So far I've been more than pleased with the results, I'm not winning all the time, nor is it ready to take into events, but what I've been seeing is VERY encouraging. Some ramp in the form of Farseek makes this guy hit the board even faster.
T1 Pilgrim - T2 Farseek - T3 Plasm Capture -> T4 Aetherling with mana to spare for evasion
I'm kind of surprised Legion's Initiative hasn't seen more love among Naya Midrange decks.
I've been playing it as a 2/3-of in my deck and when in play (early or late game), it gives your board a lot of flexibility as well improving the power/toughness of nearly all of your creatures.
I'm talking 4/4 Boros Reckoners, 3/5 Restoration Angels, 4/5 Loxodon Smiters, 6/5 Thundermaw Hellkites, 4/5 Aurelias as well as triggering the ETB effects of all the main green creatures (Thragtusk, Acidic Slime).
Beyond that, it give you a chance to dodge targeted removal and board wipes - what more could a deck so dependant on board state want?
I also play Assemble the Legion as a sideboard card against grindy opponents and the 2/2 haste soldiers are a massive problem for just about any deck.
Edit: Forgot to mention that although it's quite a cute combo, you can have 3 combat phases with Aurelia if you trigger Legion's Initiative at the start of the second combat phase
Just a counter early game can slow em enough to get a foothold, Or a properly placed faith's shield to save your early chump blocker. Lowering your curve can help too
What sort of counters would you suggest?
I've got 3 Dissipate's in my main deck but it requires 3 mana (i.e too slow against Blitz).
I guess Essence Scatter could work, but I'd have to leave the mana open for it and that prevents board development while the opponent just keeps flooding the board with 1/2 drops.
Funny you mentioned undying, I've just spent last night re-working the deck and replaced most of the elves with Wolfir Avengers and Strangleroot Geists - it's sped up the deck a whole lot but I'm still having issues against Blitz decks (Swinging with 3 on turn 2!)
I've tested the Zameck Guildmage but I feel it's too slow and you can't really utilize its activated abilities until far down the curve, where hydras/thrags/biomancers are going to work regardless. Fathom Mages are better but also too mana intensive I feel, I just don't have turns to give away when I can cast other 4 drops.
I've been considering splashing Bant just for the Blind Obedience against blitz decks and maybe even a couple of restoration angels for the thragtusks/acidic slime.
Edit:
A note on Alpha Authority though, there are a lot of matchups where the board can stall between turns 3-6, and casting it on Primordial Hydra more often than not gives you a 4 turn clock to win the game unless they have mass removal.
I really do feel Biomancer is worth trying to incorporate into a competitive deck.
The elves are simply there for ramp but like you said, lack the tempo against a heavy control/removal deck or an agro deck.
If I do get the opportunity to ramp though, I have no problems dropping 10/10+ 1-drops all over the place and destroying my opponent...
I get decent card draw with urban evolution/staff of nin so I do have a chance against heavy control decks but if I can't draw a counter in time, I fall to far behind.
I wish I could find a balance between ramping and warding off early game pressure...
I've had quite a bit of success against a number of competitive decks (RG Aggro, Aristocrats and Reanimator) however I don't seem to have an answer against Junk Aggro (swinging with 3 for 6-8dmg on turn 2 thanks to Burning Tree Emissary, ouch!) or against Esper Control (Currently my board requires a bit of development to gain momentum and one Supreme Verdict and I fall badly behind).
Can anyone provide any advice on whats needed to make this a consistent, competitive deck?
It's one mana to cast and it needs to attract removal if played early enough. If it doesn't get removed you stall your opponent and potentially win the game with it.
Late game on the draw it can be useless but you could say the same thing about a lot of cards.
Not to be cynical, but what sort of deck scoops to RIP on turn 4?
Always traits of a good card if your deck can make it to 6 mana in the current meta of Naya Blitzes and RDW.
He also predicted the price will hit $40 without any problems when people were still mulling about whether to pre-order the card at $20...
It does a ridiculous amount of work and forces decks to build with it in mind (4x pillar of flame is a thing now).
I can see it holding its price or even going up further as DGM packs are opened less and less frequently.
T1 Pilgrim - T2 Farseek - T3 Plasm Capture -> T4 Aetherling with mana to spare for evasion
Instant ramp from turn 3/4 into a 6 or 7 drop is brutal.
I've been playing it as a 2/3-of in my deck and when in play (early or late game), it gives your board a lot of flexibility as well improving the power/toughness of nearly all of your creatures.
I'm talking 4/4 Boros Reckoners, 3/5 Restoration Angels, 4/5 Loxodon Smiters, 6/5 Thundermaw Hellkites, 4/5 Aurelias as well as triggering the ETB effects of all the main green creatures (Thragtusk, Acidic Slime).
Beyond that, it give you a chance to dodge targeted removal and board wipes - what more could a deck so dependant on board state want?
I also play Assemble the Legion as a sideboard card against grindy opponents and the 2/2 haste soldiers are a massive problem for just about any deck.
Edit: Forgot to mention that although it's quite a cute combo, you can have 3 combat phases with Aurelia if you trigger Legion's Initiative at the start of the second combat phase
Elves (Slower)
Wolves (Aggro)
The Elves deck has been very consistent and fun to play, however it hits a brick wall against blitz aggro and esper control.
Haven't tested the Wolves/Aggro variant as much yet.
What sort of counters would you suggest?
I've got 3 Dissipate's in my main deck but it requires 3 mana (i.e too slow against Blitz).
I guess Essence Scatter could work, but I'd have to leave the mana open for it and that prevents board development while the opponent just keeps flooding the board with 1/2 drops.
Funny you mentioned undying, I've just spent last night re-working the deck and replaced most of the elves with Wolfir Avengers and Strangleroot Geists - it's sped up the deck a whole lot but I'm still having issues against Blitz decks (Swinging with 3 on turn 2!)
I've tested the Zameck Guildmage but I feel it's too slow and you can't really utilize its activated abilities until far down the curve, where hydras/thrags/biomancers are going to work regardless. Fathom Mages are better but also too mana intensive I feel, I just don't have turns to give away when I can cast other 4 drops.
I've been considering splashing Bant just for the Blind Obedience against blitz decks and maybe even a couple of restoration angels for the thragtusks/acidic slime.
Edit:
A note on Alpha Authority though, there are a lot of matchups where the board can stall between turns 3-6, and casting it on Primordial Hydra more often than not gives you a 4 turn clock to win the game unless they have mass removal.
My problem at the moment is Blitz decks.. I can't seem to do anything when they're swinging with 3 on turn 2 and up to 5 on turn 3....
Any ideas? I can see Blind Obedience helping but how many would you put in a sideboard?
Creeping Renaissance anyone?
The elves are simply there for ramp but like you said, lack the tempo against a heavy control/removal deck or an agro deck.
If I do get the opportunity to ramp though, I have no problems dropping 10/10+ 1-drops all over the place and destroying my opponent...
I get decent card draw with urban evolution/staff of nin so I do have a chance against heavy control decks but if I can't draw a counter in time, I fall to far behind.
I wish I could find a balance between ramping and warding off early game pressure...
I've had quite a bit of success against a number of competitive decks (RG Aggro, Aristocrats and Reanimator) however I don't seem to have an answer against Junk Aggro (swinging with 3 for 6-8dmg on turn 2 thanks to Burning Tree Emissary, ouch!) or against Esper Control (Currently my board requires a bit of development to gain momentum and one Supreme Verdict and I fall badly behind).
Can anyone provide any advice on whats needed to make this a consistent, competitive deck?
Late game on the draw it can be useless but you could say the same thing about a lot of cards.