Neheb, the Eternal – MTG Proxy Hour of Devastation

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Neheb, the Eternal

3 generic manaRed manaRed mana

Mana value: 5 · Color identity: Red

Legendary Creature — Zombie Minotaur Warrior

Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of each of your postcombat main phases, add Red mana for each 1 life your opponents have lost this turn.

Power / toughness: 4 / 6

"This is what glory looks like."
—Nicol Bolas

Flavor text may vary by printing.

Card format legality
Commander
Legal
Modern
Legal
Pioneer
Legal
Standard
Not legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 11
  1. 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.
  2. 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.
  3. You get a postcombat main phase even if no creatures attacked during a turn. Neheb's last ability will trigger.
  4. If an opponent loses life but Neheb leaves the battlefield before your postcombat main phase begins, its last ability doesn't trigger.
  5. 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 Red manaRed mana.
  6. Damage dealt to a player causes that player to lose that much life.
  7. 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.
  8. If multiple creatures block a creature with afflict, afflict triggers only once.
  9. Afflict causes the defending player to lose life; it's not damage or combat damage.
  10. 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.
  11. If an opponent loses life and subsequently loses the game before your postcombat main phase, Neheb's last ability counts that loss of life.

Updated

Deal three damage to each of three opponents, then begin your postcombat main phase with Neheb, the Eternal in play: that nine life lost becomes nine red mana. Neheb rewards damage spread across the table, making small multiplayer burn effects into fuel for a much larger second half of the turn.

The count includes life opponents lost for any reason during the turn, not just damage from Neheb or from sources you control. Combat, a burn spell, and an opponent's life payment can all contribute. His afflict ability even makes blocking him costly: becoming blocked causes the defending player to lose three life, which can feed the later mana trigger.

Purphoros, God of the Forge offers a productive partnership. Creature entries damage every opponent before Neheb converts the combined life loss into mana. You can use that mana to cast more creatures, pay for an expensive Dragon, or launch a large Comet Storm. The timing creates a natural sequence: establish damage first, then spend the resulting mana after combat.

Aggravated Assault adds another route. Its extra combat is followed by another main phase, giving Neheb another postcombat main phase in which to trigger. If enough life has been lost and the setup remains intact, his mana can finance repeated Assault activations. You do not need fresh damage in every combat for earlier life loss that turn to remain part of the count.

Neheb is especially useful when your deck already wants table-wide damage. Keep some plays affordable without his trigger, though: removing him before the postcombat main phase can leave an ambitious hand waiting for mana that never arrives.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
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