
Flying, deathtouch
When Neriv enters, create two 1/1 red Goblin creature tokens.
Whenever Neriv attacks, exile a number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.
Neriv is an aggressive Mardu tokens-and-impulse-draw deck: flood the board with a variety of differently-named tokens, swing in with Neriv (or any commander) and exile a fistful of cards you can cast that turn. You win by snowballing wide attacks while your token diversity fuels card advantage that mono-colored decks can't match.
Prioritize tokens with unique names (Ophiomancer, Bitterblossom, Hangarback Walker, Lingering Souls) over single-name swarms to maximize impulse draw. Add anthems and Aristocrats payoffs (Cathars' Crusade, Impact Tremors, Bastion of Remembrance, Skullclamp) plus efficient ramp and protection like Swiftfoot Boots to keep Neriv attacking. Tighten the curve and add a board-wipe insurance package so a single Wrath 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 (BRW), by popularity.