@Meecht: I thought about not wanting to bounce ETB critters, but with all the wheeling we do... I don't think it should be a problem unless the critter you bounce has flash and they have the mana open to cast it. It is still not the kind of card I would run in my Nek.
@toejam1974: Ah. Yeah that happens. Sold my playset of duals (all 40) many many moons ago. Had I known that I could make a couple of house payments years later I woulda kept them. Oh well. But yes, I'm slowly working on my land collection as well because of EDH. It is definitely a good reason to come back. I'd not had a "deck" (100 card or 60 card) in maybe 5 years prior to me purchasing my first edh deck (the Kaalia deck). I tried to force Sydri, but Nekusar kept coming back so I've not turned back since. As for the ETB lands, keep the temples at least they do something relevant when they come in. Mire and Delta should be kinda easy to get right now as they were released in Khans, which is the only reason I own a delta now. If you run more basics, maybe keep the Evolving Wilds/Terramorphic Expanse/Panorama. They will help with smoothing your colors. Forks are fun, but I'm running only one, Increasing Vengeance. Yeah, its fun to fork a Wheel, but 9 times out of 10 they are dead cards waiting to copy something. I've used them to counter an opponent's counterspell and such. But they just don't do enough on their own for me to warrant keeping a slot open for them when there are more fun things to do like ... I dunno, win? I don't like Howling Mine and cards like it because I can't control the draw.
Also, Gamble is probably the next card on my chopping block. I've used it to great extent, but usually, it just sits in my hand whilst I draw, draw, draw. With my current tutor package(8 tutors), Gamble is the weakest even though it puts it into hand. Dream Halls is probably after that. Neither is a detriment so unless something just breaks Nek, they will stay in. Or if someone donates an Imperial Seal or Grim Tutor to me Also, for those running Hive Mind, Pact of Negation and the other pacts are fun.
Ill be updating the page sometime next week. I'll scour the last few pages for the suggestions you guy have made. Also the new commander decks printed Well of ideas which seems like a better Font of Mythos. Also Necromantic Selection might be a good budget boardwipe.
Not loving the lack of Crypt Ghast. Not only does it give you a lot of mana with Urborg, it also can gain you life what with all those effects dealing damage to you.
Well of Ideas is an interesting card. It's mostly all upside. Normally with a Howling Mine effect, the opponent gets the bonus first. In this case you do. It's also unbalanced in your favor. BUT it still costs 6 to cast so you would need quite a bit of mana to do this and something else in the same turn.
If you play Nek right, you won't be dealing damage to yourself. If you are running any of the self damaging cards, then yeah Crypt Ghast MIGHT be nice to have. Barring some Felidar Sovereign-like shenanigans, life gain in EDH isn't all that great. With a million life, you still only need 21 commander damage to lose (or 10 poison). Ghast also requires you to pay mana for the life gain. In most cases, I'd rather spend that mana elsewhere. For life gain, I think Sangromancer is the better choice here. Same CMC, slightly bigger, bigger life gain, and relevant life gain trigger (opp discard).
Teferi, Temporal Archmage is interesting. His first 2 abilities have SOME relevance. A draw and untap ability. Both of those would work wonders in my deck. Untapping Grim Monolith, Gilded Lotus, etc nets you some resources. My only problem with him is his cost. For 6 mana, I seem to want more. His ultimate is awesome, but with only 2 planeswalkers in my deck, it would be a bit underwhelming. Though those 2 planeswalkers would be nuts with instant usable abilities (Dack and Tezz v1). I may try him in my Dream Halls slot to test him out. But I honestly don't expect it to really work out.
If we're raising the 6 CMC cards, what do you guys think about Wound Reflection? It was discussed a lot earlier in my group. Seeing it now, might be relevant.
dream halls is a must in the deck I think, but it depends on how broken you want it to be.
