........its so anti- synergy (token+sweeper=fail) but with Magebane Armor in play I think his deck just lock as out.....with the giant lifegaining fattys.
I don't think my build would enjoy facing him much either though you have Qasali Pridemage & Celestial Purge to help in that odd MU.
p.s. I think your quite lucky with your local store my FNM meta seems to be more gears toward player who are preparing for PTQs and such so I don't get much experience in facing too many jank MU, in which are fun to play against since its more creative. (though with our deck which IS a meta breaker jank would be troubling)
........its so anti- synergy (token+sweeper=fail) but with Magebane Armor in play I think his deck just lock as out.....with the giant lifegaining fattys.
I don't think my build would enjoy facing him much either though you have Qasali Pridemage & Celestial Purge to help in that odd MU.
p.s. I think your quite lucky with your local store my FNM meta seems to be more gears toward player who are preparing for PTQs and such so I don't get much experience in facing too many jank MU, in which are fun to play against since its more creative. (though with our deck which IS a meta breaker jank would be troubling)
I have (I think) maybe 2 or 3 people who actually go to the PTQs. I'm thinking about going to one and if I can I'll probably bring this deck if it's still legal by the time I go (which it should be).
Basically my sideboard:
3x Celestial Purge - to handle the red and black decks roming around
3x Dauntless Escort - I like him a lot. Saves our creatures for one turn.
3x Qasali Pridemage - To handle any artifacts or enchantments that get in my way. Plus the Exalted ability may help early one if I don't want to attack with everything early.
3x Volcanic Fallout - To handle those soldier decks and fast aggro decks early before they get going.
3x Battlegrace Angel - To handle those creature wars because there are some decks around me to just don't have fliers.
I thought about putting Harm's Way in the sideboard some way, but can't figure what to take out. My guess would be either Battlegrace Angel or Dauntless and I probably want to keep the Escort.
I got a question about Harm's Way, can I choose two different targets with it? Like redirect 1 damage from one creature and 1 damage from me or another creature to anything my opponent controls or does it have to be from the same source?
I have (I think) maybe 2 or 3 people who actually go to the PTQs. I'm thinking about going to one and if I can I'll probably bring this deck if it's still legal by the time I go (which it should be).
Basically my sideboard:
3x Celestial Purge - to handle the red and black decks roming around
3x Dauntless Escort - I like him a lot. Saves our creatures for one turn.
3x Qasali Pridemage - To handle any artifacts or enchantments that get in my way. Plus the Exalted ability may help early one if I don't want to attack with everything early.
3x Volcanic Fallout - To handle those soldier decks and fast aggro decks early before they get going.
3x Battlegrace Angel - To handle those creature wars because there are some decks around me to just don't have fliers.
I thought about putting Harm's Way in the sideboard some way, but can't figure what to take out. My guess would be either Battlegrace Angel or Dauntless and I probably want to keep the Escort.
I got a question about Harm's Way, can I choose two different targets with it? Like redirect 1 damage from one creature and 1 damage from me or another creature to anything my opponent controls or does it have to be from the same source?
I'm quite sure you can only have one redirect target (not 100%) though...
Harm's Way is not a good idea due too BBE, for the same reason they don't play negate in 5cb. I'm not sure why Van/kowal toss it in the first place I'm guessing they have a reason but the risk into a purely dead cascade is just not worth the risk in my books.
Atm I think this deck is quite a strong contender for PTQ shame I only notice it after the finally (one in my area) PTQ came out, so I didn't have time to edited it running with the original build and failing (gah...if only that cascade harm's way was a naya charm like it is now)
Also with your current build I suggest keeping naya MB and fallout SB due too your weak creatures, Zen brings some interesting 1drops which I'm loving and the mana base improves as well, but till we get these drop keep the Naya charm version.
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I'm quite sure you can only have one redirect target (not 100%) though...
Harm's Way is not a good idea due too BBE, for the same reason they don't play negate in 5cb. I'm not sure why Van/kowal toss it in the first place I'm guessing they have a reason but the risk into a purely dead cascade is just not worth the risk in my books.
Atm I think this deck is quite a strong contender for PTQ shame I only notice it after the finally (one in my area) PTQ came out, so I didn't have time to edited it running with the original build and failing (gah...if only that cascade harm's way was a naya charm like it is now)
Also with your current build I suggest keeping naya MB and fallout SB due too your weak creatures, Zen brings some interesting 1drops which I'm loving and the mana base improves as well, but till we get these drop keep the Naya charm version.
I'll keep it the way it is for now. I can't wait until Zendikdar comes out. it should help out alot and this will always be a fun deck to play after. I guess this can prove that a Naya Zoo deck can be great even if you don't own any Figure of Destiny.
Hey there, I've been following the thread for quite some time now, and I'm beginning to love the deck. I tried the deck at my local FNM, and went 2-1. Overall, the deck is performing up to my expectations, but one major problem is I found that the deck somehow will lose its steam in the form of landflood. Although we can't thin the deck like its extended brother because of the absence of the Ravnica duals, but is there anyway to solve that problem?
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I actually just split the top of my FNM today (although I probably would have gotten second anyway, since the player at the top was Kithkin and I'd lost to him in the Swiss pretty quickly).
My list is pretty much the standard list, except that my land situation is slightly suboptimal. All 4-ofs in the creature base, and instead of 4 Fire-Lit Thicket and 2 Wooded Bastion, I was running 3 Forest, 2 Ancient Ziggurat, and 1 Wooded Bastion. It actually hurts the deck more than one would think, unfortunately.
