I don't like Sarkhan Vol. You don't run enough creatures to make him super good. I'd cut the two of him, Increase a Chandra, Garruk, or Vengeant. Also I would do:
-4 Mindstone
+3 Fertile Ground
+1 Land
23 lands with no turn 1 accelerator is too risky. You'll open too many games with not enough lands in hand. Mindstone is good for the card draw but getting the extra mana with Garruk could be gamebreaking. You're is an aggro based planeswalker deck, however, I still think you need some form of sweepers. Maybe 4 Fallout, 1 Wrath, 1 Martial Coup because Fallout doesn't kill yourguys...
Edit: I think Blue is a backbone of the deck. Jace is awesome. Cryptic Command is awesome, etc...
Okay, i'll try to remake the deck and see what it got.
For the accelerators, maybe i'll change Fertile with the new one which has shroud as soon as ARB is out. Actually for Volcanic Fallout, it kills the Finks and Elspeth's Soilder. But i'll try it also, if it's not good, then i'll put *** in it.
Sorry i don't really like blue color, coz it's a bit control and i don't think i can get any Jace or Cryptic Command, they're too expensive.
Thanks by the way!
No problem. You don't need to do blue if you don't like it, but this deck needs some form of sweeper to handle early threats. Also if you're intent on making a sideboard, move the Path to Exiles and the Celestial Purge to the sideboard and put in Condemns. You usually don't care about creatures unless they're attacking you. You can move them in for things like Mistbind Clique or something that terrifies you without attacking. You really don't want the opponent accelerating into something crazy too fast.
The new enchantment doesn't work by the way. I'd rather have mindstone. You can't untap that land with Garruk(it has shroud). Martial Coup synergies well with Garruk, try running one or two.
Finally, if you don't like black then try running Liliana Vess. Running 2 of her over the two Vols will be really good too.
Finally, if you're going to run red put in one or two Banefire. Topdecking it will win games for you. Also, when ARB comes out I'd go -4 Finks for +4 Spellbreaker Behemoth. It may not be as good in the life gain, but it can't be countered by decks that run blue and if you get the Fertile Ground can be played turn 3 to protect your Thoctar when it's coming down on turn 4. Just a few ideas for you.
How is the Liege treating you? I think it should be a sideboard card but that may just be me. If it's winning games for you then keep playing it!
Also perks of running black
Terror
Nameless Inversion
Shriekmaw(really good)
Doran(over thoctar?)
Terminate
Bituminous Blast(free planeswalker please?)
Liliana Vess
and there are a LOT more. The creature removal is probably better in black...
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I don't like Sarkhan Vol. You don't run enough creatures to make him super good. I'd cut the two of him, Increase a Chandra, Garruk, or Vengeant. Also I would do:
-4 Mindstone
+3 Fertile Ground
+1 Land
23 lands with no turn 1 accelerator is too risky. You'll open too many games with not enough lands in hand. Mindstone is good for the card draw but getting the extra mana with Garruk could be gamebreaking. You're is an aggro based planeswalker deck, however, I still think you need some form of sweepers. Maybe 4 Fallout, 1 Wrath, 1 Martial Coup because Fallout doesn't kill yourguys...
Edit: I think Blue is a backbone of the deck. Jace is awesome. Cryptic Command is awesome, etc...
Naya is running for consistency
therefore sac U and B
Okay, i'll try to remake the deck and see what it got.
For the accelerators, maybe i'll change Fertile with the new one which has shroud as soon as ARB is out. Actually for Volcanic Fallout, it kills the Finks and Elspeth's Soilder. But i'll try it also, if it's not good, then i'll put *** in it.
Sorry i don't really like blue color, coz it's a bit control and i don't think i can get any Jace or Cryptic Command, they're too expensive.
Thanks by the way!
Fink is good in the removal heavy enviroment since it will net you life regardless. gives you better board position after you sweep the board
No problem. You don't need to do blue if you don't like it, but this deck needs some form of sweeper to handle early threats. Also if you're intent on making a sideboard, move the Path to Exiles and the Celestial Purge to the sideboard and put in Condemns. You usually don't care about creatures unless they're attacking you. You can move them in for things like Mistbind Clique or something that terrifies you without attacking. You really don't want the opponent accelerating into something crazy too fast.