I've been testing dig through time and treasure cruise, and I have been very happy with the results. Very easy to delve in this deck; DTT keeps the chain of wheels rolling, and treasure cruise is basically ancestral recall in this context.
forced fruition was a card that I cut a while ago after it bit me in the behind. If nek or your damage dealers get removed (which will happen), having forced fruition out will HURT.
gamble doesnt belong here. we have great dig and tutor effects in blue and black, I would take this out and open up a slot for another threat, or perhaps replace it with trinket mage. trinket mage gets you library of leng (a HUGE bomb in this deck) and can also get you a sol ring, mana crypt, mana vault, mox diamond, or one of the artifact lands like seat of the synod. The artifact lands are great to run alongside molten psyche.
i dont really know what mindcrank does for you. Reanimator decks are going to love you for playing this, and nekusar wins through damage or combo, not sure what benefit you get from milling some cards as an after-thought.
He has Mindcrank in his deck for its combo with Bloodchief Ascension which would kill anyone who puts a card in to his/her graveyard.
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Standard Decks: B Mono Black Aggro B
Modern Decks: G Infect G G Stompy! G
In Progress: BGR Living End (Modern) BGR U Tron (Modern) U BW Tokens (Modern) BW WUBRG Manaless Dredge (Legacy) WUBRG UBR Nekusar, the Mindrazer (EDH) UBR
dream halls is a must in the deck I think, but it depends on how broken you want it to be.
I've been testing dig through time and treasure cruise, and I have been very happy with the results. Very easy to delve in this deck; DTT keeps the chain of wheels rolling, and treasure cruise is basically ancestral recall in this context.
forced fruition was a card that I cut a while ago after it bit me in the behind. If nek or your damage dealers get removed (which will happen), having forced fruition out will HURT.
gamble doesnt belong here. we have great dig and tutor effects in blue and black, I would take this out and open up a slot for another threat, or perhaps replace it with trinket mage. trinket mage gets you library of leng (a HUGE bomb in this deck) and can also get you a sol ring, mana crypt, mana vault, mox diamond, or one of the artifact lands like seat of the synod. The artifact lands are great to run alongside molten psyche.
i dont really know what mindcrank does for you. Reanimator decks are going to love you for playing this, and nekusar wins through damage or combo, not sure what benefit you get from milling some cards as an after-thought.
For me, Psychosis Crawler has been a bit underwhelming. Don't get me wrong, it works REALLY well with our game plan, I just haven't been impressed. I actually put Niv-Mizzet, the Firemind in my crawler spot. I know redundancy is key here, but I'm trying to keep my critter count rather low.
The delve spells, Dig Through Time and Treasure Cruise are fantastic. Just not in my Nek. I cycle my grave into my library quite a bit so losing 6-7 cards for 2-3 is not optimal. I definitely don't want to spend 8 mana on either of those as well.
I've not been to happy with Gamble as of late. Not sure how I feel about about Trinket Mage. On the one hand, it's an artifact tutor. On the other its a creature. I'm not sure I would pay the 3 life for it whilst under my own Breathstealer's Crypt. It would probably be better in a build that is more creature heavy or those running Library of Leng.
Also, I don't think Dream Halls is a must. That card is totally meta dependent. For instance, in my meta, it has to be played at the right moment as the other players can get more use out of it than I can some times. It hurts if you don't win that turn or have a way to control the game one round. I still run it, but am super close to cutting it. I'd run the Mindcrank combo, but my LGS don't like "infinite" combos or "oops, I win" strategies. Which makes for some interesting, and fun, games. The fact that it is a 2 card combo makes it that much worse. And, yes, I do run the Mind Over Matter/Temple Bell combo. I've not used it to win, only to dig for the next card that I need to keep wheeling.
It can be used to blindside somebody about to draw a ton of cards on their own, but I don't like that it's a single-use effect. I used Glistening Oil in an early build with good results.
I'm thinking about trying Master of Cruelties. Putting somebody down to 1 makes finishing them off a lot easier, and he's a great defensive body for later in the game.
It can be used to blindside somebody about to draw a ton of cards on their own, but I don't like that it's a single-use effect. I used Glistening Oil in an early build with good results.
I'm thinking about trying Master of Cruelties. Putting somebody down to 1 makes finishing them off a lot easier, and he's a great defensive body for later in the game.
Tainted Strike is cute. You can one shot the table out of no where. Eventually, the group learns your trick and will work to keep Nek (or a critter dmg dealer) off the board. I used it to great effect while it was till in my build. It is definitely a lot better than Glistening Oil in that you can't get 2-for-1'd. I'm just not that fond of critter enchants.
