Nevermore | Innistrad | Art by Jason A. Engle
29, Sep, 26

Forgotten $1 Enchantment Locks Out Opposing Commanders

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Quoth the Raven...

While there are plenty of answers to most problems in Magic’s Commander format, dealing with other Commanders themselves tends to be a tricky proposition. By virtue of the command zone, all Commanders are at least partially removal-resistant. Some, like Derevi, Empyrial Tactician Derevi, Empyrial Tactician Derevi, Empyrial Tactician Flying
When Derevi enters and whenever a creature you control deals combat damage to a player, you may tap or untap target permanent.
{1}{G}{W}{U}: Put Derevi onto the battlefield from the command zone.
, even have abilities that remove the usual Commander tax downside in these scenarios.

Fortunately, outs to enemy Commanders do exist, they just tend to be a bit under-the-radar for the most part. This week, one such out, the powerful Nevermore from way back in Innistrad, is back in the MTG spotlight.

Nevermore MTG

Nevermore MTG

A new video from content creator Chillcanmagic has brought Nevermore into the conversation this week, as an underused anti-Commander option. Since it prevents any named card from being cast, you can simply name a Commander that hasn’t hit the board yet, and it’ll be locked out of the game for good.

Unless your opponent can remove Nevermore, or use a niche piece like Command Beacon Command Beacon Command Beacon {T}: Add {C}.
{T}, Sacrifice this land: Put your commander into your hand from the command zone.
or Netherborn Altar Netherborn Altar Netherborn Altar {T}, Put a soul counter on this artifact: Put your commander into your hand from the command zone. Then you lose 3 life for each soul counter on this artifact. to get their Commander out of the command zone, it’s not coming down at all. This is great against the majority of decks, but particularly those that are heavily Commander-dependent, like Fire Lord Azula Fire Lord Azula Fire Lord Azula Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
. For this reason, it’s at its best in a metagame where you know your opponents’ decks well, and can leverage that information to make the best Nevermore pick possible.

Speaking of information, Nevermore can also expand its reach far beyond just Commanders if you have enough of it. In new pods, cards that reveal information, like Telepathy Telepathy Telepathy Your opponents play with their hands revealed. and Seer’s Vision Seer’s Vision Seer’s Vision Your opponents play with their hands revealed.
Sacrifice this enchantment: Look at target player's hand and choose a card from it. That player discards that card. Activate only as a sorcery.
, let you essentially ‘snipe’ key cards from opponents’ hands with Nevermore.

Because Nevermore is an enchantment, you can even bounce it back to your hand with cards like Sunpearl Kirin Sunpearl Kirin Sunpearl Kirin Flash
Flying
When this creature enters, return up to one other target nonland permanent you control to its owner's hand. If it was a token, draw a card.
, or blink it with The Mind Stone The Mind Stone The Mind Stone Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
, to switch targets when needed. It works particularly well with enchantment Clone Clone Clone You may have this creature enter as a copy of any creature on the battlefield. effects, like Calix, Guided by Fate Calix, Guided by Fate Calix, Guided by Fate Constellation — Whenever Calix or another enchantment you control enters, put a +1/+1 counter on target creature.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
and Estrid’s Invocation Estrid’s Invocation Estrid’s Invocation You may have this enchantment enter as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control." , since those let you keep multiple cards locked out at once. Heck, with enough ramp you can do this early and lock out all other Commanders for the entire game.

No Spells, No Problems

Nevermore MTG Combo Line

Nevermore has plenty of utility as a fair card, but it also forms part of one of the most absurd combos Commander has ever seen. If you pair it up with Myojin of Cryptic Dreams Myojin of Cryptic Dreams Myojin of Cryptic Dreams Myojin of Cryptic Dreams enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Cryptic Dreams: Copy target permanent spell you control three times. (The copies become tokens.)
, Deepglow Skate Deepglow Skate Deepglow Skate When this creature enters, double the number of each kind of counter on any number of target permanents. , and a Flash granter like High Fae Trickster High Fae Trickster High Fae Trickster Flash (You may cast this spell any time you could cast an instant.)
Flying
You may cast spells as though they had flash.
, you can use Nevermore to prevent any spells from being cast in the future.

To pull this off, you’ll need to first get Myojin and Trickster into play, and Proliferate a second Indestructible counter onto Myojin with something like Thrummingbird Thrummingbird Thrummingbird Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
. Next, you’ll want to cast Nevermore and, holding priority, cast Deepglow Skate on top of it. Remove one of Myojin’s Indestructible counters, and you can copy Skate three times. Let these copies resolve, each targeting Myojin, and it’ll end up with eight Indestructible counters in total.

Since the original Deepglow Skate is still on the stack at this point, you can remove seven Indestructible counters from Myojin to create 21 copies of it on the stack, then repeat infinitely. This will give you infinite Skates, and infinite counters on Myojin. Once you reach this point, you can remove the counters to copy Nevermore, which is still on the stack as well, infinite times. As each enters, you can name a different card, thus locking out every spell in Magic.

From here, your opponents will only be able to attack or use abilities, making your victory all but assured given your infinite army of 3/3s. While this is definitely a mana-intensive combo, costing a whopping 20 mana to pull off all in one turn, you can space things out by playing Myojin and Trickster on earlier turns. This combo can also be pulled off entirely at instant speed, if you drop Trickster first, which means it fits well in decks running Seedborn Muse Seedborn Muse Seedborn Muse Untap all permanents you control during each other player's untap step. and such.

A Long-Forgotten Gem

Long-Forgotten Gohei | Champions of Kamigawa | Art by Alan Pollack
Long-Forgotten Gohei | Champions of Kamigawa | Art by Alan Pollack

Given how powerful some modern Commanders are, with new additions like Vivi Ornitier Vivi Ornitier Vivi Ornitier {0}: Add X mana in any combination of {U} and/or {R}, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
and Y’shtola, Night’s Blessed Y’shtola, Night’s Blessed Y’shtola, Night’s Blessed Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
dominating the EDHREC charts, you’d expect Commander hate like Nevermore to be quite widely-played. This is especially true in Nevermore’s case, since it’s probably the best option in its category, surpassing Meddling Mage Meddling Mage Meddling Mage As this creature enters, choose a nonland card name.
Spells with the chosen name can't be cast.
in resilience and Gideon’s Intervention Gideon’s Intervention Gideon’s Intervention As this enchantment enters, choose a card name.
Your opponents can't cast spells with the chosen name.
Prevent all damage that would be dealt to you and permanents you control by sources with the chosen name.
in efficiency. That said, the card actually sees very little play in Commander overall, only showing up in 5,540 decks by EDHREC numbers.

This puts Nevermore firmly into the hidden gem category, which, fortunately, gives it a price tag to match. Despite being a single-printing rare from 15 years ago, you can grab near-mint copies of Nevermore on TCGplayer for just $1 right now. At this price point it’s an easy pickup for any kind of more controlling white deck, and a fun way to troll your entire table if you want to pursue the wild combo line above.

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