The new enchantment doesn't work by the way. I'd rather have mindstone. You can't untap that land with Garruk(it has shroud). Martial Coup synergies well with Garruk, try running one or two.
Finally, if you don't like black then try running Liliana Vess. Running 2 of her over the two Vols will be really good too.
Finally, if you're going to run red put in one or two Banefire. Topdecking it will win games for you. Also, when ARB comes out I'd go -4 Finks for +4 Spellbreaker Behemoth. It may not be as good in the life gain, but it can't be countered by decks that run blue and if you get the Fertile Ground can be played turn 3 to protect your Thoctar when it's coming down on turn 4. Just a few ideas for you.
How is the Liege treating you? I think it should be a sideboard card but that may just be me. If it's winning games for you then keep playing it!
Also perks of running black
Terror
Nameless Inversion
Shriekmaw(really good)
Doran(over thoctar?)
Terminate
Bituminous Blast(free planeswalker please?)
Liliana Vess
and there are a LOT more. The creature removal is probably better in black...
as far liege goes..it is actually a decent sb against 5cc, decks that run discard.
namely Scepter of Fugue, mind shatter, ..etc comes in free of cost and boost up beast and soldier tokens
That's what I said. It seems like a more sideboard card...
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I still use Thoctar because 3 mana for 5/4 is kinda sucks. And i put only 1 *** because there will be Dauntless Escort which will take no effect from ***.
How do you think?
erm...treefolk deck shouldn't be a problem tho..if you have sufficient amount of spot removal. Dauntless also means that fallout can't hit them
Aha. Actually Dauntless Escort isn't really a problem for me, since i can remove it with PtE, Ajani Vengeant, Naya Charm or Chandra.
But i'm still not sure for the lands and other spells. Is it good enough? I haven't tested it yet.
I still don't like your removal suite. I'd go Condemns and Incinerates....try it?
Also -1 Fallout +1 Wrath.
Dauntless Escort...Doesn't he just lose to Hallowed burial?
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I still don't like your removal suite. I'd go Condemns and Incinerates....try it?
Also -1 Fallout +1 Wrath.
Dauntless Escort...Doesn't he just lose to Hallowed burial?
Hmm... So what you're saying is this:
-3 Path to Exile
-4 Naya Charm
-1 Volcanic Fallout
+3 Condemn
+4 Incinerate
+1 Wrath of God?
Okay then. Tomorrow i'll try to have duels with Bant Aggro, Blightning or 5CC in my metagame. Wish me a good luck.
No, keep the Naya Charms, I like them. You put either Condemns or Incinerates in. Naya Charms regrowth ability is what makes it your winner here. Run a misers banefire too. It'll help.
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I wanna ask a question. When we use Sarkhan's Threaten ability, and in the end of turn we use Path to Exile to that creature, then we search for a basic land. How bout Condemn? Do we gain the life or opponent?
I wanna ask a question. When we use Sarkhan's Threaten ability, and in the end of turn we use Path to Exile to that creature, then we search for a basic land. How bout Condemn? Do we gain the life or opponent?
yeah you search for land w/ pte.
for condemn, you put the creature on bottom of the OWNER (not you, since you're the controller in this situation) library and you gain life.
I think this thread should be two threads; Naya and 5c Walkers, since they are very different decks. Although, I obviously think that 5c is just strictly better.
As for people playing blue (or considering playing blue), it should be noted that the best two cards in the deck are Cryptic Command and Jace Beleren by far, and that any less than 4 of both is foolish.
Hey guys I'm back again and had tested the new deck. And it goes:
3 - 1 v Elfball
won by: lots of removal like Fallout and ***, the walkers also came a lot, and Naya Charm when opponent use Overrun
lost by: no removal
3 - 4 v Blightning
won by: opponent had no creatures, Garruks made lots of Beasts
lost by: Demigod when PtE was not in my hand, three times Blightning (that sucks)
1 - 0 v Naya Zoo
won by: opponent was not fast enough to deal damage
I haven't tested it with Bant Aggro / Control and 5CC Planeswalkers. Hope to see them soon.