Master of Cruelties is an interesting choice. I just don't think that it fits in with a Nek build. I see what you mean about putting a player at 1 life, but that is hard to pull off. They just have to block. "Sure I'll let you slowly wittle my army down. Better than being at 1 life." It also doesn't help move our game plan forward. He also cannot defend against "Destroy target creature/permanent/burrito". Though, my Kaalia makes REALLY good use of him (sneak him in t2/t3, oops i win).
It can be used to blindside somebody about to draw a ton of cards on their own, but I don't like that it's a single-use effect. I used Glistening Oil in an early build with good results.
I'm thinking about trying Master of Cruelties. Putting somebody down to 1 makes finishing them off a lot easier, and he's a great defensive body for later in the game.
Tainted Strike is cute. You can one shot the table out of no where. Eventually, the group learns your trick and will work to keep Nek (or a critter dmg dealer) off the board. I used it to great effect while it was till in my build. It is definitely a lot better than Glistening Oil in that you can't get 2-for-1'd. I'm just not that fond of critter enchants.
Master of Cruelties is an interesting choice. I just don't think that it fits in with a Nek build. I see what you mean about putting a player at 1 life, but that is hard to pull off. They just have to block. "Sure I'll let you slowly wittle my army down. Better than being at 1 life." It also doesn't help move our game plan forward. He also cannot defend against "Destroy target creature/permanent/burrito". Though, my Kaalia makes REALLY good use of him (sneak him in t2/t3, oops i win).
Glistening Oil isn't a 2-for-1 unless Nek is removed in response to the cast, and if they do it just means they were going to kill him, anyway.
Oh, right, I forgot about the last line on Glistening Oil (That crazy goo spreads, son!). Nevertheless, its easily disruptable. I still think Infect is a cute trick. With Tainted Strike you at least have the element of surprise (in response to my wheel and fork, Tainted Strike Nek). With Glistening Oil, you kinda telegraph your plan before it is set in motion. I dunno. Still not fond of critter enchants, though that may be due to my low critter count.
I tweaked my build on Saturday and I am happy with the changes so far. I won the game by going on a spree of wheels with Waste Not in play, which kept drawing me into more mana rocks, which gave me more mana to continue casting another wheel/mana rocks/enchantments. Liliana's Caress was pinging away at my opponents life totals while I continued to create my win condition.
The death blow was Molten Psyche forked with Increasing Vengeance cast from the graveyard. It was the third wheel cast that turn. It was beautiful and terrifying all at the same time.
I tweaked my build on Saturday and I am happy with the changes so far. I won the game by going on a spree of wheels with Waste Not in play, which kept drawing me into more mana rocks, which gave me more mana to continue casting another wheel/mana rocks/enchantments. Liliana's Caress was pinging away at my opponents life totals while I continued to create my win condition.
The death blow was Molten Psyche forked with Increasing Vengeance cast from the graveyard. It was the third wheel cast that turn. It was beautiful and terrifying all at the same time.
Molten Psyche Has proved to be brutal in my build also!
I read someone discussing the benefits of using Wound Reflection. Wound Reflection is an excellent card. I used it a lot in the beginning but found it to be just more winmore. With some well-timed wheels you can ice all opponents fairly quickly. It's also bulky to cast and will leave you without resources if you cast it early. Casting it late won't matter because by the time you can efficiently cast it, you should've already won the game by then. So that's why I took it out. Every time I drew I either wished it was something else or was never able to use it. So I cut it. My verdict: find something better for its slot.
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Crypt Ghast is also more beneficial to mono or dual decks where you'd run more basics. Otherwise he's pretty useless w/o Urborg, Tomb of Yawgmoth in a Grixis deck. Same reason why Cabal Coffers generally isn't used.
Crypt Ghast is also more beneficial to mono or dual decks where you'd run more basics. Otherwise he's pretty useless w/o Urborg, Tomb of Yawgmoth in a Grixis deck. Same reason why Cabal Coffers generally isn't used.
I also like the idea of Dream Halls its just that it also allows my opponents to use any answers they draw with all our wheels.
