Arcane Foundry › Commanders › Neheb, the Worthy
Neheb, the Worthy
Legendary Creature — Minotaur Warrior · {1}{B}{R} · Black/Red commander
First strike
Other Minotaurs you control have first strike.
As long as you have one or fewer cards in hand, Minotaurs you control get +2/+0.
Whenever Neheb deals combat damage to a player, each player discards a card.
Build a Neheb, the Worthy deck →
What Neheb, the Worthy actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · deals_damageWhenever Neheb deals combat damage to a player, each player discards a card.
- Static ability · keyword_grantOther Minotaurs you control have first strike.
- Static ability · lordAs long as you have one or fewer cards in hand, Minotaurs you control get +2/+0.
- Keyword · first strikefirst strike
What a Neheb, the Worthy deck needs
Plays as minotaur typal. What the commander asks of the other 99 — read from the card and checked by hand.
- creatures that profit from first strike (it grants the team it)
- minotaur creatures (its text counts them)
- evasion and protection for the commander (the trigger needs its combat damage to connect)
The Neheb, the Worthy deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 11× Make the commander connect — a body that never deals combat damage never triggers
- 30× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Neheb, the Worthy
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Make the commander connect — a body that never deals combat damage never triggers
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Goblin War Drums3 mana
- Akroma's Memorial7 mana
- Archetype of Aggression3 mana
- Sonorous Howlbonder3 mana
- Beamtown Beatstick1 mana
- Sticky Fingers1 mana
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Glint-Horn Buccaneer3 mana
- Gnarled Scarhide1 mana
- Wee Champion1 mana
- Sardian Cliffstomper2 mana
- Gornog, the Red Reaper3 mana
- Anaba Ancestor2 mana
- Bloodrage Brawler2 mana
- Burning-Fist Minotaur2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Terminate2 mana
- Fatal Push1 mana
- Bitter Triumph2 mana
- Black Sun's Twilight1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Bontu's Last Reckoning3 mana
- Street Spasm1 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Herald's Horn3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- Professional Face-Breaker3 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
Get ahead on mana
- Sol Ring1 mana
- Rakdos Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana