Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
Neyith turns combat into a card-advantage engine: pump a creature with her doubling ability and force it to be blocked, then untap-attack with a wide or tall board while drawing cards off fights and forced blocks. You ramp into big creatures, use fight spells to draw and remove blockers, and close with trample or overwhelming combat damage.
Repeatable card draw from every fight spell and forced block keeps your hand full
Power-doubling plus 'must be blocked' makes one creature trade for a blocker while you connect elsewhere
Fight effects double as removal and card draw, smoothing both halves of Gruul's game
Cheap commander that immediately advances the board without needing to commit a huge investment
Wraths and spot removal undo your investment and shut off the draw engine
No evasion or protection baked in—decks with strong blockers or fliers stonewall you
Forcing a block can backfire against deathtouch, big bodies, or sacrifice value
Gruul lacks easy tutors and interaction, so you can stumble against combo and control
Repeatable fight outlet that converts mana into removal and Neyith card draw every turn.
Pugnacious Hellkite
Built-in fight ability and big trampling body that synergizes perfectly with the doubling and draw triggers.
Add efficient ramp (Birds of Paradise, Cultivate, mana rocks) and tutorable fight payoffs to make the engine consistent. Lean into evasion and trample enablers like Rancor or Nylea so forced blocks don't just stall, and include protection such as Heroic Intervention and Snakeskin Veil to defend your doubled threats. Top-end finishers like Craterhoof Behemoth and Triumph of the Hordes convert your card advantage into immediate kills.