Neheb, the EternalNeheb, the Eternal | Art by Chris Rahn
Greetings and salutations, and a very warm welcome to you all! I'm Arnaud, and I'm thrilled to take you on a journey of blackened faces, smoldering heat, and Burning Cinder Fury of Crimson Chaos Fire.
Last time, I asked you all to choose between the usual three contenders. And while the results of the poll were rather lower than in the past few months, they were quite telling nonetheless.
Third place went to Y'shtola, Night's BlessedY'shtola, Night's Blessed, with a puny 17 votes (20%). No Final Fantasy shenanigans this time it seems. Second spot was for Sasaya, Orochi AscendantSasaya, Orochi Ascendant, with 33 votes (39%). Close call. With 35 votes (41%), the first place went to the champion of third-degree burns, Neheb, the EternalNeheb, the Eternal.
Since the top two spots were so close, I'll give Sasaya a go next time. This also frees up some much needed room for a little something I've been wanting to ask you all for a while now.
With close to 4,000 decks, this is a classic case of soft bellies: too many decks to be considered underplayed, but not enough to be deemed top tier. And yet, I'm rather sure there's a bunch of silly stupid stuff to do with this big boy.
Let's leave the 4/6 for aside, it's nothing exceptional. The afflict 3 is cute, but not that significant either. No, the third ability is where it all comes together. You see, Neheb cares for all life loss, not just damage. And with three opponents around the table, this has the potential to provide an insane amount of mana out of nowhere.
Let's grab all of the cards from both the regular and budget pages on EDHREC and throw them into Archidekt.
312 cards, a good start. Let's begin.
First Trim – Smelting the Expensive Gold
To all of you joining this for the first time, again, welcome. The whole premise of this series is to build a deck with no cards worth $1.11 and more, trimming down cards progressively to reach the fated 100, and explaining most of the cuts in the process.
The initial ax blow for each and every card worth more than $2 already cuts down almost a third of the deck. More troublesome even, there are 28 cards in the $1.10-$2 range. These will have to go as well. But before bidding them adieu, let's have a look at the best options therein:
- Brash TaunterBrash Taunter: a classic damage redirection outlet. This not only deters attacks, but is a prime target for direct damage as well.
- Past in FlamesPast in Flames: Some say this is a win-more card. But in a pinch, this allows you to reach just the right amount of mana you need to end the game.
- Jaya's Immolating InfernoJaya's Immolating Inferno: A fantastic finisher, period.
- Swiftfoot BootsSwiftfoot Boots: Just like Sol RingSol Ring, these regularly swing above and below the price threshold. A shame, as budget protective outlets are far and between in mono-.
- Horizon StoneHorizon Stone: Interesting but telegraphed buildup option.
- Mana GeyserMana Geyser: This always makes a ton of mana. Always.
- Flare of DuplicationFlare of Duplication: I particularly love this here. Cast your big spell, then sacrifice your commander or any other outlet to drive the point home.
- Endless AtlasEndless Atlas: I'm a strong partisan of playing this card in any monocolored Commander deck.
- Heartless HidetsuguHeartless Hidetsugu: Unless you can give it haste, it will probably die before it has a chance to tap. But if you manage to pull it off with your commander out, that's netting at least 50 mana.
- Chandra, Hope's BeaconChandra, Hope's Beacon: I love outlets that copy stuff basically for free.
This leaves six cards in the $1-$1.10 range:
- FlamebreakFlamebreak: Excellent mana-to-damage ratio.
- AngerAnger: Classic haste enabler. Not quite sure it will be this important here, but it's almost never a dead card.
- Wrenn's ResolveWrenn's Resolve: This is as close as you can get to "draw two" with no drawbacks in red.
- Terrain GeneratorTerrain Generator: Cute but mana-intensive ramp outlet. I'm uncertain about that one.
- Mizzix's MasteryMizzix's Mastery: This basically says "double the mana output for Neheb". But eight mana is a lot to overload it. Could be useful to target some specific pieces.
- Chandra, Dressed to KillChandra, Dressed to Kill: Cheap but rather fragile ramp outlet.
With this first cleanup step out of the way, the list is already down to a lowly 174 cards. My, Neheb is an expensive commander... Onwards.
Second Trim – Veggies, Vitamins, and Supplements
Usually at this point of the build, I focus on draw, ramp and removal. And while the first two will indeed be addressed here, I will be holding the third for the next category.
Therefore, discounting direct-damage removal, this is what the list currently has to offer:
This is a weird one. I love options to give you ways to play more cards, thanks to impulse draw. Pinpoint removal may seem rather low, but several outlets have been put under the Burn Target tab. Board wipes are close to being nonexistent, as are protection outlets.