As for now, I won't change my deck with Alara Reborn stuffs, coz they're not too good inside my deck (except Qasali Pridemage for the sideboard).
Finally, very much thanks for you guys who had helped me built my deck. Next time I'll be back when I need help.
ive been playtesting naya planeswalkers since about November. i believe its a really solid deck if u know how to play it right. i think the key to this deck is getting a planeswalker out turn 3 because of how slow the deck is thats why its VERY necessary to run 4 fertile ground and mind stones. i run 4 of each. I took out Chandra cause it seemed too slow and i wanted to keep consistency, and ill be running the new version of fertile ground once the new set comes out because i hate Fulminator Mage. let me know what you think.
heres my list as of now:
ive been playtesting naya planeswalkers since about November. i believe its a really solid deck if u know how to play it right. i think the key to this deck is getting a planeswalker out turn 3 because of how slow the deck is thats why its VERY necessary to run 4 fertile ground and mind stones. i run 4 of each. I took out Chandra cause it seemed too slow and i wanted to keep consistency, and ill be running the new version of fertile ground once the new set comes out because i hate Fulminator Mage. let me know what you think.
heres my list as of now:
Almost the same as mine. But you have to know something:
1. Chandra is very useful against Naya Beast, Ashenmoor Gouger or even Figure of Destiny when you have no PtE in hand. Try it.
2. The new fertile can't be untapped by Garruk although cannot be target by Ajani Vengeant and Fulminator Mage.
3. Isn't it too much ramper like 4 each of Fertile and Mind Stone?
Almost the same as mine. But you have to know something:
1. Chandra is very useful against Naya Beast, Ashenmoor Gouger or even Figure of Destiny when you have no PtE in hand. Try it.
2. The new fertile can't be untapped by Garruk although cannot be target by Ajani Vengeant and Fulminator Mage.
3. Isn't it too much ramper like 4 each of Fertile and Mind Stone?
yea i honestly never even thought about the new fertile + Garruk kinda screws up everything. I used Chandra for a while its good removal but it seemed kinda slow. before i added the Mind stones i was running 3 walls of reverence it seemed kinda good for a while until i realized everyone in the meta runs terror. this deck is getting overpowered by everydeck and i keep trying to save it i dont think its gonna work =/
I haven't visited this thread in a while, but I still keep an eye on it from time to time.
I want to advise all of you running Path to Exile to swap them for Condemn because you're shooting yourself in the foot. Path in Standard is always card disadvantage because people play basics in every deck and they play higher mana cost spells in every deck, and the increase in tempo goes to your opponent more often than it goes to you. I have tested Path in this deck, and the only card I want to keep Path for is a Gaddock Teeg that doesn't attack. In that case, so many cards would be better--Bant Charm, Terminate, Terror, Magma Spray, Jund Charm, Volcanic Fallout. And since I see some of those cards in most all the decklists in recent pages of this thread, I think you guys should all reconsider the value of Path to Exile in a control deck like this one when Condemn is sitting in Tenth Edition, waiting to be played. Plus, Path to Exile screws Ajani Vengeant over when you're trying to mana denial someone temporarily to gain greater control of the board situation (usually with more planeswalkers).
With regionals and a PTQ season coming up soon, I've been testing and tuning this:
The focus of my specific decklist is on having a diverse set of answers/threats and a huge pile of card draw to find them. That's why I run 4 Ponder, 4 Esper Charm, 3 Jace, 1 Liliana. I can practically will any card in my deck into my hand if uninterrupted. I find that this is the biggest downside to Naya 'walker decks: there's huge bombs and you can win a slugfest with virtual card advantage of tokens and lots of removal or Ajani's Ultimate, but there's no card draw and the redundancy of 3-4 of each Planeswalker (with the exception of Chandra) creates clumping/dead draw situations, sometimes at critical moments. That's the biggest problem with planeswalkers outside of Jace: they can deal with the board handily but it's so dependent on which one you draw at which time and that makes playing the deck and making mulligan decisions far more difficult than it should be.
