice, Mox Opal and Sol Ring. In order to not lose Neheb soon after he appears, try to get him some protection like Lightning Greaves/Swiftfoot Boots and Mithril Coat. Any permanents that can grant card advantage from this phase onwards will also prove useful. Treasure Nabber, Scroll Rack and Sensei's Divining Top are all useful alternatives. Last but not least, try to get some early, low-level damage support on the field. Nothing too fancy by themselves, but rather annoying when combined with Neheb’s battery-powers. Cards like Coruscation Mage, Eidolon of the Great Revel and maybe even Pyrohemia. Once at least some of this is done, Neheb, the Eternal should enter the field.

As Han Solo famously said in A New Hope: “This is where the fun begins!”. The idea is to harass as many opponents as possible during the pre-combat main-phase (simultaneously if possible), with low-cost spells or damage dealing abilities activated through tapping. This can be done through spell-casting (examples like Boltwave, Flame Rift, Flamebreak, Sizzle and Price of Progress come to mind) or through the use of certain permanents (like Thermo-Alchemist, Descent into Avernus and Shivan Gorge). Please note: many of these damage-dealing abilities/spells will impact the wielder’s health too, so they have to be used/timed wisely.

Next, try to commit some attackers to combat. Only do this if you’re very unlikely to lose said attackers as a result of said combat. After all, it hurts overall strategy if one loses their non-combat damage potential. Some of the more capable attackers this deck features include Tectonic Giant and especially Drakuseth, Maw of Flames. These attacks will deal some additional, crucial damage, that will all be fed into the turn’s second main-phase.

By now, a rather unhealthy dose of damage to the opposition has gone out. Now it’s time to utilize Neheb’s battery charge and unleash it onto whatever it is one wants to kill. There’s some wonderful aces up the deck’s sleeves for this! Primary means, are the wonderful X-spells in the inventory, some great examples being Banefire, Comet Storm, Fall of the Titans, Fireball and Jaya's Immolating Inferno. Then there’s fun ways to copy these wonderful spells with tools like Pyromancer's Goggles or one-offs like Reverberate.

Once at least one opponent (strongest one if possible) is finished through means described above, it’s time to introduce a card to the board that seals the deal. Introducing Heartless Hidetsugu or Hostility now and using them alongside aforementioned cards will also prove deadly. Casting Fiery Emancipation and Twinflame Tyrant before releasing some damage spells will likely also prove fatal to most.

This isn’t a very combo-oriented deck, just included a few for fun along with tons of synergy:

  • Heartless Hidetsugu + Basilisk Collar/Shadowspear: Every opponent takes half his/her life in damage, while Hidetsugu’s wielder gains all of it (the life-gain nullifies Hidetsugu’s damage against ourself). This gets especially crazy if Neheb is on the field, as this kind of damage will fill his batteries to the brim.
  • Neheb, the Eternal + Hostility + Chandra's Ignition: Imagine playing against three opponents and cast Ignition in the pre-combat main phase. This will deal six damage to each opponent (provided no damage boosts were used, of which this deck has plenty). Hostility prevents this damage and creates eighteen 3/1 elementals. During the combat phase, these elementals attack (as much as possible, players who sport few defensive creatures). Even if only two-thirds of these connect with an opponent, that’s thirty-six damage. This damage is loaded into Neheb’s energy batteries for further use in the post-combat main phase. Probably enough to take out at least one opponent.

Reliable sources of mana, and some utility:

The cards used to accelerate mana-availability:

  • Arcane Signet: decent rock that comes into play untapped and provides any color; I will use it for .
  • Caged Sun: doubles my mountain output and increases the power of my creatures.
  • Chrome Mox: for a small sacrifice, a free-to-cast mana-provider joins the ranks!
  • Elixir of Immortality: the ultimate recursion device.
  • Everflowing Chalice: great potential source of colorless mana; especially when I use Neheb’s charge to fuel its casting.
  • Fire Diamond: tapped when it comes in play, but upon tapping is nothing to sneeze at for its cmc.
  • Fellwar Stone: common rock to be used for .
  • Fire Diamond: enters tapped but provides ; it’ll do.
  • Jeska's Will: grants an instant mana boost along with some cards, when Neheb is around.
  • Ruby Medallion: helps to cast red stuff a little cheaper.
  • Sol Ring: are there EDH decks without this card?
  • Treasure Nabber: allows temporary control of mana rocks; which can be a great source of additional mana.