With this in mind, let's trim down both draw and ramp outlets. And see where to go from there.
| Draw – Quality Advantage | Draw – Card Advantage/Impulse | Ramp |
| Bitter ReunionBitter Reunion | BrowbeatBrowbeat | Burnished HartBurnished Hart |
| Cathartic ReunionCathartic Reunion | Chandra, Fire ArtisanChandra, Fire Artisan | Commander's SphereCommander's Sphere |
| Demand AnswersDemand Answers | Court of IreCourt of Ire | Defiler of InstinctDefiler of Instinct |
| ExpediteExpedite | Dragon MageDragon Mage | Fellwar StoneFellwar Stone |
| Faithless LootingFaithless Looting | Etali, Primal StormEtali, Primal Storm | Fire DiamondFire Diamond |
| Seize the SpoilsSeize the Spoils | Fires of Mount DoomFires of Mount Doom | Hedron ArchiveHedron Archive |
| Tectonic ReformationTectonic Reformation | Knollspine DragonKnollspine Dragon | Jaya BallardJaya Ballard |
| Thrill of PossibilityThrill of Possibility | Magus of the WheelMagus of the Wheel | Koth, Fire of ResistanceKoth, Fire of Resistance |
| Tormenting VoiceTormenting Voice | March of Reckless JoyMarch of Reckless Joy | Sunset StrikemasterSunset Strikemaster |
| Wild GuessWild Guess | Neheb, Dreadhorde ChampionNeheb, Dreadhorde Champion | Wildfire EternalWildfire Eternal |
| Risk FactorRisk Factor | ||
| Sin ProdderSin Prodder | ||
| Staff of NinStaff of Nin | ||
| Sunbird's InvocationSunbird's Invocation | ||
| Syr Carah, the BoldSyr Carah, the Bold |
I've decided to get rid of most of the filtering cards in favor of impulse draw and long-term plans. Remember, a Cathartic ReunionCathartic Reunion does not, in fact, change the final number of cards you have at your disposal, it merely swap three for three other.
I've also foregone the wheels route. While getting a new full grip is always satisfactory, the lack of actual protection for the commander makes me rather wary of freely giving tools out for the opponents to take it out.
After giving the land base a healthy makeover, the list is down to 155 cards. With all of those Mountains, getting a Valakut, the Molten PinnacleValakut, the Molten Pinnacle would have been lovely, but at $15 apiece, it's sadly way out of this deck's league.
Time to get to the good stuff.
Third Trim – Sorting Out the Best Outlets
Now that the boring stuff is out of the way, let's get to the interesting part: What does this deck want to achieve, and is it doable with the means at hand?
Neheb is a generous pyromancer at heart. He wants nothing more than to share his smoldering love all around, to generate insane amounts of mana, and turn to ash what was already cinder.
In other terms, there are two main types of spells you want to cast:
- Tinder: stuff that burns all players or all opponents
- Logs: X spells that deal a major amount of damage all around, possibly ending the game
Beware, as protection is close to non-existent, chances are one of your opponents will remove your commander the moment they realize you're about to make 30+ mana post-combat.
In addition to that, there are a few copy outlets included in the list to boost said game-enders.
The main problem lies not so much in the tinder than in the efficiency of the logs. The best ones are sadly missing, because of course they are expensive. Crackle with PowerCrackle with Power, Jaya's Immolating InfernoJaya's Immolating Inferno, and even Comet StormComet Storm, a card featured in four Commander precons and dirt cheap for the longest time. Thank you firebending, I guess.
All hope is not lost though. There are currently 15 burn spells with X in their cost, a few of which actually manage to hit several opponents at once. This means that while decent options are rather far and between, it should still be doable.
I'll cut most of the single-target burn spells that do not serve a critical purpose, for simple math reasons. Basically, I want each mana invested into a burn spell to yield at least in return, assuming there are three opponents at the table. Cards are precious, and you need to build a high total damage output to make your X spells worth their salt.
The other elephant in the roomelephant in the room lies in the suite of pingers. The key take here is mana value. A one-mana creature that pings everyone for one each turn is fine. A two-mana one had better do some impressive work. Three-mana is teetering on the edge. Four and above is out. The major problem I have with all of these is their lack of efficiency the turn they come into play. Allow me a quick example.
Suppose you play a Firebrand ArcherFirebrand Archer, and then an End the FestivitiesEnd the Festivities. You invested for a total output of six damage. That's a 2-to-1 ratio, not good enough in my book.
A GuttersnipeGuttersnipe then? That's for nine damage total. Better, but not quite there. If those spells somewhat managed to stay on the field for at least a couple activations, they would somehow redeem them. But don't kid yourself; chances are they'll be prime targets if your commander's not on the field.
For the same reason, I'm not a great fan of the tap-for-ping creatures. They're slow, and their yield is usually mediocre.