I think I still run the Urborg/Coffers pair to generate absurd amounts of black mana (my second most used color in the deck). Waste Not kinda does it too, so I may drop the pair. It's fun to have, just not really important to the overall game plan.
I honestly don't like either of those, Whip or Sangromancer. In general I'm not fond of life gain as there are more ways to die than just losing 40 (infinite combos, poison, commander damage, instant win cards). If you meta is just full of aggro decks, then by all means use the life gain. I just don't see it being a big deal. Also, our pain should not be hurting us, if it is, then it should be hurting your opp/opps even moreso. Otherwise, you are playing bad cards.
I'm with you on this line of thought about Dream Halls a well timed [c]Counterspell[c] or removal just ends us. Hurts when it's free.
Oh I'm not saying that Urborg/Coffers is horrible in this deck, it's just Coffers is useless without Urborg (I still use Urborg). I'd rather tutor for a wheel, Megrim, or something that brings a smile to everyone's face like Teferi's Puzzle Box to create all sorts of chaos with. Granted Expedition Map covers fetching one of those two, my Coffers is being used by my zombies currently Coffers also typically is the #1 land destruction target. Luckily the only land destruction in my meta is found in the sliver deck.
Yeah my meta is very aggro heavy. There is a few soldier decks, a sliver deck, Ovilia, a simic deck and a very aggressive (ntm annoying) Wort, Boggart Auntie goblin deck. I just look for surviving the initial onslaught since I've become target #1, stealing the spotlight away from the sliver deck. Whip of Erebos and Exsanguinate are the only life gain effects I have, the latter is also used as a finisher. Unfortunately the facade of "group-hug with extra draws!" wore off a long time ago after winning with nothing but Jace's Archivist and Megrim. My LGS owner doesn't like playing against Nekusar simply because he hurts just for playing the game and he has access to much better (read=$$) cards than I. My meta rules also goes with 20 poison counters and no infin combos since both those sort of cheapen the game.
As far as how I "roll," the only extra draws I give my opponents is with Nekusar and I'm still on the fence with Anvil of Bogardan. I don't run Howling Mine effects for the same reasons I don't run Dream Halls. I've discovered that although it makes them pay for the extra cards, you can create a large card advantage for them to destroy you with. I also cut Spiteful Visions and other such effects a long time ago since dealing pain to myself can be detrimental with all the wheeling going on along with being the #1 aggro target.
All-in-all I'm close to finalizing the deck until something new comes out that is. I'm just contemplating adding more counterspells, ramp or spot removal for those pesky critters that hurt. I run more of a creature control deck (i.e. Frozen Æther, Dream Tides, Collective Restraint, Overburden, Breathstealer's Crypt, ect.) but often find myself not leaving enough mana to counter with. I'm also planning on testing out Glacial Chasm which someone mentioned in this thread. I don't know why I didn't think about that before but with that out it would create a buffer from aggro decks that I seem to have trouble with.
The deck has the same strategies and nuances from my previous builds. The only difference is that I made it a bit lighter in creatures (thus warranting the inclusion of cards like Breathstealer's Crypt). I also added some cards from new sets that have been outstanding in the deck (Clever Impersonator and Well of Ideas). Well of Ideas is a bit heavy to cast, but I've my ways around it (Jhoira of the Ghitu, producing a lot of mana, etc.) but nothing beats drawing 3 cards every turn. I'm still trying to find a slot for Sakashima the Impostor 'cause again, like Wu Tang Clan, 2 Nekusars in play ain't nuthin' to **** wit'.
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Sakashima the Impostor is just absurd. I was considering the Well but the cost is what has kept me away from it. I'm trying to keep the cmc average of my deck low (and even lower it if i can). At 6 mana, the card has to contend with the likes of MoM, Sphinx, The Firemind and Sire. The card advantage is nuts, but coming in that "late" I should already be winning. I'll probably test with it just to get my own thoughts on it anyway. Also, Enter the Infinite just seems like shooting yourself in the foot. Once you cast that, you have to win without "draw 2+" spells or you deck yourself. Put Sakashima in that slot. I see the interaction with Niv and Crawler, but that seems too shaky.
