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.
Doubles damage from any creature that entered this turn, including big hasty attackers and damage-dealing ETBs
Mardu colors give access to the best removal, haste enablers, and aggressive token makers
Rewards blink and recursion loops since 're-entering' creatures qualify each turn
Can pressure all three opponents quickly and close games out of nowhere
The doubling only applies to creatures that entered this turn, so static board presence gives no benefit
Highly creature-dependent, so wraths and spot removal hit you hard
Neriv himself is a 4-mana enabler that does little the turn he's cast without haste
No card advantage engine built in — can run out of gas after a board wipe