
Trample
Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
Suit up Neheb, connect for combat damage, then loot away dead cards to refill your hand and generate a pile of red mana that lasts all turn. Dump that mana into X-spells, big haymakers, or extra combat steps to snowball into a one-turn kill. The deck plays as a mono-red voltron/spellslinger hybrid that turns one good attack into an explosive second main phase.
Add fast mana and rituals (Mana Crypt, Jeska's Will, Mana Geyser) to extend explosive turns, plus strong evasion/protection like Lightning Greaves and Whispersilk Cloak to keep Neheb connecting. Tighten the combo package with Aggravated Assault and Hellkite Charger, and upgrade card filtering with wheels (Wheel of Fortune, Wheel of Misfortune). Finally, prioritize cheap interaction (Pyroblast, Abrade, Blasphemous Act) so a single board wipe doesn't end your game.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (R), by popularity.