- Commander Nexus
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- Neriv, Heart of the Storm
Command zone
Neriv, Heart of the Storm
Legendary Creature — Spirit Dragon
Neriv wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Dragons or Spirits.
- Mana cost
- White, Black, Red ()
- Power / toughness4 / 5
- RarityMythic
Flying
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
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Cards That Fit Neriv, Heart of the Storm
Picked for what they do in Neriv's deck. When two cards do the same job, the one with the lower comes first. All of them fit Neriv'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.
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plan6
Does what Neriv, Heart of the Storm does6
Rulings for Neriv, Heart of the Storm
explain how Neriv 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
If another effect (or effects) modifies how much damage a creature you control that entered this turn would deal (for example, by preventing some of that damage), the player being dealt damage or the controller of the permanent being dealt damage chooses the order in which any such effects, including the effect of Neriv’s last ability, apply. If all of the damage is prevented before the effect of Neriv’s last ability would apply, its effect no longer applies.
If damage dealt is being divided or assigned among multiple permanents or players, that damage is divided or assigned before any effects modify how much damage would be dealt. For example, say you control Neriv and you attack an opponent with a 5/5 creature with trample and haste that entered this turn. If it’s blocked by a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. Those amounts are then doubled to 4 and 6, respectively.
The damage is dealt by the same source as the original source of damage. The doubled damage isn’t dealt by Neriv unless it was the original source of damage.
3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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