My manabase is distinctly different from most other players' manabases within this same greater deck archetype. I only run 24 lands, I don't use Fertile Ground, I don't use Mind Stone, and I don't use Rampant Growth. Instead of these I use Ponder to smooth my draws and I play a lower mana curve so I don't need as robust a manabase.
What I'm curious about (and this is a question for Waterbleu and some other guys who've been playing this deck for months like me) is how you guys deal with Faeries and that Turbo Mill-Sanity Grinding Deck. I'm a fairly decent player and I've tested against both of those in pre- and post-board situaitons quite a bit recently, but I'm finding that I want more cards in my sideboard than 15 if I want to beat those decks. Maybe I just need to test some more, but I'm sure someone here has specific plans for how to play those matchups successfully.
This deck has gone through quite a few changes. With Meddling Mage back in action I wanted to use it but notice I play too many board sweepers. So in the side you have Declaration of Naught. I also have found that my deck has issues with Aggro decks round one so I have sided 4 terror and 4 terminate to deal with those pesky decks. Playing a control deck is a great match up for this deck before side decking. After side decking it only gets better. I have yet to lose a set to a control deck with this deck. Esper lark is the only deck that seems to bug me. Let me know what you guys think. Oh I plan to get another Cryptic tell me what I should drop for another Cryptic.
I'm doing alright against fae seeing as I maindeck 3 cloudthreshers, 3fallouts and 2 bant charm and after board I just bring in more spot removal for mistbind and counters to deal with their counters which levels it up quite nicely. As for sanity grinding decks runed halo is your best friend, stops sanity and jace against you. Also I side out all sweepers and a bit more spot for lumes and overbeings. These are just my experience and gameplans so I'm not saying they are the right or the best answer but it's working for me.
ace215: What do you actually want to name with Declaration of Naught/Meddling Mage? What does it come in against?
Neiloco: I tested against Sanity Grinding a bunch of times today and I actually was beating it consistently once I figured out how to play against it. It's mainly just a matter of planning out a counter-war that stops huge turns with sanity grinding+twincasts so only about 20 cards get milled, then I just untap and Primal Command to shuffle my graveyard back in and and plow a big jace or howling mine on top of my opponent's library. Having Bant Charm to blow up howling Mines and push through counterwars is definitely a huge plus in this matchup, too--as is Esper Charm's ability to force some discard and stem the tide of combo-milling.
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Okay, i'll try to remake the deck and see what it got.
For the accelerators, maybe i'll change Fertile with the new one which has shroud as soon as ARB is out. Actually for Volcanic Fallout, it kills the Finks and Elspeth's Soilder. But i'll try it also, if it's not good, then i'll put *** in it.
Sorry i don't really like blue color, coz it's a bit control and i don't think i can get any Jace or Cryptic Command, they're too expensive.
Thanks by the way!
The new enchantment doesn't work by the way. I'd rather have mindstone. You can't untap that land with Garruk(it has shroud). Martial Coup synergies well with Garruk, try running one or two.
Finally, if you don't like black then try running Liliana Vess. Running 2 of her over the two Vols will be really good too.
Finally, if you're going to run red put in one or two Banefire. Topdecking it will win games for you. Also, when ARB comes out I'd go -4 Finks for +4 Spellbreaker Behemoth. It may not be as good in the life gain, but it can't be countered by decks that run blue and if you get the Fertile Ground can be played turn 3 to protect your Thoctar when it's coming down on turn 4. Just a few ideas for you.
How is the Liege treating you? I think it should be a sideboard card but that may just be me. If it's winning games for you then keep playing it!
Also perks of running black
Terror
Nameless Inversion
Shriekmaw(really good)
Doran(over thoctar?)
Terminate
Bituminous Blast(free planeswalker please?)
Liliana Vess
and there are a LOT more. The creature removal is probably better in black...
The latest build can be found in my extendo
You really need massive removal..
this is what this deck is all about.
