-1 Lightning Greaves, +1 Champions Helm
-1 Demonic Tutor, +1 Mana Geyser
-1 Sigil of Sleep, +1 Time Spiral
-1 Notion Thief, +1 Shield of Kaldra
-1 Corrupted Conscience, +1 Winds of Change
-1 Devastation, +1 Temple Bell
-1 Arcane Laboratory, +1 Otherworld Atlas
-1 Unholy Grotto, +1 Exotic Orchard
Good day all! It has been some time since I last crafted a new deck. When I used to play casual 60 card my favourite deck I build was my "hand punishment" build. Needless to say when they build a hand punishment commander I was smitten.
I would like to thank all the various decks and discussions on Nekusar for some inspiration. I have built mine to be a little more heavy on infect than some. Also, it is probably a touch more balanced than a few of the "fast" Nekusar decks out there. My meta just loves removal and counters far too much for me to take the chance of relying on a one turn kill early on with accelerators. I also have a love for stall cards and put many in.
I have yet to put the deck together and play test it at all. I would appreciate any and all advice.
Here's the list I'm planning on making atm and have tested a bit on Cockatrice, the land is the same as the 2013 deck pretty much since I'm trying to keep it somewhat budget.
The main thing I've noticed as that you have to make sure to have some protection for your commander and enchantments. One guy I like to play with loves to take control of my Nekusar which is quite the pain. I'm also not using some of the cards like winter orb as to not make the game not fun for everyone (but I'm sure they would be good).
Private Mod Note
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Rollback Post to RevisionRollBack
Standard: BG The Rock GB UW Control WU
EDH: RBU Nekusar UBR
Modern: UNBDU
I have to say the infect touch is quite funny. You might try using Fork/Reverberate/Twincast. They can act as "Counter target counterspell" if necessary. I had the following deck together for some time with a different commander so I was very happy when Nekusar was spoiled (and as such, it isn't too dependent on the commander).
How do you guys protect your general, especially since you use auras?
Only the greaves gives shroud. The boots and darksteel plate don't get in the way. I have debated Pemmin's Aura as well which will protect me when I need it.
Basically I also don't play on playing my commander until I have both a way to win and a way to protect it. I have yet to see how this will go as I haven't played it once yet.
I have to say the infect touch is quite funny. You might try using Fork/Reverberate/Twincast. They can act as "Counter target counterspell" if necessary. I had the following deck together for some time with a different commander so I was very happy when Nekusar was spoiled (and as such, it isn't too dependent on the commander).
Infect just seems like the most reliable way to win with this type of deck. A double wheel with infect and the table dies. Yes please!
I originally had two copy spells in here but cut them for space concerns. They may make it back in the list at some point.
I'm actually considering not running tutors in this deck because I think the tremendous amount of wheel effects means I won't need to search for any one card in particular. If I do, it will probably only be Vampiric so I can cast it mid-wheel. I don't see Sorcery speed tutors being worthwhile in this particular deck, that includes Ponder/Preordain. Lim-Dul's Vault also seems fantastic.
I'm actually considering not running tutors in this deck because I think the tremendous amount of wheel effects means I won't need to search for any one card in particular. If I do, it will probably only be Vampiric so I can cast it mid-wheel. I don't see Sorcery speed tutors being worthwhile in this particular deck, that includes Ponder/Preordain. Lim-Dul's Vault also seems fantastic.
I have debated cutting Demonic Tutor to be honest. I would keep the rest though as they are instant speed. On top of that Vampiric Tutor and Long-Term Plans are great for this build as they let you search for a wheel, place it on top of your deck (or 3 down), cast a wheel, draw another wheel, and cast a second one that turn.
+Grafted Exoskeleton what other poison cards want to be.
+Mana Geyser Tons of mana to cast spells is fun
+Comet storm something to do with all that mana also can act as spot removal.
+Time Spiral Free Wheels are always nice.
+Sensei's Divining top
+Scroll Rack sets up wheels nicely
+Torpor Orb I've gotten Concessions form this card alone.
+Overburden Wreaks some decks.