What's left then? A few damage doublers that feel a bit win-more-ey to me; some fun recursion, that could potentially serve that 3-to-1 ratio mentioned before; some additional combat outlets that don't convince me in this build; a few weird thingies.
With all of this in mind, this is what I'd cut:
| Pingers | Targeted burn | Double Damage / Spell Copy | X Burn | Misc. |
| Electrostatic FieldElectrostatic Field | AbradeAbrade | Angrath's MaraudersAngrath's Marauders | BanefireBanefire | AngerAnger |
| Erebor FlamesmithErebor Flamesmith | Cathartic PyreCathartic Pyre | Display of PowerDisplay of Power | BlazeBlaze | Backdraft HellkiteBackdraft Hellkite |
| Firebrand ArcherFirebrand Archer | Ghostfire SliceGhostfire Slice | Double VisionDouble Vision | Burn from WithinBurn from Within | Charmbreaker DevilsCharmbreaker Devils |
| Firespitter WhelpFirespitter Whelp | GrapeshotGrapeshot | Fire ServantFire Servant | Crater's ClawsCrater's Claws | Combat CelebrantCombat Celebrant |
| Mechanized WarfareMechanized Warfare | Inferno TitanInferno Titan | Gratuitous ViolenceGratuitous Violence | Devil's PlayDevil's Play | Festival of EmbersFestival of Embers |
| Pyromancer's GauntletPyromancer's Gauntlet | Lightning StrikeLightning Strike | Insult // InjuryInsult // Injury | Ravaging BlazeRavaging Blaze | Frontline DevastatorFrontline Devastator |
| SabotenderSabotender | Satyr FiredancerSatyr Firedancer | Red Sun's ZenithRed Sun's Zenith | Imodane, the PyrohammerImodane, the Pyrohammer | |
| Spitfire LagacSpitfire Lagac | ShockShock | The Rollercrusher RideThe Rollercrusher Ride | Mizzix's MasteryMizzix's Mastery | |
| Unruly CatapultUnruly Catapult | Smash to SmithereensSmash to Smithereens | Volcanic GeyserVolcanic Geyser | Pyromancer AscensionPyromancer Ascension | |
| Rising of the DayRising of the Day | ||||
| Scourge of the ThroneScourge of the Throne | ||||
| Steel HellkiteSteel Hellkite | ||||
| Sulfuric VortexSulfuric Vortex | ||||
| Young PyromancerYoung Pyromancer |
109 cards left. On to the last leg.
Final Trim – A Matter of Personal Preference
This is it, the ultimate stretch. Nine cards to go. As usual, note that the following cuts are mostly a matter of personal preference. While I believe that, in this case, some of the remaining options are suboptimal, others will leave... because reasons.
Without further ado, let's remove the last pieces:
- Red DragonRed Dragon: six mana for 12 damage, that's a 2 damage-to-1 mana ratio. Good, but not good enough.
- Fanatic of MogisFanatic of Mogis: looks great on paper, but you'd need four red pips to make it efficient enough. And there aren't that many permanents to warrant such a ratio.
- Fear of Burning AliveFear of Burning Alive: This almost made the cut, due to the second ability. But it's still six mana for 12 damage, and there aren't that many ways to ensure delirium triggers.
- Sulfurous BlastSulfurous Blast: Four mana for nine damage. Enough said.
- Volcanic FalloutVolcanic Fallout: Another 2-to-1 spell.
- Wild RicochetWild Ricochet: Sounds fun, but I don't really see a world where you'd pay five mana for your commander while holding up another four to protect it.
- Festival of EmbersFestival of Embers: Looks like a fantastic recursion outlet, if not for the fact that it costs , does nothing the turn it enters, and permanently exiles anything you cast thereafter. Out.
- Generator ServantGenerator Servant: Cute, but single-use and the haste is anecdotal.
- By ForceBy Force: I love the card, but there are simply better payoffs.
