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Back to the early years of the 2000s, I played a Deck around Phyrexian Tyranny and always loved the mechanic of forcing your opponent to draw cards and kill him with it.
So after a couple of years where I had a break from MTG, my childhoodfriend showed me the new Commander format - i loved it from the beginning. I played a couple of Decks in the "usual" way like tribals etc.
But then I started to search for a Commander which would allow me to build a Deck like my Phyrexian Tyranny Deck AND BOOOM = NEKUSAR.
The big strenght of Nekusar is, that he has a touch of group hug - because as long as there is "only" Nekusar on the battlefield, everbody can draw 2 cards for 2 life. The most Players take this very thankful before escalete with wheels.
So Nekusar is the right commander for you if you:
Although Nekusar isn't a cheap commander with a CMC of 5, I consistently play him before turn 5. With cards like Mana Crypt, Sol RIng, Arcane Signet or Lotus Petal I can speed up my build again.
However, don't expect to win with Nekusar on turn 3 or 4, that's unrealistic simply because of the 40 lives.
Victories on turns 6 to 7 are realistic if the setup is right.
If we assume that we don't miss a landdrop in the first 4 turns and we draw an additional Mana Rock or Fast Mana, we can play most of the wheels from the 5th turn onwards.
An average start would look like this:
Turn 1: Land for turn
Turn 2: Land for turn + Mana Rock
Turn 3: Land for turn + Punishment
Turn 4: Land for turn + Nekusar
At this point some opponents have already lost lives in the 4th turn and no longer have the full 40 lives. As soon as Nekusar and/or a punishment are on the field, you can start playing wheels. As a rule, 2-3 wheels are enough to take at least 1-2 if not all opponents out of the game.
This deck can win even without Nekusar!
If you're playing against a deck that plays a lot of creature removals, enchantments like Megrim, Underworld Dreams, or Spiteful Visions are better choices.
In most cases, a good starting hand will look like this:
The most important thing about the setup is having patience. If you play, for example, an early Megrim or Underworld Dreams, your opponents will get worried and target you in the early game.
The best setup plan (in case you have the right cards) would be:
The best case is to play a wheel and get another wheel from the new cards you have drawn.
You have to keep in mind - Nekusar usually doesn't make your opponents immediately want to kill you, BUT as soon as you play a punishment card your opponents are at risk of taking twice as much damage, so you will be target number 1.
So be sure that before you play a punsihment, you have:
In the early days of my Nekusar deck I played cards like Howling Mine to increase the steady card draw for the table. The big problem is you give your opponents huge amount of value AND enough time to kill you before their life gets too low. That's the reason I switched to wheels, because with the right setup, I can kill easily 1-3 opponents in one turn.
Your tutor target depends on your cards in your hand and your strategy that you wanna play.
For example:
The easiest way to win is to combine the different punishments in the deck because you get the double amount of damage if you punish your opponent for drawing AND discarding.
Netherless its possible to kill with only one punishment.
If you have an draw punishment on the battlefield like Nekusar, the Mindrazer, Underworld Dreams or Sheoldred, the Apocalypse, you can start playing wheels that lets your opponents draw a huge amount of cards.
If every opponent have 40 life you need at least 6-8 wheels, so it would be good if you have more than one draw punishment out.
It works the same as winning through draw punishment, except that you get more damage out for each card and opponent draw. You also get extra value with cards like Waste Not.
Be sure you use the right wheels! Shuffeling your hand into library is not the right choice if you have an discard punishment on the field.
With Teferi, Temporal Pilgrim or Omnious Seas, you have extrem powerfull token generators which can easily kill an opponent.
If you have Tegrid on the field and you are able to play a wheel spell with discard, you will get extreme value and many cards from your opponents which you can use to defeat them.
With Grafted Exoskeleton nekusar deals infect damage. So you just have to deal 10 damage to each opponent to win.
This deck works well against slow decks that have to build up and setup or voltron decks (because we have a lot of interaction). And of course it works very well against decks which draw a lot of cards.
Examples:
Really fast creature decks are a big pain for Nekusar. Also decks with tons of counterspells will be hard to beat. If your playgroup knows and fears Nekusar, you will probably be taken very seriously.
Examples:
There are 2 ways to make sure your opponents don't put too much pressure on you:
Build a solid defense with cards like No Mercy + have enough removal spells and counter spells in hand to defend your field.
Politics. My game depends a lot on who the strongest player is and how I get him not to attack me and increase the pressure on the other opponents. I often achieve this through agreements such as: "I won't destroy XY for you if you don't attack me" - sounds easy? It is, and it works very often.
Ultimately, the plan is not to look dangerous until you can be ;)
Two mana ramp and colour fixing
Three mana ramp and colour fixing -> also all lands produce every type of colour
Creates a treasure tokens for every artifact or enchantment on the board
Fast 0 mana ramp - get 1 colour for sacrificing it
Fast 0 mana ramp - 3 damage by coinflip
Fast 1 mana ramp - costs 4 mana to entap - 1 damage if its untapped
Fast 0 mana ramp and colour fixing
Fast 1 mana ramp
One mana ramp - produces blue or red for 1 damage
One mana ramp - produces blue or black for 1 damage
One mana ramp - produces black or red for 1 damage
Untapped land for colourles mana and tutor for Mana Crypt, Sol Ring or Mana Vault
Gives us additional carddraw for only one mana. It is stronger in lategame because of the cumultive upkeep costs.
The best card draw enchantment in my opinion - huge advantage because your opponents have to pay for every spell.