@toejam1974: Ah. Yeah that happens. Sold my playset of duals (all 40) many many moons ago. Had I known that I could make a couple of house payments years later I woulda kept them. Oh well. But yes, I'm slowly working on my land collection as well because of EDH. It is definitely a good reason to come back. I'd not had a "deck" (100 card or 60 card) in maybe 5 years prior to me purchasing my first edh deck (the Kaalia deck). I tried to force Sydri, but Nekusar kept coming back so I've not turned back since. As for the ETB lands, keep the temples at least they do something relevant when they come in. Mire and Delta should be kinda easy to get right now as they were released in Khans, which is the only reason I own a delta now. If you run more basics, maybe keep the Evolving Wilds/Terramorphic Expanse/Panorama. They will help with smoothing your colors. Forks are fun, but I'm running only one, Increasing Vengeance. Yeah, its fun to fork a Wheel, but 9 times out of 10 they are dead cards waiting to copy something. I've used them to counter an opponent's counterspell and such. But they just don't do enough on their own for me to warrant keeping a slot open for them when there are more fun things to do like ... I dunno, win? I don't like Howling Mine and cards like it because I can't control the draw.
Also, Gamble is probably the next card on my chopping block. I've used it to great extent, but usually, it just sits in my hand whilst I draw, draw, draw. With my current tutor package(8 tutors), Gamble is the weakest even though it puts it into hand. Dream Halls is probably after that. Neither is a detriment so unless something just breaks Nek, they will stay in. Or if someone donates an Imperial Seal or Grim Tutor to me Also, for those running Hive Mind, Pact of Negation and the other pacts are fun.
URGEDH Biovisionary.dec BShirei WBSelenia
The brain is the muscle that pumps stupid through the body
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If you play Nek right, you won't be dealing damage to yourself. If you are running any of the self damaging cards, then yeah Crypt Ghast MIGHT be nice to have. Barring some Felidar Sovereign-like shenanigans, life gain in EDH isn't all that great. With a million life, you still only need 21 commander damage to lose (or 10 poison). Ghast also requires you to pay mana for the life gain. In most cases, I'd rather spend that mana elsewhere. For life gain, I think Sangromancer is the better choice here. Same CMC, slightly bigger, bigger life gain, and relevant life gain trigger (opp discard).
Teferi, Temporal Archmage is interesting. His first 2 abilities have SOME relevance. A draw and untap ability. Both of those would work wonders in my deck. Untapping Grim Monolith, Gilded Lotus, etc nets you some resources. My only problem with him is his cost. For 6 mana, I seem to want more. His ultimate is awesome, but with only 2 planeswalkers in my deck, it would be a bit underwhelming. Though those 2 planeswalkers would be nuts with instant usable abilities (Dack and Tezz v1). I may try him in my Dream Halls slot to test him out. But I honestly don't expect it to really work out.
URGEDH Biovisionary.dec BShirei WBSelenia
The brain is the muscle that pumps stupid through the body
1 Whirlpool Warrior
1 Clever Impersonator
1 Fate Unraveler
1 Sakashima the Impostor
1 Nekusar, the Mindrazer
1 Niv-Mizzet, the Firemind
1 Kozilek, Butcher of Truth
1 Snapcaster Mage
1 Psychosis Crawler
Instants:
1 Pact of Negation
1 Mystical Tutor
1 Vampiric Tutor
1 Counterspell
1 Mana Drain
1 Counterflux
1 Hinder
1 Wheel and Deal
1 Force of Will
1 Dig Through Time
Sorcery:
1 Personal Tutor
1 Vandalblast
1 Winds of Change
1 Demonic Tutor
1 Grim Tutor
1 Molten Psyche
1 Timetwister
1 Toxic Deluge
1 Wheel of Fortune
1 Windfall
1 Yawgmoth's Will
1 Damnation
1 Reforge the Soul
1 Time Reversal
1 Time Spiral
1 All is Dust
1 Mana Crypt
1 Mox Diamond
1 Library of Leng
1 Mana Vault
1 Sol Ring
1 Anvil of Bogardan
1 Dimir Signet
1 Izzet Signet
1 Mindcrank
1 Rakdos Signet
1 Talisman of Dominance
1 Talisman of Indulgence
1 Chromatic Lantern
1 Geth's Grimoire
1 Teferi's Puzzle Box