And with these final cuts, I give you:
Neheb, the Eternal Budget Commander Deck List
Neheb, the Warm Embrace
View on ArchidektCommander (1)
- 1 Neheb, the EternalNeheb, the Eternal
Ramp (11)
- 1 Arcane SignetArcane Signet
- 1 Chandra, Dressed to KillChandra, Dressed to Kill
- 1 Cryptolith Fragment // Aurora of EmrakulCryptolith Fragment // Aurora of Emrakul
- 1 Everflowing ChaliceEverflowing Chalice
- 1 Glittering StockpileGlittering Stockpile
- 1 Mind StoneMind Stone
- 1 Pyromancer's GogglesPyromancer's Goggles
- 1 Runaway Steam-KinRunaway Steam-Kin
- 1 Solemn SimulacrumSolemn Simulacrum
- 1 Wayfarer's BaubleWayfarer's Bauble
- 1 Worn PowerstoneWorn Powerstone
Burn All (17)
- 1 Acidic SoilAcidic Soil
- 1 Breath of DarigaazBreath of Darigaaz
- 1 Drakuseth, Maw of FlamesDrakuseth, Maw of Flames
- 1 End the FestivitiesEnd the Festivities
- 1 Fiery ConfluenceFiery Confluence
- 1 Fiery InscriptionFiery Inscription
- 1 Flame RiftFlame Rift
- 1 FlamebreakFlamebreak
- 1 Grab the PrizeGrab the Prize
- 1 Myojin of Roaring BladesMyojin of Roaring Blades
- 1 Pain for AllPain for All
- 1 Prisoner's DilemmaPrisoner's Dilemma
- 1 Ruinous RampageRuinous Rampage
- 1 SizzleSizzle
- 1 SlagstormSlagstorm
- 1 Tectonic GiantTectonic Giant
- 1 Tectonic HazardTectonic Hazard
X Burn (6)
- 1 EarthquakeEarthquake
- 1 ElectrodominanceElectrodominance
- 1 Fall of the TitansFall of the Titans
- 1 FireballFireball
- 1 Molten DisasterMolten Disaster
- 1 Rolling ThunderRolling Thunder
Burn Target (3)
- 1 Chain LightningChain Lightning
- 1 Lightning BoltLightning Bolt
- 1 Skewer the CriticsSkewer the Critics
Wipe (1)
- 1 Chain ReactionChain Reaction
Ping (4)
- 1 GuttersnipeGuttersnipe
- 1 Harsh MentorHarsh Mentor
- 1 Spear SpewerSpear Spewer
- 1 Thermo-AlchemistThermo-Alchemist
Card Advantage (13)
- 1 Apex of PowerApex of Power
- 1 Combustible GearhulkCombustible Gearhulk
- 1 Commune with LavaCommune with Lava
- 1 Count on LuckCount on Luck
- 1 Glimpse the ImpossibleGlimpse the Impossible
- 1 Ignite the FutureIgnite the Future
- 1 Light Up the StageLight Up the Stage
- 1 Outpost SiegeOutpost Siege
- 1 Reckless ImpulseReckless Impulse
- 1 SnortSnort
- 1 Urabrask, Heretic PraetorUrabrask, Heretic Praetor
- 1 Wrenn's ResolveWrenn's Resolve
- 1 Zenith FestivalZenith Festival
Misc (1)
- 1 Invoke CalamityInvoke Calamity
Removal (8)
- 1 Chaos WarpChaos Warp
- 1 Sundering Eruption // Volcanic FissureSundering Eruption // Volcanic Fissure
- 1 [Copy / Double Damage][Copy / Double Damage]
- 1 DoublecastDoublecast
- 1 Increasing VengeanceIncreasing Vengeance
- 1 Quest for Pure FlameQuest for Pure Flame
- 1 Repeated ReverberationRepeated Reverberation
- 1 TwinfernoTwinferno
Quality Advantage (1)
- 1 Big ScoreBig Score
Lands (35)
- 1 Bonders' EnclaveBonders' Enclave
- 32 MountainMountain
- 1 Myriad LandscapeMyriad Landscape
- 1 Scavenger GroundsScavenger Grounds
Additional Trim – A Look Into the Past
Before parting ways, let's take a look at a past Trim, to see how it stood the test of time.
Today, we're looking at Horobi, Death's WailHorobi, Death's Wail, and its bajillion ways to kill creatures.
I'm pleasantly impressed. There are only four cards that have gone above the $1.10 threshold:
- MutilateMutilate: $1.15
- Barad-dûrBarad-dûr: $1.17
- Zulaport CutthroatZulaport Cutthroat: $1.35
- Shelob, Dread WeaverShelob, Dread Weaver: $2.08
Those should be easy enough to replace:
- SangromancerSangromancer: Anyone feel like gorging themselves on life?
- Kothophed, Soul HoarderKothophed, Soul Hoarder: Anyone feel like gorging themselves on card draw?
- Rathi TrapperRathi Trapper: Removal and threat management all in one
- Staff of NinStaff of Nin: Slightly expensive, but comes in with built-in card draw.
You can find the updated list here.
Conclusion
Another day, another Trim down. Those of you who regularly read these may have noticed a slight change in the intermediate titles.
I'd love to hear your opinion on those: like'em, hate'em, don't care?
I'd also love to know your general thoughts on this column. After almost three years building budget Commander lists, do you feel like it's time to move on, or are Trims here to stay?
Let me know in the poll, and I'll see you in two weeks with Sasaya, Orochi AscendantSasaya, Orochi Ascendant!
Arnaud Gompertz
Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.
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