NEHEB'S BIG RED
In the red corner, weighing Dragon-God knows how many thousand tons, the Zombie Minotaur monster from beyond, the Red Rage himself, the Tramply... I don't know, man. It's a big fucking zombie minotaur. He hits hard and gives you mana. LET'S GOOOOOOO!
Neheb smash, Neheb win! The strategy with this commander is pretty straightforward: hit the goddamned opponent in their dumb face, wheel our entire hand for a ton of mana, and blast them from orbit with big fireballs. The deck runs a lot of looting, ways to get Neheb in there, and a TON of big red spells to slap our opponent in the face with!
Connecting with the Minotaur:
First and foremost, we need to make sure our commander GETS RIGHT UP IN THERE. For that we have Manifold Key to make him unblockable, Crystal Slipper and Crashing Drawbridge to give him haste, and Uncaged Fury and Embercleave for pretty much the same reasons, with the possibility of wheeling our cards twice if we do manage to damage our opponent twice, for double the potential mana. Smashing!
Drawing the Burn:
This deck revolves quite a bit around its rummaging synergies. We run one Bag of Holding to help us reuse the cards we rummage away, Chandra's Regulator to loot away mountains or unusable red cards with a little bit extra Chandra synergy, Thrill of Possibility in case we really need to draw more cards, Glint-Horn Buccaneer to deal extra damage any time we discard a card, and Merchant of the Vale as another reusable 'draw' engine. Finally, we run one Tome of Legends for a little bit extra card draw, as we really want to be attacking with our commander whenever possible.
Casting the Big Guns:
There's a lot of expensive cards in this deck, and we can't simply count on Neheb to let us cast them all. For some extra bit of mana ramp we run the artifacts Arcane Signet and Heraldic Banner as the +1 damage does quite well with our commander with Trample. We run one Runaway Steam-Kin as one of red's few sources of 'ramp', and one Irencrag Feat to cheat our our huge spells earlier if necessary, or to add a bit more mana to one big burn spell.
The Little Burn:
The deck runs a lot of big damage spells, but we also run a fair amount of small removal to make sure we don't get runover in the early game. Scorching Dragonfire and Lava Coil serve as useful early-game removal spells while Flame Sweep can help clear the board of mana dorks or a very early aggressive start. We run Ember Hauler as a way to deal damage to anything and Goblin Cratermaker as a double-up damage-to-creature spells and artifact removal. Bonecrusher Giant can be a way to stop damage prevention (does anyone run fog or The Wanderer? Idk why not?) or simply removal for early aggressors. Finally, we have Irencrag Pyromancer bolting off every card we draw and Immolation Shaman as a very annoying early play for our opponents.
Medium Threats:
Our big damage spells work better when we don't actually need to deal 25 damage in one turn. We have a few midrange threatsw to deal with the board or start chipping at our opponent's hefty health total to give us a chance to win the game. At 3 mana we run Chandra, Acolyte of Flame to put in some early pressure or let us reuse our cheap removal spells. Torbran, Thane of Red Fell comes in at 4 to give all our damage that extra kick it needs for 2 more damage, and at 5 mana we have our powerful threats of Sarkhan, the Masterless to make dragons, Skarrgan Hellkite to take control of the skies, and Cavalier of Flame to let us rummage some more and a lot of hasty damage.
The BIG Burn:
This is it, people, the big payoffs. We brought some big guns with us and we are ready to BLAP BLAP all over their faces. We start off with Repeated Reverberation, which though it might not do anything on its own, it lets us triple-tap on most of these big damage spells. For the big expensive damage we run Inescapable Blaze because it can't be countered, Sundering Stroke because it can act as a board clear, and Electrodominance which lets us cheat out other big spells, all of which can be excellent finishers. We also run one Chandra, Awakened Inferno as a way to chip away at our opponent and deal with the board, and Drakuseth, Maw of Flame because it's an AWESOME card. Finale of Promise lets us get extra value from our big damage spells, especially because we will probably be discarding them if drawn early, and if X=10 we will be dealing a TON of damage.
The Lands:
The lands are pretty straightforward here. We run 18 beautiful Mountains, one Castle Embereth, and a Dwarven Mine as our red sources. I don't know that much about the mine but having another dude can sometimes make the difference. We run Cryptic Caves for more card draw, Emergence Zone to let us be a little trickier with our spells, and Mobilized District to give us more attackers in a deck with quite a few noncreatures.
$0.50€0.210.02 |
Creature (13) | |||
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$0.20€0.180.03 | |||
$0.25€0.190.03 | |||
$0.64€0.290.02 | |||
$2.60€0.980.02 | |||
$0.98€0.400.02 | |||
$0.492.25 | |||
$0.99€0.740.02 | |||
$0.63€0.520.02 | |||
$2.50€1.130.02 | |||
$0.180.03 | |||
$1.99€1.540.02 | |||
$0.40€0.220.02 | |||
$0.51€0.260.03 | |||
Instant, Sorcery, Enchantment, Artifact (19) | |||
$0.49€0.270.02 | |||
$0.15€0.080.03 | |||
$0.23€0.120.03 | |||
$0.20€0.120.03 | |||
$8.63€5.260.17 | |||
$0.24€0.150.03 | |||
$0.49€0.170.02 | |||
$0.640.44 | |||
$0.59€0.440.03 | |||
$0.75€0.780.03 | |||
$1.25€0.910.03 | |||
$0.15€0.090.03 | |||
$0.88€0.840.02 | |||
$0.26€0.070.02 | |||
$0.20€0.070.03 | |||
$0.35€0.180.02 | |||
$0.28€0.120.02 | |||
$0.20€0.080.03 | |||
$1.070.02 | |||
Land (24) | |||
$2.15€0.830.03 | |||
$0.25€0.110.03 | |||
$0.25€0.100.02 | |||
$0.49€0.290.03 | |||
18
Mountain
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$0.510.04 | ||
$0.49€0.360.10 | |||
$0.25€0.140.03 | |||
Planeswalker (3) | |||
$0.78€0.510.02 | |||
$0.50€0.180.02 | |||
$14.25€9.091.17 |
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