I would
-1 Sarkhan Vol
-4 Thoctar
-2 Liege -> into sb
+1 Martial Coup
+2 Wrath of God
+3 Volcanic Fallout
-4 Mindstone
+3 Fertile ground
+1 banefire
Naya is running for consistency
therefore sac U and B
Fink is good in the removal heavy enviroment since it will net you life regardless. gives you better board position after you sweep the board
as far liege goes..it is actually a decent sb against 5cc, decks that run discard.
namely Scepter of Fugue, mind shatter, ..etc comes in free of cost and boost up beast and soldier tokens
Magic the Gathering - Planeswalker Analysis
Mahalo - Magic the Gathering Page
Im agreeing with u
Magic the Gathering - Planeswalker Analysis
Mahalo - Magic the Gathering Page
4 Woolly Thoctar
4 Kitchen Finks
OTHERS 16
3 Fertile Ground
4 Volcanic Fallout
1 Wrath of God
1 Celestial Purge
3 Path to Exile
4 Naya Charm
4 Ajani Vengeant
4 Garruk Wildspeaker
3 Elspeth, Knight-Errant
2 Chandra Nalaar
LANDS 24
2 Plains
1 Mountain
1 Forest
3 Wooded Bastion
3 Rugged Prairie
2 Fire-Lit Thicket
3 Treetop Village
4 Jungle Shrine
1 Brushland
2 Battlefield Forge
1 Karplusan Forest
1 Exotic Orchard
I still use Thoctar because 3 mana for 5/4 is kinda sucks. And i put only 1 *** because there will be Dauntless Escort which will take no effect from ***.
How do you think?
Magic the Gathering - Planeswalker Analysis
Mahalo - Magic the Gathering Page
Aha. Actually Dauntless Escort isn't really a problem for me, since i can remove it with PtE, Ajani Vengeant, Naya Charm or Chandra.
But i'm still not sure for the lands and other spells. Is it good enough? I haven't tested it yet.
Also -1 Fallout +1 Wrath.
Dauntless Escort...Doesn't he just lose to Hallowed burial?
Hmm... So what you're saying is this:
-3 Path to Exile
-4 Naya Charm
-1 Volcanic Fallout
+3 Condemn
+4 Incinerate
+1 Wrath of God?
Okay then. Tomorrow i'll try to have duels with Bant Aggro, Blightning or 5CC in my metagame. Wish me a good luck.
Thanks to DNC at Heroes of the Plane for this sig
Now Playing:
EDH:
Derevi, Enchantress
5C Planeswalkers (Child of Alara)
Sharuum
Narset, Enlightened Master
Ezuri Elves
The Mimeoplasm
yeah you search for land w/ pte.
for condemn, you put the creature on bottom of the OWNER (not you, since you're the controller in this situation) library and you gain life.
1 Island
2 Sunken Ruins
3 Vivid Grove
1 Exotic Orchard
2 Mystic Gate
1 Cascade Bluffs
1 Yavimaya Coast
4 Reflecting Pool
4 Vivid Meadow
4 Vivid Creek
1 Graven Cairns
4 Ajani Vengeant
3 Garruk Wildspeaker
2 Jace Beleren
1 Liliana Vess
1 Nicol Bolas, Planeswalker
// Spells: 26
3 Broken Ambition
3 Fertile Ground
2 Volcanic Fallout
1 Jund Charm
2 Bant Charm
4 Esper Charm
4 Path to Exile
4 Cryptic Command
1 Cruel Ultimatum
2 Wrath of God
Magic the Gathering - Planeswalker Analysis
Mahalo - Magic the Gathering Page
As for people playing blue (or considering playing blue), it should be noted that the best two cards in the deck are Cryptic Command and Jace Beleren by far, and that any less than 4 of both is foolish.