+your favorite two counterspells/spot removal
I agree that Teferi can be helpful. DO NOT cut Mind Over Matter. If you wheel into another wheel, you can discard cards to untap lands and/or mana rocks and cast that second wheel and possibly repeat the process (if you draw into another wheel). Also, if you cut some Keyrunes, keep the Dimir one and consider running Whispering Madness. Dimir Keyrune makes a great target (as does Creeping Tar Pit).
I second the keeping of Mind over Matter. It helps in many ways, and if you ever decide to include Temple Bell or Otherworld Atlas it can draw everyone out (though with Library of Leng or the lab maniac or other reshuffle effects it won't be you)
Also I cut Hive Mind from my deck, as much as I want to play it. Everyone may get a wheel when you play one, but everyone gets a counterspell too. You'll have to decide if you want that much chaos.
Also I cut Hive Mind from my deck, as much as I want to play it. Everyone may get a wheel when you play one, but everyone gets a counterspell too. You'll have to decide if you want that much chaos.
Worse case scenario is only 1 wheel goes off. In fact it helps a ton because without a Hive Mind the only wheel would be countered. It is expensive, but after winning a game and forcing a draw in another one, I have personally received good use out of it.
Forced Fruition, Would Reflection and Gratuitous Violence all seem a little too win more for my tastes. I just feel like if I'm in a position where they will be effective I will probably be winning anyway.
+Grafted Exoskeleton what other poison cards want to be.
+Mana Geyser Tons of mana to cast spells is fun
+Comet storm something to do with all that mana also can act as spot removal.
+Time Spiral Free Wheels are always nice.
+Sensei's Divining top
+Scroll Rack sets up wheels nicely
+Torpor Orb I've gotten Concessions form this card alone.
+Overburden Wreaks some decks.
+your favorite two counterspells/spot removal
I'm really trying to make this an infect kill deck. There are two life gain decks in my meta that, without infinity combos (which I don't like), I don't know if I could take them out sans infect.
Mana Geyser and Time Spiral were both originally on my list and I cut them. They probably will both end up back on the list to be honest. I just need to get a feel for how the deck plays a bit before those fine tweaks. Overburden just wasn't enough for me. There are a few decks in my meta that would have no problem returning a land to hand. Especially if they can drop it and tap it twice in one turn. I prefer the stall I have.
Why run Jace Memory Adept? If you think you can protect a Planeswalker with all the anti-creature package, isn't Tamiyo much better suited to the task? For 1 additional turn you get a emblem that is going to let you wheel for as long as you have mana. Tamiyo will also at least attempt to protect herself and can net you cards if you are hurting for a wheel.
So I have been having some trouble getting off a combo kill before I am killed myself. I find that often I can do a bunch of damage to everyone. Some times even start to lay on the infect heavy. I just can't seem to do enough damage in one/two turn(s) to kill the whole board. As such I generally have 2-3 players deciding it is time to kill me before I can output enough damage.
I'm also having issues with early game aggro having it's way with me.
Anyone have any advice to deal with this?
I just added some more tweaks that hopefully will help with this.