1 Thran Dynamo
1 Gilded Lotus
1 Memory Jar
Enchantment:
1 Bloodchief Ascension
1 Chains of Mephistopheles
1 Liliana's Caress
1 Waste Not
1 Megrim
1 Underworld Dreams
1 Breathstealer's Crypt
1 Helm of the Ghastlord
1 Spiteful Visions
1 Hive Mind
Planeswalker:
1 Dack Fayden
Land:
1 Ancient Tomb
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
1 Bojuka Bog
1 Boseiju, Who Shelters All
1 Cascade Bluffs
1 Cavern of Souls
1 Command Tower
1 Dragonskull Summit
1 Drowned Catacomb
1 Flooded Strand
1 Graven Cairns
1 Island
1 Mikokoro, Center of the Sea
1 Misty Rainforest
1 Mountain
1 Polluted Delta
1 Reflecting Pool
1 Reliquary Tower
1 Riptide Laboratory
1 Scalding Tarn
1 Steam Vents
1 Strip Mine
1 Sulfur Falls
1 Sunken Ruins
1 Swamp
1 Tolaria West
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Volcanic Island
1 Wasteland
1 Watery Grave
1 Wooded Foothills
Thoughts?
psychosis crawler?
dream halls is a must in the deck I think, but it depends on how broken you want it to be.
I've been testing dig through time and treasure cruise, and I have been very happy with the results. Very easy to delve in this deck; DTT keeps the chain of wheels rolling, and treasure cruise is basically ancestral recall in this context.
forced fruition was a card that I cut a while ago after it bit me in the behind. If nek or your damage dealers get removed (which will happen), having forced fruition out will HURT.
gamble doesnt belong here. we have great dig and tutor effects in blue and black, I would take this out and open up a slot for another threat, or perhaps replace it with trinket mage. trinket mage gets you library of leng (a HUGE bomb in this deck) and can also get you a sol ring, mana crypt, mana vault, mox diamond, or one of the artifact lands like seat of the synod. The artifact lands are great to run alongside molten psyche.
i dont really know what mindcrank does for you. Reanimator decks are going to love you for playing this, and nekusar wins through damage or combo, not sure what benefit you get from milling some cards as an after-thought.
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
Standard Decks:
B Mono Black Aggro B
Modern Decks:
G Infect G
G Stompy! G
In Progress:
BGR Living End (Modern) BGR
U Tron (Modern) U
BW Tokens (Modern) BW
WUBRG Manaless Dredge (Legacy) WUBRG
UBR Nekusar, the Mindrazer (EDH) UBR
ahhhh, there it is.
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
-1 Gamble -1 Forced Fruition
+1 Dig Through Time +1 Psychosis Crawler
The mindcrank ascension combo is just super easy to get to with nek.
Thanks
For me, Psychosis Crawler has been a bit underwhelming. Don't get me wrong, it works REALLY well with our game plan, I just haven't been impressed. I actually put Niv-Mizzet, the Firemind in my crawler spot. I know redundancy is key here, but I'm trying to keep my critter count rather low.
The delve spells, Dig Through Time and Treasure Cruise are fantastic. Just not in my Nek. I cycle my grave into my library quite a bit so losing 6-7 cards for 2-3 is not optimal. I definitely don't want to spend 8 mana on either of those as well.
I've not been to happy with Gamble as of late. Not sure how I feel about about Trinket Mage. On the one hand, it's an artifact tutor. On the other its a creature. I'm not sure I would pay the 3 life for it whilst under my own Breathstealer's Crypt. It would probably be better in a build that is more creature heavy or those running Library of Leng.
Also, I don't think Dream Halls is a must. That card is totally meta dependent. For instance, in my meta, it has to be played at the right moment as the other players can get more use out of it than I can some times. It hurts if you don't win that turn or have a way to control the game one round. I still run it, but am super close to cutting it. I'd run the Mindcrank combo, but my LGS don't like "infinite" combos or "oops, I win" strategies. Which makes for some interesting, and fun, games. The fact that it is a 2 card combo makes it that much worse. And, yes, I do run the Mind Over Matter/Temple Bell combo. I've not used it to win, only to dig for the next card that I need to keep wheeling.
