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Pingy-Pingy-BANG-BANG! *PRIMER*

Commander / EDH Aggro Burn Casual Mono-Red Multiplayer

NV_1980


Welcome to Pingy-Pingy-Bang-Bang! !

Hi there! Welcome to the primer of my 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. I spend a little mana here and there; maybe tap a few cards, to damage as many opposing players within the shortest timespan I can. The end-result: a minotaur charged with so much raw power that he seems ready to burst. This is when I expend all that potential into an energy-attack of epic proportions; a spell that will knock the socks off anything that seems even vaguely alive. I play this deck in casual formats. It’s not meant to be used in a competitive fashion, but of course I welcome anyone to try! Feel free to comment on anything you (dis)like throughout this primer; I hope you will enjoy it!

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

I use the following ten parameters to determine the strength of the deck. For each, I allocate a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad); 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 to 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; I want to keep up the pressure and use 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

I use few decks in which the 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 my commander 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. By the latter mid-game, enough energy resources should become available to me to become a serious, permanent nuisance to the opposition anyway.

Interaction: 4

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

Resilience: 2

I needed some protection in here for Neheb, so I added some equipment (three cards) to that end. Also added three cards that allow me to reuse non-permanents I’ve cast before. The deck doesn’t require a standing army 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.

My aim is to win through dealing obnoxious amounts of damage by means of spell-casting; sorceries most likely. Neheb is my main source of fuel to pull this off, though some secondary means are available in case I have to manage without him. Generally, the order in which I will work 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; I use this to my advantage.

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

As this phase ends with the summoning of my commander, I need to first ensure I can do so. I start with some mana resources like Arcane Signet, Everflowing Chalice, Jeweled Lotus, Mox Opal and Sol Ring. When available, I will try to get Dockside Extortionist out after the first few turns (for maximum yield). In order to not lose my commander soon after he appears, I'll try to get him some protection like Lightning Greaves/Swiftfoot Boots and Darksteel Plate. Any permanents that can grant me card advantage from this phase onwards will also prove useful. My favorites include Grenzo, Havoc Raiser, Treasure Nabber, Scroll Rack and Sensei's Divining Top. Last but not least, I'll 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. I am talking cards like Firebrand Archer, Eidolon of the Great Revel and maybe even Pyrohemia. When I have done all of this, it is finally time to have Neheb, the Eternal 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 I can 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 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 my own health too, so they have to be used/timed wisely.

Next, I try to commit some attackers to combat. I will only do this if I'm very unlikely to lose said attackers as a result of said combat. After all, it would hurt my overall strategy if I lose 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.

At this stage, I should have dealt an unhealthy dose of damage to the opposition. Now it’s time to utilize Neheb’s battery charge and unleash it onto whatever it is I want to kill. And oh my, … what wonderful aces up my sleeves do I have for this! My primary means, are the wonderful X-spells in my 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 I’ve finished at least one opponent (strongest one if possible) 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 before releasing some damage spells will likely also prove fatal to most.

This isn’t a very combo-oriented deck, but I have 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 I gain all of it (the lifegain 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 I’m playing against three opponents and I 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.

My reliable sources of mana, and some utility:

The cards I use 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.
  • Dockside Extortionist: insanely good ramp card for red; especially at the start of games and a fantastic target for copying.
  • 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 I hope to use for .
  • Jeweled Lotus: my ticket to an early Neheb.
  • Ruby Medallion: helps me to cast red stuff a little cheaper.
  • Sol Ring: are there EDH decks without this card?
  • Treasure Nabber: allows me temporary control of mana rocks; which can be a great source of additional mana.