1x Nekusar, the Mindrazer
Synergy (8)
1x Library of Leng
1x Elder Mastery
1x Helm of the Ghastlord
1x Dream Halls
1x Hive Mind
1x Mind over Matter
1x Temple Bell
1x Otherworld Atlas
Protection (4)
1x Champion's Helm
1x Swiftfoot Boots
1x Darksteel Plate
1x Shield of Kaldra
Wheel (8)
1x Wheel of Fortune
1x Windfall
1x Molten Psyche
1x Teferi's Puzzle Box
1x Time Reversal
1x Reforge the Soul
1x Time Spiral
1x Winds of Change
Stall (6)
1x Teferi, Mage of Zhalfir
1x Lethal Vapors
1x Spreading Plague
1x Winter Orb
1x Tainted Aether
1x Land Equilibrium
GY Recurrsion (2)
1x Yawgmoth's Will
1x Past in Flames
Poison (3)
1x Tainted Strike
1x Phyresis
1x Glistening Oil
1x Bloodchief Ascension
1x Phyrexian Tyranny
1x Spiteful Visions
1x Underworld Dreams
1x Psychosis Crawler
1x Words of War
Counter (4)
1x Pact of Negation
1x Arcane Denial
1x Counterspell
1x Glen Elendra Archmage
Sweeper (3)
1x Damnation
1x Cyclonic Rift
1x All is Dust
Spot Removal (2)
1x Hero's Downfall
1x Capsize
Tutor (3)
1x Vampiric Tutor
1x Mystical Tutor
1x Long-Term Plans
Planeswalker (1)
1x Tezzeret the Seeker
Acceleration (1)
1x Mana Geyser
Artifact Ramp (12)
1x Sol Ring
1x Mana Vault
1x Basalt Monolith
1x Thran Dynamo
1x Dimir Signet
1x Izzet Signet
1x Izzet Keyrune
1x Dimir Keyrune
1x Rakdos Keyrune
1x Rakdos Signet
1x Chromatic Lantern
1x Coalition Relic
1x Riptide Laboratory
1x Steam Vents
1x Watery Grave
1x Tainted Isle
1x Scalding Tarn
1x Terramorphic Expanse
1x Thawing Glaciers
1x Cascade Bluffs
1x Exotic Orchard
1x Sunken Ruins
1x Crumbling Necropolis
1x Darkslick Shores
1x Ancient Tomb
1x Drowned Catacomb
1x Sulfur Falls
1x Jwar Isle Refuge
1x Shivan Reef
1x Underground River
1x Bojuka Bog
1x Academy Ruins
1x Command Tower
1x Vivid Creek
5x Island
5x Swamp
1x Mountain
1x Great Furnace
1x Seat of the Synod
1x Vault of Whispers
DeckStats
Change Log:
-1 Demonic Tutor, +1 Mana Geyser
-1 Sigil of Sleep, +1 Time Spiral
-1 Notion Thief, +1 Shield of Kaldra
-1 Corrupted Conscience, +1 Winds of Change
-1 Devastation, +1 Temple Bell
-1 Arcane Laboratory, +1 Otherworld Atlas
-1 Unholy Grotto, +1 Exotic Orchard
Good day all! It has been some time since I last crafted a new deck. When I used to play casual 60 card my favourite deck I build was my "hand punishment" build. Needless to say when they build a hand punishment commander I was smitten.
I would like to thank all the various decks and discussions on Nekusar for some inspiration. I have built mine to be a little more heavy on infect than some. Also, it is probably a touch more balanced than a few of the "fast" Nekusar decks out there. My meta just loves removal and counters far too much for me to take the chance of relying on a one turn kill early on with accelerators. I also have a love for stall cards and put many in.
I have yet to put the deck together and play test it at all. I would appreciate any and all advice.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
1x Akoum Refuge
1x Command Tower
1x Crumbling Necropolis
1x Dimir Guildgate
1x Evolving Wilds
1x Grixis Panorama
10x Island
1x Izzet Boilerworks
1x Izzet Guildgate
1x Molten Slagheap
2x Mountain
1x Rakdos Carnarium
1x Rakdos Guildgate
1x Reliquary Tower
1x Rupture Spire
8x Swamp
1x Vivid Creek
1x Vivid Marsh
Sorcery (11)
1x Demonic Tutor
1x Molten Psyche
1x Ponder
1x Preordain
1x Reforge the Soul
1x Time Reversal
1x Time Spiral
1x Wheel of Fortune
