Hello and welcome to Daily Commander!
Today we are going to be talking about Neyith of the Dire Hunt!

Neyith is a four mana 3/3 with whenever one or more creatures you control fight or become blocked you draw a card and at the beginning of combat your turn you may 2 and either a red or a green to double target creature’s power and that creature must be blocked this combat if able.
Fight is an interesting mechanic to build around because it is one of green’s few creature removal options.
The best way we can build around fight in this instance is to make sure that we have big enough creatures and take advantage of us drawing cards.

First thing we need to do is get an abundance of fight spells, and those are thankfully not to hard to come by.
Tail Swipe is an instant speed fight spell that can potentially give a creature of yours a +1/+1 counter if you cast it on the main phase, but the instant speed is a good bonus to have in a pinch.
For one more mana you also have access to Prizefight as an instant speed fight spell that also gives you a Treasure token.
Two mana fight spells at instant speed are in abundance with cards like Pit Fight and Pounce, but they have no other upside so keep that in mind. Bushwhack is a one mana fight spell at sorcery that is modal and allows you to either search for a land or fight, which is more in line of what we’re looking for despite it being a sorcery.

The next important thing is to take advantage of the fact that we should be drawing a lot of cards because of fight effects.
Maro is the classic example of this because their power and toughness is based off of the number of cards you have in your hand, which if we are drawing a lot because of the fight spells, should be massive.
We also have Psychosis Crawler, whose power is dictated by the number of cards in your hand, but it deals 1 damage to each opponent whenever you draw a card, which again should be often.
The more cards we draw then cards like Bulwark should also be more and more effective because if our opponents can’t keep up with our card draw or do the sensible thing like block our creatures when we attack, then they will take additional damage from it.
If we want to get that to be more consistent, then playing cards like Cursed Rack could be worth considering.
We also have access to a powerful ritual in Inner Fire, which should give us a ton of mana with all the cards we have in our hand.

In so far as how we win the game, we need to take advantage of Neyith’s ability in forcing a lure effect on our creatures.
Anzrag, the Quake-Mole is the vector for making this work because if they are blocked we get an extra combat phase, which if we force the need for Anzrag to be blocked by Neyith’s ability and pair with a cheap indestructible spell like Tyvar’s Stand, then we can potentially have multiple combat phases.
Add in ways to add trample like Garruk’s Uprising, then all of our creatures that should be massive because of our hand size have trample and through multiple combat phases should clean up our opponents.
We can also chip away at our opponents whenever a creature gets blocked with cards like Close Quarters and Battle Strain or we can even clear a field with something like Dissension in the Ranks.
Neyith is a Commander that is an enabler, allowing you to draw cards whenever you play a fight spell or get blocked, meaning you always have something in hand to deal with a situation or help advance your game plan.
Fight is not the most powerful mechanic, but it can be used to great effect.
Thank you for reading, see you tomorrow for the next Daily Commander!
Peace,
From, J.M. Casual





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