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Neheb, the Eternal

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 cost3 genericredred
  • 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 red 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.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

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

Wizards of the Coast 14 Jul 2017

Afflict causes the defending player to lose life; it's not damage or combat damage.

Wizards of the Coast 14 Jul 2017

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.

Wizards of the Coast 14 Jul 2017

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.

Wizards of the Coast 14 Jul 2017

Damage dealt to a player causes that player to lose that much life.

Wizards of the Coast 14 Jul 2017

If an opponent loses life and subsequently loses the game before your postcombat main phase, Neheb's last ability counts that loss of life.

Wizards of the Coast 14 Jul 2017

If an opponent loses life but Neheb leaves the battlefield before your postcombat main phase begins, its last ability doesn't trigger.

Wizards of the Coast 14 Jul 2017

If multiple creatures block a creature with afflict, afflict triggers only once.

Wizards of the Coast 14 Jul 2017

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.

Wizards of the Coast 14 Jul 2017

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}.

Wizards of the Coast 14 Jul 2017

You get a postcombat main phase even if no creatures attacked during a turn. Neheb's last ability will trigger.

Wizards of the Coast 28 Jul 2023

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 ↗

Similar Commanders

Commanders that share the most with Neheb, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.Big ManaBig Mana decks build up far more mana than usual, then spend it on huge spells. Some are X spells, which have X in their cost and get stronger the more mana you put in.Open the Big Mana pageBig ManaProduces several mana at once from a single source, rather than the one extra mana most acceleration gives you. That surplus is what lets a deck cast something enormous far ahead of schedule. Compare Ramp, which is a reusable source you build up over time, and Burst Mana, which pays out once and is then gone. Cabal Coffers, Nykthos, Shrine to Nyx, Savage VentmawOpen the Big Mana pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets meanGroup SlugGroup Slug decks hurt every player at the table at once, then make sure they can survive the pain better than anyone else. Typical cards make each player take damage or lose life whenever they draw, cast a spell or tap a land for mana.Open the Group Slug pageGroup Slug / PunisherDeals damage or drains life from every opponent at once, or forces a choice where each option hurts. It usually sits on a permanent and fires over and over rather than doing it a single time. ManabarbsOpen the Group Slug / Punisher page