Wheel + discard / Draw 1 card less then you had in your hand.
Wheel + shuffle your hand into your libray and draw 7 cards / Flashback for only 3 mana
Every oponent has to draw 7 cards for every spell they play
Discard all cards from your hand and draw that many cards / you also got 2 other options to pick
3 mana creature with an tap ability to wheel / discard - draw cards equal to the highest amount which was discarded
3 mana creature with an tap and sac ability to wheel / discard - draw seven cards
Shuffle your hand into libraby and draw that many cards / Metalcraft: damage = number of drawn cards
Target player draws half their libraby and loses half their life - with an punishment its an single finisher card
Wheel + discard - you draw 7 cards / Can be cast for miracle costs
Steady wheel for each player - put your cards into your library and draw that many new.
Shuffle your hand and your GY into your libray - draw seven cards and exile the sorcery.
Any number of opponents discard their hands and draw seven new. You draw a card.
Each player discard their hand and draw seven new.
When Whirlpool Warrior enters the battlefield only you shuffle your hand into your library and draw that many cards. For one red mana and sacrifice every player shuffles their handy into the library and draw that many cards.
Each player discard their hand then draws equal to the greatest numver of discarded cards.
Each player discard their hand then draws equal to the greatest numver of discarded cards.
Every player shuffles their handy into the library and draw that many cards.
One mana enchantment, gets a counter for every opponent who lost 2 or more life. When its online, it deals 2 damage to an opponent for every card that goes into the GY.
Deals 1 damage for each card an opponent draws
Deals 1 damage for each card an opponent draws - if you have an red permanent
Deals 1 damage for each card an opponent draws and its as strong as many cards in your own hand.
Power house - 2 damage whenever an opponents draws a card and 2 life for you when you draw a card.
Deals 1 damage for each card a player draws and an additional card draw in draw step for each player.
Deals 1 damage for each card an opponent draws
A onesided boardwipe if you wheel - for each card that you discard, all opponent' creatures get -1/-1 till end of turn
Huge value if you discard cards - works like waste not but only for you.
Whenever an opponent discard a card he gets 2 damage.
Whenever an opponent discard a card he gets 2 damage.
Whenever an opoonent sacs or discard an permanent, you bring it back into play under your control.
Cheap enchantment - you get value if your opponent discard cards.
You get a counter for each card you draw - you can remove 8 counter at instant speed to get an 8/8 kraken.
You get a loyalty counter for each card you draw. Can create extrem strong token which gets +1/+1 for each card you draw.
Whenever a creature deals damage to you, you bring it back to the owner's hand.
The ultimate protection for nekusar - gives Magus of the Wheel or Whirlpool Warrior haste.
Opponents have to pay 2 mana for each creature that attack you.
Cheap exile spell for a creature or planeswalker - if you pay the cheap mana costs, the owner draws a card.
Destroys target artifact, creature or planeswalker.
You can cast it for 7 mana for the overload costs - brings every nonland permanent that you don't control back to the owner's hand.
Boardwipe which destroys all creatures in play.
One mana destroy removal for creatures. Owner gets an 3/3 ape.
Board wipe which gives all creatures -x/-x where x is the life you paid addiontally.
You can choose a new target for a speel which targets a permant of you.
The best free counterspell if your commander is one the battlefield.
The best free counterspell - you have to pay 1 life and exile a blue card from your hand.
Could be used as ramp too, if you target a very expensive spell of an opponent.
For 1 mana and 2 life put a card on top of your libraby.
For 1 mana put a card on top of your libraby - you have to reveal it.
For 1 mana and 2 life put a card on top of your libraby.
If you equip Nekusar, the Mindrazer with it, he deals infect damage. Its the easist way to kill lifegain players.
You don't have to discard your cards, instead you put it on top of your libraby.
Doubles the damage that permants you control deal to opponents. You can make him indestructable if you discard 2 cards.
1. How fast is this deck? How many turns does it take to do the setup? On what turn do you typically play Nekusar? How long after that does it take you to win?
2. How do you keep the pressure off?
3. You have a few pillowfort and "defence" cards, but that will only protect you from aggro strategies?
4. How do you deal with other strategies that deal incremental damage through non-combat?
5. Are you able to deal more damage than what a dedicated life gain deck can regain?
6. How badly is this deck hurt by stax pieces that limit card draw, like Spirit of the Labyrinth (among others)? How would you deal with this situation?
7. How important is it to have no max hand size? Most of your draw effects are wheels, so you discard your hand anyway.
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» | Revision 18 | May 26, 2023 | hollaz90 | |||
Revision 17 | May 26, 2023 | hollaz90 | ||||
Revision 16 | May 9, 2023 | hollaz90 | ||||
Revision 15 | April 26, 2023 | hollaz90 | ||||
Revision 14 | April 25, 2023 | hollaz90 | ||||
Revision 13 | April 12, 2023 | hollaz90 | ||||
Revision 12 | March 23, 2023 | hollaz90 | ||||
Revision 11 | February 7, 2023 | hollaz90 | ||||
Revision 10 | February 2, 2023 | hollaz90 | ||||
Revision 9 | February 2, 2023 | hollaz90 | ||||
Revision 8 | January 27, 2023 | hollaz90 | ||||
Revision 6 | January 23, 2023 | hollaz90 | ||||
Revision 5 | January 2, 2023 | hollaz90 | ||||
Revision 4 | September 20, 2022 | hollaz90 | ||||
Revision 3 | August 23, 2022 | hollaz90 | ||||
Revision 1 | August 21, 2022 | hollaz90 |