4 Kitchen Finks
other [19]
1 Celestial Purge
4 Naya Charm
4 Path to Exile
4 Volcanic Fallout
2 Wrath of God
4 Fertile Ground
2 Battlefield Forge
1 Brushland
2 Fire-Lit Thicket
2 Forest
4 Jungle Shrine
1 Karplusan Forest
1 Mountain
2 Plains
3 Rugged Prairie
3 Treetop Village
3 Wooded Bastion
4 Ajani Vengeant
2 Chandra Nalaar
3 Elspeth, Knight-Errant
4 Garruk Wildspeaker
1 Sarkhan Vol
Hey guys I'm back again and had tested the new deck. And it goes:
3 - 1 v Elfball
won by: lots of removal like Fallout and ***, the walkers also came a lot, and Naya Charm when opponent use Overrun
lost by: no removal
3 - 4 v Blightning
won by: opponent had no creatures, Garruks made lots of Beasts
lost by: Demigod when PtE was not in my hand, three times Blightning (that sucks)
1 - 0 v Naya Zoo
won by: opponent was not fast enough to deal damage
I haven't tested it with Bant Aggro / Control and 5CC Planeswalkers. Hope to see them soon.
As for now, I won't change my deck with Alara Reborn stuffs, coz they're not too good inside my deck (except Qasali Pridemage for the sideboard).
Finally, very much thanks for you guys who had helped me built my deck. Next time I'll be back when I need help.
heres my list as of now:
4x Kitchen Finks
2x Wrath of God
1x Martial Coup
1x Banefire
4x Volcanic Fallout
4x Path of Exile
4x Fertile Ground
4x Ajani Vengeant
4x Garruk Wildspeaker
3x Naya Charm
4x Mind Stone
1x Elspeth, Knight-Errant
2x Celestial Purge
2x Relic of Progenitus
2x Pithing Needle
2x Cloudthresher
2x Firespout
3x Guttural Response
2x Filigree Fracture
Almost the same as mine. But you have to know something:
1. Chandra is very useful against Naya Beast, Ashenmoor Gouger or even Figure of Destiny when you have no PtE in hand. Try it.
2. The new fertile can't be untapped by Garruk although cannot be target by Ajani Vengeant and Fulminator Mage.
3. Isn't it too much ramper like 4 each of Fertile and Mind Stone?
Try my built, i think its better. Hope helps.
yea i honestly never even thought about the new fertile + Garruk kinda screws up everything. I used Chandra for a while its good removal but it seemed kinda slow. before i added the Mind stones i was running 3 walls of reverence it seemed kinda good for a while until i realized everyone in the meta runs terror. this deck is getting overpowered by everydeck and i keep trying to save it i dont think its gonna work =/
then this is my deck:
4 Vivid Creek
4 Vivid Meadow
2 Sunken Ruins
4 Mystic Gate
2 Island
2 Vivid Grove
2 Cascade Bluffs
2 Flooded Grove
4 Jace Beleren
2 Liliana Vess
3 Ajani Vengeant
4 Cryptic Command
4 Wrath of God
2 Terror
4 Broken Ambitions
4 Volcanic Fallout
4 Path to Exile
2 Martial Coup
2 Cloudthresher
2 Runed Halo
2 Pithing Needle
2 Negate
2 Guttural Response
2 Celestial Purge
1 Remove Soul
i´m not sure about entire deck, but well...
I want to advise all of you running Path to Exile to swap them for Condemn because you're shooting yourself in the foot. Path in Standard is always card disadvantage because people play basics in every deck and they play higher mana cost spells in every deck, and the increase in tempo goes to your opponent more often than it goes to you. I have tested Path in this deck, and the only card I want to keep Path for is a Gaddock Teeg that doesn't attack. In that case, so many cards would be better--Bant Charm, Terminate, Terror, Magma Spray, Jund Charm, Volcanic Fallout. And since I see some of those cards in most all the decklists in recent pages of this thread, I think you guys should all reconsider the value of Path to Exile in a control deck like this one when Condemn is sitting in Tenth Edition, waiting to be played. Plus, Path to Exile screws Ajani Vengeant over when you're trying to mana denial someone temporarily to gain greater control of the board situation (usually with more planeswalkers).