URGEDH Biovisionary.dec BShirei WBSelenia
The brain is the muscle that pumps stupid through the body
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
It can be used to blindside somebody about to draw a ton of cards on their own, but I don't like that it's a single-use effect. I used Glistening Oil in an early build with good results.
I'm thinking about trying Master of Cruelties. Putting somebody down to 1 makes finishing them off a lot easier, and he's a great defensive body for later in the game.
Tainted Strike is cute. You can one shot the table out of no where. Eventually, the group learns your trick and will work to keep Nek (or a critter dmg dealer) off the board. I used it to great effect while it was till in my build. It is definitely a lot better than Glistening Oil in that you can't get 2-for-1'd. I'm just not that fond of critter enchants.
Master of Cruelties is an interesting choice. I just don't think that it fits in with a Nek build. I see what you mean about putting a player at 1 life, but that is hard to pull off. They just have to block. "Sure I'll let you slowly wittle my army down. Better than being at 1 life." It also doesn't help move our game plan forward. He also cannot defend against "Destroy target creature/permanent/burrito". Though, my Kaalia makes REALLY good use of him (sneak him in t2/t3, oops i win).
URGEDH Biovisionary.dec BShirei WBSelenia
The brain is the muscle that pumps stupid through the body
Glistening Oil isn't a 2-for-1 unless Nek is removed in response to the cast, and if they do it just means they were going to kill him, anyway.
URGEDH Biovisionary.dec BShirei WBSelenia
The brain is the muscle that pumps stupid through the body
The death blow was Molten Psyche forked with Increasing Vengeance cast from the graveyard. It was the third wheel cast that turn. It was beautiful and terrifying all at the same time.
Molten Psyche Has proved to be brutal in my build also!
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BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I like Whip of Erebos over Sangromancer. Both solid options, the Whip is just harder to remove, and doesn't interact poorly with Breathstealer's Crypt or my other pillowforty cards I run like Overburden.
I also like the idea of Dream Halls its just that it also allows my opponents to use any answers they draw with all our wheels.
I think I still run the Urborg/Coffers pair to generate absurd amounts of black mana (my second most used color in the deck). Waste Not kinda does it too, so I may drop the pair. It's fun to have, just not really important to the overall game plan.
I honestly don't like either of those, Whip or Sangromancer. In general I'm not fond of life gain as there are more ways to die than just losing 40 (infinite combos, poison, commander damage, instant win cards). If you meta is just full of aggro decks, then by all means use the life gain. I just don't see it being a big deal. Also, our pain should not be hurting us, if it is, then it should be hurting your opp/opps even moreso. Otherwise, you are playing bad cards.
I'm with you on this line of thought about Dream Halls a well timed [c]Counterspell[c] or removal just ends us. Hurts when it's free.
URGEDH Biovisionary.dec BShirei WBSelenia
The brain is the muscle that pumps stupid through the body
Yeah my meta is very aggro heavy. There is a few soldier decks, a sliver deck, Ovilia, a simic deck and a very aggressive (ntm annoying) Wort, Boggart Auntie goblin deck. I just look for surviving the initial onslaught since I've become target #1, stealing the spotlight away from the sliver deck. Whip of Erebos and Exsanguinate are the only life gain effects I have, the latter is also used as a finisher. Unfortunately the facade of "group-hug with extra draws!" wore off a long time ago after winning with nothing but Jace's Archivist and Megrim. My LGS owner doesn't like playing against Nekusar simply because he hurts just for playing the game and he has access to much better (read=$$) cards than I. My meta rules also goes with 20 poison counters and no infin combos since both those sort of cheapen the game.
As far as how I "roll," the only extra draws I give my opponents is with Nekusar and I'm still on the fence with Anvil of Bogardan. I don't run Howling Mine effects for the same reasons I don't run Dream Halls. I've discovered that although it makes them pay for the extra cards, you can create a large card advantage for them to destroy you with. I also cut Spiteful Visions and other such effects a long time ago since dealing pain to myself can be detrimental with all the wheeling going on along with being the #1 aggro target.
