Still very, very rough. I want to have a basic idea dump to reference as I refine the idea a little bit, so here we go. Basic theme is hitting people. I'm trying to keep it a little smaller than the usual naya ramp-into-fatties deck because there are better ways to do that.
The themes are efficient creatures that are generally threatening on their own, burn for reach, and effects that make blocking difficult for my opponents. There are a few obvious problems right off the bat, notable a complete lack of card draw. I'll find a spot for some kind of mass removal (most likely Rolling Earthquake, so it can double as reach). I'm also going to want some kind of protection because I have a lot of threatening, vulnerable creatures. The creature base is largely put together from pet cards, old favorites, and cards I've been looking for excuses to play.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
With 10 legendary creatures already in the deck and a commander who grants haste and untaps, Captain Sisay is going to be able to put together quite the crew. Similarly, Yisan, the Wanderer Bard supports the value end of the deck and goes nuts with Samut around. Also, in a creature heavy Sunforger deck Boros Charm is pretty great. Having Sunforger be able to stuff a variety of sweepers is very strong. Since Samut already has double strike, though, there may be a better wrath-stopping white instant out there for you. Horizon Canopy provides a little color fixing and a little flood insurance.
I try and avoid repeatable tutors for the most part. I think Sisay is unquestionably a good card with plenty of targets here, but the deck will get stale very quickly if I get several tutors with Sisay (or Yisan) in a given game. Raw card advantage an redundant effects is generally good enough for my group and keeps me interested in the deck longer.
Boros Charm is probably showing up at some point. I like every mode there and it gives me protection and fits the burn as reach plan. Horizon Canopy is a good call too. Trying to shy away from too many colorless utility lands and keep basic count reasonable, but I think Canopy is a good call regardless of that.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
I was actually looking at Sisay and Yisan as raw card advantage spells since they tap for +1 card, but yeah, repeatable tutors really drain the fun out of 100 card highlander. If exploiting the legendary creatures is out then how about the non-legendaries? Kiki-Jiki, Mirror Breaker is a gigantic value engine that doubles up with Samut, though RRR is a little scary for a three color deck. However I think your mana base, being dope, can support it. Those filter-lands especially will be helpful. How are the check-lands working out for you? I wouldn't want to overload on the effect in this sort of deck, but maybe a single City of Brass would be worthwhile. Okina is already pretty good when you're trying to beat face and it gets substantially better when double strike is involved. I definitely think you're right to want to limit the number of C lands to help you actually cast your spells, but Yavimaya Hollow is a big one to consider.
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You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
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1 Samut, Voice of Dissent
//Creature
1 Angel of Jubilation
1 Archangel of Thune
1 Baneslayer Angel
1 Champion of Lambholt
1 Combat Celebrant
1 Dong Zhou, the Tyrant
1 Farhaven Elf
1 Heartless Hidetsugu
1 Hero of Bladehold
1 Inferno Titan
1 Iroas, God of Victory
1 Kalonian Hydra
1 Kamahl, Pit Fighter
1 Knight of the Reliquary
1 Legion Loyalist
1 Linvala, Keeper of Silence
1 Markov Blademaster
1 Mirran Crusader
1 Mother of Runes
1 Odric, Lunarch Marshal
1 Ogre Battledriver
1 Sakura-Tribe Elder
1 Stormbreath Dragon
1 Tajic, Blade of the Legion
1 Thalia, Heretic Cathar
1 Verdurous Gearhulk
1 Wild Beastmaster
1 Wolfir Silverheart
1 Wood Elves
1 Xenagos, God of Revels
1 Yuan Shao, the Indecisive
1 Always Watching
1 Beastmaster Ascension
1 Gruul War Chant
1 War Cadence
//Instant
1x Beast Within
1x Gruul Charm
1x Lightning Bolt
1x Master Warcraft
1x Naya Charm
1x Order // Chaos
1x Path to Exile
1x Price of Progress
1x Swords to Plowshares
1x Wear // Tear
//Sorcery
1 Acidic Soil
1 Chain Lightning
1 Insult // Injury
1 Farseek
1 Nature's Lore
1 Rampant Growth
1 Three Visits
1 Treacherous Terrain
1 Waves of Aggression
//Artifact
1x Mage Slayer
1x O-Naginata
1x Sunforger
//Planeswalker
1x Arlinn Kord
1x Elspeth, Knight-Errant
1 Arid Mesa
1 Clifftop Retreat
1 Command Tower
1 Fire-Lit Thicket
6 Forest
1 Kessig Wolf Run
6 Mountain
5 Plains
1 Plateau
1 Reflecting Pool
1 Rootbound Crag
1 Rugged Prairie
1 Sacred Foundry
1 Savannah
1 Skarrg, the Rage Pits
1 Slayers' Stronghold
1 Stomping Ground
1 Strip Mine
1 Sunhome, Fortress of the Legion
1 Sunpetal Grove
1 Taiga
1 Temple Garden
1 Wasteland
1 Windswept Heath
1 Wooded Bastion
1 Wooded Foothills
The themes are efficient creatures that are generally threatening on their own, burn for reach, and effects that make blocking difficult for my opponents. There are a few obvious problems right off the bat, notable a complete lack of card draw. I'll find a spot for some kind of mass removal (most likely Rolling Earthquake, so it can double as reach). I'm also going to want some kind of protection because I have a lot of threatening, vulnerable creatures. The creature base is largely put together from pet cards, old favorites, and cards I've been looking for excuses to play.
Boros Charm is probably showing up at some point. I like every mode there and it gives me protection and fits the burn as reach plan. Horizon Canopy is a good call too. Trying to shy away from too many colorless utility lands and keep basic count reasonable, but I think Canopy is a good call regardless of that.