1x Whispering Madness
1x Windfall
1x Winds of Change
1x Baleful Strix
1x Consecrated Sphinx
1x Dragon Mage
1x Fog Bank
1x Guard Gomazoa
1x Jace's Archivist
1x Kederekt Parasite
1x Nekusar, the Mindrazer
1x Niv-Mizzet, the Firemind
1x Psychosis Crawler
1x Sangromancer
1x Teferi, Mage of Zhalfir
1x True-Name Nemesis
1x Vampire Nighthawk
1x Whirlpool Warrior
Enchantment (13)
1x Bloodchief Ascension
1x Breathstealer's Crypt
1x Dream Halls
1x Exquisite Blood
1x Megrim
1x Mind Over Matter
1x No Mercy
1x Phyrexian Arena
1x Price of Knowledge
1x Propaganda
1x Sigil of Sleep
1x Spiteful Visions
1x Underworld Dreams
1x Brainstorm
1x Cabal Ritual
1x Chain of Vapor
1x Crosis's Charm
1x Cyclonic Rift
1x Dark Ritual
1x Force of Will
1x Impulse
1x Lim-Dul's Vault
1x Mystical Tutor
1x Pact of Negation
1x Slaughter Pact
1x Terminate
1x Wheel and Deal
Artifact (13)
1x Arena of the Ancients
1x Chromatic Lantern
1x Dimir Signet
1x Gilded Lotus
1x Izzet Signet
1x Lightning Greaves
1x Obelisk of Grixis
1x Rakdos Signet
1x Sculpting Steel
1x Sol Ring
1x Swiftfoot Boots
1x Teferi's Puzzle Box
1x Temple Bell
The main thing I've noticed as that you have to make sure to have some protection for your commander and enchantments. One guy I like to play with loves to take control of my Nekusar which is quite the pain. I'm also not using some of the cards like winter orb as to not make the game not fun for everyone (but I'm sure they would be good).
BG The Rock GB
UW Control WU
EDH:
RBU Nekusar UBR
Modern:
UNBDU
How do you guys protect your general, especially since you use auras?
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
1 Nekusar, the Mindrazer
Land
1 Academy Ruins
1 Bad River
1 Badlands
1 Blood Crypt
1 Buried Ruin
1 Cephalid Coliseum
1 Command Tower
1 Crosis's Catacombs
1 Crumbling Necropolis
1 Desolate Lighthouse
1 Dragonskull Summit
1 Drowned Catacomb
1 Great Furnace
5 Island
1 Mikokoro, Center of the Sea
3 Mountain
1 Reliquary Tower
1 Scalding Tarn
1 Seat of the Synod
1 Steam Vents
1 Sulfur Falls
1 Sunken Ruins
3 Swamp
1 Tainted Isle
1 Thespian's Stage
1 Underground Sea
1 Vault of Whispers
1 Volcanic Island
1 Watery Grave
1 Mana Crypt
1 Elixir of Immortality
1 Library of Leng
1 Sol Ring
1 Anvil of Bogardan
1 Doubling Cube
1 Howling Mine
1 Mindcrank
1 Chromatic Lantern
1 Horn of Greed
1 Iron Maiden
1 Oblivion Stone
1 Sculpting Steel
1 Temple Bell
1 Geth's Grimoire
1 Otherworld Atlas
1 Gilded Lotus
1 Memory Jar
Instant
1 Dream Salvage
1 Arcane Denial
1 Cyclonic Rift
1 Fork
1 Increasing Vengeance
1 Reverberate
1 Twincast
1 Aetherize
1 Wheel and Deal
1 Evacuation
Sorcery
1 Minds Aglow
1 Prosperity
1 Black Sun's Zenith
1 Molten Psyche
1 Wheel of Fortune
1 Windfall
1 Wash Out
1 Whispering Madness
1 Devastation Tide
1 Incendiary Command
1 Reforge the Soul
1 Spelltwine
1 Stolen Identity
1 Temporal Cascade
1 Copy Artifact
1 Liliana's Caress
1 Copy Enchantment
1 Mana Flare
1 Megrim
Creature
1 Dimir Infiltrator
1 Duskmantle Guildmage
1 Nivix Guildmage
1 Jace's Archivist
1 Archaeomancer
1 Barbed Shocker
1 Phyrexian Metamorph
1 Sangromancer
1 Consuming Aberration
1 Mnemonic Wall
1 Psychosis Crawler
1 Niv-Mizzet, the Firemind
1 Kederekt Leviathan
Planeswalker
1 Jace, Memory Adept
1 Tezzeret the Seeker
Only the greaves gives shroud. The boots and darksteel plate don't get in the way. I have debated Pemmin's Aura as well which will protect me when I need it.
