- Commander Nexus
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- Neheb, the Eternal
Command zone
Neheb, the Eternal
Legendary Creature — Zombie Minotaur Warrior
Neheb, the Eternal wants a deck that makes huge amounts of mana for giant spells. It also suits a deck that hurts every player at once and outlasts the pain.
- Mana cost
- Red ()
- Power / toughness4 / 6
- RarityMythic
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of each of your postcombat main phases, add for each 1 life your opponents have lost this turn.
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- Archetypes
Cards That Fit Neheb, the Eternal
Picked for what they do in Neheb's deck. When two cards do the same job, the one with the lower comes first. All of them fit Neheb's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
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plan6
Rulings for Neheb, the Eternal
explain how Neheb works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Afflict causes the defending player to lose life; it's not damage or combat damage.
Afflict resolves before combat damage is dealt. If this loss of life brings a player to 0 life or less, that player loses the game immediately. A blocking creature with lifelink won't deal combat damage in time to save that player.
Because it triggers at the beginning of a phase, Neheb's last ability isn't a mana ability. It uses the stack and can be countered by effects that interact with triggered abilities, such as that of Nimble Obstructionist.
Damage dealt to a player causes that player to lose that much life.
If an opponent loses life and subsequently loses the game before your postcombat main phase, Neheb's last ability counts that loss of life.
If an opponent loses life but Neheb leaves the battlefield before your postcombat main phase begins, its last ability doesn't trigger.
If multiple creatures block a creature with afflict, afflict triggers only once.
If you somehow have more than two main phases in a turn, each main phase after your first one is a postcombat main phase, and Neheb's last ability triggers at the beginning of each of them.
Neheb's ability checks only how much life opponents lost during the turn, not by how much their life total decreased compared to the start of the turn. For example, if an opponent lost 2 life and then gained 8 life before your postcombat main phase, you'll add {R}{R}.
You get a postcombat main phase even if no creatures attacked during a turn. Neheb's last ability will trigger.
If a creature is attacking a planeswalker, that planeswalker's controller is the defending player. If a creature is attacking a battle, that battle's protector is the defending player.
11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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