The mechanisms that provide card advantage:

  • Browbeat: the best card-advantage fit for a deck like this.
  • Endless Atlas: card draw when one has some mountains on the table (of which the chances are pretty good :)).
  • Scroll Rack: in essence, for just a single mana and a tap, this card increases hand-size by as many as were in hand to begin with.
  • Sensei's Divining Top: filters and draws at negligible costs.
  • Stolen Strategy: at worst, this card ‘just’ exiles one card each from any opposing player’s library; at best, this is a perfect mana-sink in case lots of damage is caused in the pre-combat main phase, and one doesn’t have any X-spells to dump Neheb’s battery charge into. Let’s also not forget, it adds to the chaos.
  • Tectonic Giant: depending on the state one is in, either use this to cast a card from the library or just use it to damage everyone upon attacking.
  • Valakut Awakening  : a slightly less powerful Wheel of Fortune that can be cast as an instant!
  • Wheel of Misfortune: so much fun and flavor in this one; miiiiindgaaaaaames!! The timing of this spell is crucial; at least one or two players will need to have an almost empty hand in order to succumb to this card’s temptation and make the casting of it worthwhile.

The cards used to charge Neheb’s mana batteries, before (or during) combat:

  • Acidic Soil: potentially massive damage for next to nothing mana.
  • Caldera Pyremaw: plenty of spells in here that benefit this creature and make it ever more powerful.
  • Chandra's Ignition: imagine using this in conjunction with Drakuseth, Hostility or even better, the War Elemental; get ready to for the flames, opponents.
  • Coruscation Mage: this deck counts well over forty non-creature spells; so these will deal damage for every one of them being cast.
  • Delayed Blast Fireball: holy ballz, one hell of a nice instant damage spell against opponents and their creatures.
  • Descent into Avernus: reliable source of damage that's perfect for charging Neheb and generate some treasure.
  • Drakuseth, Maw of Flames: just by attacking (if tactically sound, any opponent without a defensive line), it can dole out ten damage divided amongst all opponents. Combined with the attack’s damage, this can yield a stunning seventeen damage by a single creature in a single round. Get ready to burp, Neheb!
  • Fiery Confluence: mostly in here for its second ability (chosen three times of course!)
  • Fiery Inscription: lots of opportunity with all the non-permanents to deal a heck of a lot of damage to opponents with this.
  • Flamebreak: creatures had better be in the air to avoid this puppy; also three damage to players all around can be put to good use in this deck.
  • Flame Rift: in most playgroups, this spell means at least twelve damage in total and therefore a nice charge added to Neheb’s battery.
  • Guttersnipe: having this on the field (without any further boosting) will result in any instant/sorcery being cast to deal an additional six damage; neat!
  • Harsh Mentor: you want to use a non-mana-related activated ability? Ok … zap!
  • Heartless Hidetsugu: combined with Neheb on the field and an X-damage spell in hand, this guy will finish off at least one opponent; especially when still facing a multitude of them when using this card.
  • Parapet Thrasher: very versatile in a number of ways in this deck; if it can hit one opponent, all opponents will be in trouble.
  • Price of Progress: punishes the use of non-standard lands very harshly; only hurts a little as the vast majority of lands used in this deck are basic.
  • Pyrohemia: this enchantment seems a bit suicidal; but with Neheb around this becomes one hell of a nasty damage enabler that will charge him with useful energy in no-time.
  • Sizzle: wonderful spell that tosses opponents straight into the deep-fryer.

Now unleash bottled up power:

  • Banefire: like hell you’ll counter this damage coming at ya!
  • Bonfire of the Damned: it’s not likely we’ll ever be able to cast this for its miracle cost; but at least it’s one hell of a spell to incinerate an opponent and every creature he/she owns.
  • Comet Storm: for next to no additional cost, this instantaneous conjuring of fiery death balls will hit all opponents for the exact same amount of damage.
  • Crackle with Power: with a Neheb battery around, the damage potential for a spell like this just becomes absolutely insane!
  • Devil's Play: wait a minute, didn’t you cast that last turn? Yes. Yes, you did.
  • Fall of the Titans: as this spell is meant specifically to be cast after the casting of something else, rest assured that for reduced cost this spell will hit at least two opponents very, very hard.
  • Fireball: no red damage dealing deck should really be without this classic.
  • Jaya's Immolating Inferno: excellent damage spell in a playgroup; hold still everyone, this will not hurt for very long!

Because comprehensive damage dealing is even more fun when it can be made worse.

Some protection and disruption.

Some cards that occasionally make the cut, when the situation calls for it:

  • Chandra's Incinerator: good attacker with great Neheb-synergy that’s also surprisingly useful at sniping opposing creatures and more importantly: planeswalkers.
  • Charmbreaker Devils: these guys are really nice in a deck that’s mostly about spell-slinging. The added strength bonus doesn’t hurt either. This sometimes replaces one of the more expensive to cast copying options like the Glasses.

This deck is still evolving. The following cards were considered but not added (yet):

Appreciate the time you took to read this primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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(4 months ago)

-1 Brash Taunter main
+1 Caldera Pyremaw main
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