The mechanisms that provide me with card advantage:

  • Browbeat: the best card-advantage fit for a deck like this.
  • Endless Atlas: card draw if I have some mountains on the table (of which the chances are pretty good :)).
  • Grenzo, Havoc Raiser: if I damage you, I get to steal from you. Sounds fair, no?
  • Scroll Rack: in essence, for just a single mana and a tap, this card increases my hand-size by as many as were in my hand to begin with.
  • Sensei's Divining Top: lets me filter and draw 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 I cause a lot of damage in the pre-combat main phase, and I don’t have any X-spells to dump Neheb’s battery charge into. Let’s also not forget, it adds to the chaos and I luuurve choas.
  • Tectonic Giant: depending on the state I am in, I can either use this to cast a card from my library or I 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 I use to charge Neheb’s mana batteries, before (or during) combat:

  • Acidic Soil: potentially massive damage for next to nothing mana.
  • Brash Taunter: this deck could not contain a more perfect creature. Find the strongest thing out there and have it fight Taunter. One of my opponents will get to experience its wrath in return. Furthermore, any spells in this deck that damages my own creatures, will also damage Taunter, which it can reflect onto some unexpecting opponent (or creature) as well.
  • Chandra's Ignition: imagine using this in conjunction with Drakuseth, Hostility or even better, the War Elemental; get ready to for the flames, opponents.
  • 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), I can dole out ten damage divided amongst all my 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.
  • Firebrand Archer: my deck counts well over forty non-creature spells; this creature will deal damage for every one of them being cast.
  • 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 my playgroup, this spell means at least twelve damage in total and therefore a nice charge added to Neheb’s battery.
  • Guttersnipe: as stated previously, I usually play in a playgroup of four. 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 my hand, this guy will finish off at least one opponent for you; especially if I’m still facing a multitude of them when I use this card.
  • Price of Progress: punishes the use of non-standard lands very harshly; only hurts me a little as the vast majority of lands I use are basic.
  • Pyrohemia: this enchantment seems a bit suicidal (and there were times that I used it as such); 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 my opponents straight into the deep-fryer.
  • Volcanic Fallout: decent damage against everyone and everything (except planeswalkers)!

Now I 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 my 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 he hit me with that last turn? Yes. Yes, he did.
  • Fall of the Titans: as this spell is meant specifically to be cast after the casting of something else, I can rest assured that for reduced cost this spell will hit at least two of my opponents very, very hard.
  • Fireball: no red damage dealing deck should really be without this classic.
  • Jaya's Immolating Inferno: perfect damage spell in my playgroup; hold still everyone, this will not hurt for very long!

Because comprehensive damage dealing is even more fun when I can make it worse.

  • Fiery Emancipation: wait, what, how much damage?
  • Fire Servant: doubles the effectiveness of my damage dealing instants/sorceries; soooo worth the casting.
  • Reverberate: where there was once one spell, now there are two. Or even three.
  • Solphim, Mayhem Dominus: the damage is doubled by this unspeakable, red horror.
  • Pyromancer's Goggles: a mana-source that doubles instant/sorcery spells fueled with it.
  • Storm King's Thunder: such a nasty multiplier that is just perfect for use when Neheb's batteries are charged.
  • Torbran, Thane of Red Fell: a recent addition to my deck who has caused some major head-aches for everyone playing against us. Even seemingly minor looking damage suddenly got a whole lot 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. On occasion I will drop an enchantment for this.
  • 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):

  • Knollspine Dragon: this could be very useful in the deck; especially with Kiki around to copy him on occasion. It’s currently very hard to come by, so I need to keep my eyes open for one.
  • Reforge the Soul: I usually include this in red decks; especially when I don’t include blue for draw options. However, I opted for other card advantage instead that offers a bit more on the synergy front.

I appreciate the time you took to read my 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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Revision 1 See all

(4 months ago)

+1 Fiery Inscription main
-1 Toralf, God of Fury  Flip main
Date added 6 years
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

44 - 0 Rares

16 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.83
Tokens Elemental Shaman 3/1 R, Emblem Chandra, Torch of Defiance, The Ring, The Ring Tempts You, Treasure
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