All-in-all I'm close to finalizing the deck until something new comes out that is. I'm just contemplating adding more counterspells, ramp or spot removal for those pesky critters that hurt. I run more of a creature control deck (i.e. Frozen Æther, Dream Tides, Collective Restraint, Overburden, Breathstealer's Crypt, ect.) but often find myself not leaving enough mana to counter with. I'm also planning on testing out Glacial Chasm which someone mentioned in this thread. I don't know why I didn't think about that before but with that out it would create a buffer from aggro decks that I seem to have trouble with.
1 Chromatic Lantern
1 Darksteel Plate
1 Geth's Grimoire
1 Helm of Obedience
1 Howling Mine
1 Library of Leng
1 Lightning Greaves
1 Otherworld Atlas
1 Shield of Kaldra
1 Sol Ring
1 Whispersilk Cloak
Creatures: 13
1 Nekusar, the Mindrazer
1 Clever Impersonator
1 Consecrated Sphinx
1 Fate Unraveler
1 Jhoira of the Ghitu
1 Jin-Gitaxias, Core Augur
1 Kederekt Parasite
1 Niv-Mizzet, the Firemind
1 Psychosis Crawler
1 Seizan, Perverter of Truth
1 Sire of Insanity
1 Skirge Familiar
1 Ulamog, the Infinite Gyre
Enchantments: 16
1 Bloodchief Ascension
1 Breathstealer's Crypt
1 Dictate of Kruphix
1 Dissipation Field
1 Hive Mind
1 Leyline of Anticipation
1 Leyline of the Void
1 Liliana's Caress
1 Megrim
1 Mind Over Matter
1 Mind Unbound
1 Omniscience
1 Stranglehold
1 Underworld Dreams
1 Waste Not
1 Well of Ideas
1 Dack Fayden
1 Jace Beleren
1 Nicol Bolas, Planeswalker
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
Spells: 18
1 Cyclonic Rift
1 Sunder
1 Vampiric Tutor
1 Wheel and Deal
1 Black Sun's Zenith
1 Demonic Tutor
1 Diabolic Revelation
1 Enter the Infinite
1 Exsanguinate
1 Increasing Ambition
1 Jokulhaups
1 Mind Grind
1 Minds Aglow
1 Prosperity
1 Wheel of Fortune
1 Whispering Madness
1 Windfall
1 Winds of Change
Lands: 37
1 Ancient Tomb
1 Badlands
1 Bazaar of Baghdad
1 Blood Crypt
1 Bojuka Bog
1 Boseiju, Who Shelters All
1 Cabal Coffers
1 Cascade Bluffs
1 City of Brass
1 Command Tower
1 Crosis's Catacombs
1 Crumbling Necropolis
1 Darksteel Citadel
1 Darkwater Catacombs
1 Desolate Lighthouse
1 Dimir Aqueduct
1 Graven Cairns
1 Great Furnace
1 Izzet Boilerworks
1 Mana Confluence
1 Meteor Crater
1 Mikokoro, Center of the Sea
1 Rakdos Carnarium
1 Reflecting Pool
1 Reliquary Tower
1 Seat of the Synod
1 Shadowblood Ridge
1 Steam Vents
1 Sunken Ruins
1 Temple of the False God
1 Thespian's Stage
1 Tolaria West
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Vault of Whispers
1 Volcanic Island
1 Watery Grave
The deck has the same strategies and nuances from my previous builds. The only difference is that I made it a bit lighter in creatures (thus warranting the inclusion of cards like Breathstealer's Crypt). I also added some cards from new sets that have been outstanding in the deck (Clever Impersonator and Well of Ideas). Well of Ideas is a bit heavy to cast, but I've my ways around it (Jhoira of the Ghitu, producing a lot of mana, etc.) but nothing beats drawing 3 cards every turn. I'm still trying to find a slot for Sakashima the Impostor 'cause again, like Wu Tang Clan, 2 Nekusars in play ain't nuthin' to **** wit'.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
URGEDH Biovisionary.dec BShirei WBSelenia
The brain is the muscle that pumps stupid through the body