
Nekusar, the Mindrazer
Color Identity
Details
Mana Value
5
Popularity
#532
of 3,466 commanders · via EDHREC
Card Text
Legendary Creature — Zombie Wizard
At the beginning of each player's draw step, that player draws an additional card.
Whenever an opponent draws a card, Nekusar deals 1 damage to that player.
2/4
Playstyle
Control · Steady · Group influence · Incremental wins
- Aggression
- 3 of 5
- Speed
- 2 of 5
- Interaction
- 4 of 5
- Combat
- 1 of 5
- Engine
- 4 of 5
- Complexity
- 2 of 5
Card Price
Strategy Guides
Card Draw Strategy Guide
Card Draw decks are for players who want a full hand to be the engine, the protection, and eventually the win condition. This strategy wants to draw extra cards every turn, using card draw commanders, repeatable engines, wheels, and draw payoffs, to win through card advantage EDH plans such as damage triggers, stocked interaction, or superior late-game resources. Unlike Control, it is not only answering threats, and unlike Spellslinger it cares about the draw event more than the spell cast. The best card draw commanders either refill you directly or convert each extra card into pressure.
Group Hug Strategy Guide
Group Hug decks are for players who want table politics to matter as much as board position. This strategy wants to give everyone extra cards, lands, or mana, using group hug commanders and symmetrical resource effects, to win through political leverage, hidden payoffs, or a carefully timed finish. Unlike Lifegain, it does not make your own life total the engine; it gives resources away and tries to profit from who uses them. The best political decks EDH players remember are frank about the risk: your gifts can help the wrong player first.
Combo Strategy Guide
Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.
Control Strategy Guide
Control decks are for players who enjoy deciding which threats matter, spending answers carefully, and winning after the table has slowed down. This strategy wants to stabilize the game, using control commanders, counterspells, removal, sweepers, and card-draw engines, to win through a protected finisher, planeswalker, combo finish, or long-term card advantage. Unlike Stax, Control answers threats on the stack or battlefield instead of locking everyone out of resources. The best control decks EDH players build accept that multiplayer control cannot counter everything, so they lean on sweepers and engines that trade across several opponents.
Appears in These Collections
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| # | Commander | Identity | Strategy | Price |
|---|---|---|---|---|
| 01 | Mill | $1.76 | ||
| 02 | Extra Combats | $0.66 | ||
| 03 | Treasure | $41.73 | ||
| 04 | Aristocrats | $4.61 | ||
| 05 | Lands Matter | $13.07 | ||
| 06 | Group Hug | $7.26 | ||
| 07 | Equipment | $7.99 | ||
| 08 | +1/+1 Counters | $2.70 |