With regionals and a PTQ season coming up soon, I've been testing and tuning this:
4 Vivid Meadow
2 Vivid Marsh
1 Rupture Spire
4 Reflecting Pool
2 Exotic Orchard
2 Mystic Gate
1 Sunken Ruins
1 Flooded Grove
1 Cascade Bluffs
1 Llanowar Wastes
1 Island
4 Condemn
2 Broken Ambitions
1 Negate
4 Bant Charm
4 Esper Charm
2 Plumeveil
4 Wrath of God
3 Jace Beleren
2 Ajani Vengeant
2 Garruk Wildspeaker
3 Chandra Nalaar
1 Liliana Vess
2 Celestial Purge
3 Remove Soul
2 Negate
3 Volcanic Fallout
2 Wild Ricochet
3 Primal Command
1 Broodmate Dragon
The focus of my specific decklist is on having a diverse set of answers/threats and a huge pile of card draw to find them. That's why I run 4 Ponder, 4 Esper Charm, 3 Jace, 1 Liliana. I can practically will any card in my deck into my hand if uninterrupted. I find that this is the biggest downside to Naya 'walker decks: there's huge bombs and you can win a slugfest with virtual card advantage of tokens and lots of removal or Ajani's Ultimate, but there's no card draw and the redundancy of 3-4 of each Planeswalker (with the exception of Chandra) creates clumping/dead draw situations, sometimes at critical moments. That's the biggest problem with planeswalkers outside of Jace: they can deal with the board handily but it's so dependent on which one you draw at which time and that makes playing the deck and making mulligan decisions far more difficult than it should be.
My manabase is distinctly different from most other players' manabases within this same greater deck archetype. I only run 24 lands, I don't use Fertile Ground, I don't use Mind Stone, and I don't use Rampant Growth. Instead of these I use Ponder to smooth my draws and I play a lower mana curve so I don't need as robust a manabase.
What I'm curious about (and this is a question for Waterbleu and some other guys who've been playing this deck for months like me) is how you guys deal with Faeries and that Turbo Mill-Sanity Grinding Deck. I'm a fairly decent player and I've tested against both of those in pre- and post-board situaitons quite a bit recently, but I'm finding that I want more cards in my sideboard than 15 if I want to beat those decks. Maybe I just need to test some more, but I'm sure someone here has specific plans for how to play those matchups successfully.
4 Reflecting Pool
1 Adarkar Wastes
3 Vivid Creek
2 Vivid Grove
1 Yavimaya Coast
3 Exotic Orchid
2 Island
1 Shivian Reef
1 Sunken Ruins
1 swamp
2 Vivid Marsh
1 Vivid Crag
1 Vivid Meadow
Creatures
4 Mulldrifter
1 Broodmate Dragon
Other Spells
2 Jace Beleran
2 Liliana Vess
2 Elspeth, Knight Errant
1 Chandra Nalaar
3 Nagate
2 Garrukk Wild Speaker
2 Ajani Veangeant
1 Nicol Bolas Plainswalker
3 Volcanic Fallout
1 Cruel Ultimatatum
4 Wrath Of God
4 Esper Charm
3 Cryptic Command
3 Broken Ambitions
Sideboard
4 Terror
2 Relic of Progenitus
4 Terminate
1 Volcanic Fallout
3 Declaration of Naught
1 Broodmate Dragon
This deck has gone through quite a few changes. With Meddling Mage back in action I wanted to use it but notice I play too many board sweepers. So in the side you have Declaration of Naught. I also have found that my deck has issues with Aggro decks round one so I have sided 4 terror and 4 terminate to deal with those pesky decks. Playing a control deck is a great match up for this deck before side decking. After side decking it only gets better. I have yet to lose a set to a control deck with this deck. Esper lark is the only deck that seems to bug me. Let me know what you guys think. Oh I plan to get another Cryptic tell me what I should drop for another Cryptic.
Neiloco: I tested against Sanity Grinding a bunch of times today and I actually was beating it consistently once I figured out how to play against it. It's mainly just a matter of planning out a counter-war that stops huge turns with sanity grinding+twincasts so only about 20 cards get milled, then I just untap and Primal Command to shuffle my graveyard back in and and plow a big jace or howling mine on top of my opponent's library. Having Bant Charm to blow up howling Mines and push through counterwars is definitely a huge plus in this matchup, too--as is Esper Charm's ability to force some discard and stem the tide of combo-milling.