
Flying
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
Flood the board with hasty or freshly-arrived creatures and turn their first hit into a death blow — Neriv doubles all combat and noncombat damage from creatures that entered the battlefield this turn. You go wide and fast in Mardu colors, leveraging haste enablers, blink/flicker, and ETB or attack-trigger damage to burst opponents down before they stabilize.
Add more reliable haste (Hammer of Purphoros, Anger, Hall of the Bandit Lord) and extra-combat effects (Aggravated Assault, Aurelia) to maximize doubled swings. Lean into recursion and protection — Boros Charm, Heroic Intervention, and a few blink outlets like Conjurer's Closet keep your enablers entering each turn. Tighten the mana base with fast lands and rocks so Neriv plus a haste enabler can land early and end games fast.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite damage to one opponent
→ Infinite damage to one opponent
Combos via Commander Spellbook.
Same color identity (BRW), by popularity.