Basically I also don't play on playing my commander until I have both a way to win and a way to protect it. I have yet to see how this will go as I haven't played it once yet.
I am open to suggestions on this matter.
Infect just seems like the most reliable way to win with this type of deck. A double wheel with infect and the table dies. Yes please!
I originally had two copy spells in here but cut them for space concerns. They may make it back in the list at some point.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
I have debated cutting Demonic Tutor to be honest. I would keep the rest though as they are instant speed. On top of that Vampiric Tutor and Long-Term Plans are great for this build as they let you search for a wheel, place it on top of your deck (or 3 down), cast a wheel, draw another wheel, and cast a second one that turn.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
-Phyresis, Glistening Oil,Corrupted Conscience Cute but kinda meh.
-Any two keyrunes
-Mindover matter, Teferi mage of Zahalfir Both Very powerful cards that seem a bit out of place as they don't have much synergy with the rest of the deck.
-Darksteel Plate I have always found it to be kinda slow and not very useful.
-Phyrexian Tyrrany seems not that great
-Hivemind seems like a win more card
Cards I would add:
+Grafted Exoskeleton what other poison cards want to be.
+Mana Geyser Tons of mana to cast spells is fun
+Comet storm something to do with all that mana also can act as spot removal.
+Time Spiral Free Wheels are always nice.
+Sensei's Divining top
+Scroll Rack sets up wheels nicely
+Torpor Orb I've gotten Concessions form this card alone.
+Overburden Wreaks some decks.
+your favorite two counterspells/spot removal
Also I cut Hive Mind from my deck, as much as I want to play it. Everyone may get a wheel when you play one, but everyone gets a counterspell too. You'll have to decide if you want that much chaos.
Worse case scenario is only 1 wheel goes off. In fact it helps a ton because without a Hive Mind the only wheel would be countered. It is expensive, but after winning a game and forcing a draw in another one, I have personally received good use out of it.
EDH Decks:
B Toshiro Umezawa B
W Mikaeus, the Lunarch W
G Azusa, Lost but Seeking G
UB Grimgrin, Corpse-Born BU
BGU The Mimeoplasm UGB
GUW Rubinia Soulsinger WUG
GRB Sek'Kuar, Deathkeeper BRG
Forced Fruition, Would Reflection and Gratuitous Violence all seem a little too win more for my tastes. I just feel like if I'm in a position where they will be effective I will probably be winning anyway.
I think I'll switch greaves to the helm. Thanks for the suggestion.
I'm really trying to make this an infect kill deck. There are two life gain decks in my meta that, without infinity combos (which I don't like), I don't know if I could take them out sans infect.
Mana Geyser and Time Spiral were both originally on my list and I cut them. They probably will both end up back on the list to be honest. I just need to get a feel for how the deck plays a bit before those fine tweaks. Overburden just wasn't enough for me. There are a few decks in my meta that would have no problem returning a land to hand. Especially if they can drop it and tap it twice in one turn. I prefer the stall I have.
Edit: Added Champion's Helm and Mana Geyser
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
EDH Decks:
B Toshiro Umezawa B
W Mikaeus, the Lunarch W
G Azusa, Lost but Seeking G
UB Grimgrin, Corpse-Born BU
BGU The Mimeoplasm UGB
GUW Rubinia Soulsinger WUG
GRB Sek'Kuar, Deathkeeper BRG
I run Tezz for the artifact tutor/untap.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
EDH Decks:
B Toshiro Umezawa B
W Mikaeus, the Lunarch W
G Azusa, Lost but Seeking G
UB Grimgrin, Corpse-Born BU
BGU The Mimeoplasm UGB
GUW Rubinia Soulsinger WUG
GRB Sek'Kuar, Deathkeeper BRG
I'm also having issues with early game aggro having it's way with me.
Anyone have any advice to deal with this?
I just added some more tweaks that hopefully will help with this.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.