I beat out a kids really janky Domain deck, a R/G Elves/Warriors deck (feat. Giantbaiting, Mono-White Soldiers, and G/W Tokens, and lost to Kithkin. Of all the players I played, the Kithkin player and the Tokens player (Kithkin being the one I split with/lost to, G/W being the matchup in the Top 4) were the two that were best at the game.
Anyway, it was fun and I still love playing the deck. I'm already scheming for post-rotation, but I'm not sure yet what's going to take shape, although I know I'll be running some fetchlands.
As for the Realm Razers in the sideboard, it completely shut out a game today. Knowing (essentially) that the R/G player had a Lightning Bolt in hand, I swung into a massive deathfest where I traded a Wild Nacatl with his Nettle Sentinel (which had a +1/+1 counter on it) and letting him Bolt a Ranger of Eos, wiping the board clean. I then laid my land for turn, and played the Realm Razer with a Figure in hand, knowing I'd get nearly enough to get him to fully pumped in two turns. He never recovered. There wasn't much control there today, so I didn't put it in more than once (I sided it in against the R/G just for kicks).
I'm curious, though - Agreeing with the above comments on land flood, I seem to really only lose when I fail to draw actual gas. If I get a Bloodbraid or Ranger, I'm totally set. If I get one individual creature, especially when I'm the one who needs to stabilize, it usually isn't enough. I was wondering if Terramorphic Expanse had any merit, just for a little bit more deckthinning. I'm absolutely determined to run fetchlands once they hit for the Nacatl, but until then I still have another tournament or two to try and not rely on good draws when I'm in topdeck mode.
I actually just split the top of my FNM today (although I probably would have gotten second anyway, since the player at the top was Kithkin and I'd lost to him in the Swiss pretty quickly).
My list is pretty much the standard list, except that my land situation is slightly suboptimal. All 4-ofs in the creature base, and instead of 4 Fire-Lit Thicket and 2 Wooded Bastion, I was running 3 Forest, 2 Ancient Ziggurat, and 1 Wooded Bastion. It actually hurts the deck more than one would think, unfortunately.
I beat out a kids really janky Domain deck, a R/G Elves/Warriors deck (feat. Giantbaiting, Mono-White Soldiers, and G/W Tokens, and lost to Kithkin. Of all the players I played, the Kithkin player and the Tokens player (Kithkin being the one I split with/lost to, G/W being the matchup in the Top 4) were the two that were best at the game.
Anyway, it was fun and I still love playing the deck. I'm already scheming for post-rotation, but I'm not sure yet what's going to take shape, although I know I'll be running some fetchlands.
As for the Realm Razers in the sideboard, it completely shut out a game today. Knowing (essentially) that the R/G player had a Lightning Bolt in hand, I swung into a massive deathfest where I traded a Wild Nacatl with his Nettle Sentinel (which had a +1/+1 counter on it) and letting him Bolt a Ranger of Eos, wiping the board clean. I then laid my land for turn, and played the Realm Razer with a Figure in hand, knowing I'd get nearly enough to get him to fully pumped in two turns. He never recovered. There wasn't much control there today, so I didn't put it in more than once (I sided it in against the R/G just for kicks).
I'm curious, though - Agreeing with the above comments on land flood, I seem to really only lose when I fail to draw actual gas. If I get a Bloodbraid or Ranger, I'm totally set. If I get one individual creature, especially when I'm the one who needs to stabilize, it usually isn't enough. I was wondering if Terramorphic Expanse had any merit, just for a little bit more deckthinning. I'm absolutely determined to run fetchlands once they hit for the Nacatl, but until then I still have another tournament or two to try and not rely on good draws when I'm in topdeck mode.
I was wondering if you have the Rootbound Crags and the Sunpetal Groves, why not try something like this:
I don't even run the filter lands even though I have them. I playtested them and they didn't seem to work that great. I believe I went 1-3 with them. Since deck doesn't have any 2 drops (unless you run Ethersworn Canonist or Qasali Pridemage in the sideboard) just run Terramorphic Expanse until the new fetch lands come out. That's what I'm doing.
I thought about going down to 22 land in the deck, but I decided to keep it at 23 because I'm running 10 4-drops (3 Ranger of Eos, 3 Ajani Vengeant, and 4 Bloodbraid Elf) in the deck, so I needed the one extra land.
Hey there, I've been following the thread for quite some time now, and I'm beginning to love the deck. I tried the deck at my local FNM, and went 2-1. Overall, the deck is performing up to my expectations, but one major problem is I found that the deck somehow will lose its steam in the form of landflood. Although we can't thin the deck like its extended brother because of the absence of the Ravnica duals, but is there anyway to solve that problem?
Terramorphic Expanse maybe something you would like to try to solve the problem (once we get the fetch lands.....oooo boy this deck will get scary..... really scary)
Actually I thought of using Knight of the Reliquary as well. As for the new ZEN fetchlands, are they really worth using it besides being able to fetch only basic lands?
I really wish that somehow Wizards print out some lands like the Ravnica duals. A bit early to mention it here, when FoD phases out from the format, what will be a suitable replacement for it? Wish that Kird Ape gets a reprint.
Also, I personally think that the enemy fetchlands really limits the ability to fetch the correct land from our deck, because our deck are using two pairs of ally colors and only one pair of enemy color.
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Just wondering why you are using Battlegrace Angel when you could be running her big sister ? Overall I'm liking the deck, but I can't seem to race BbE jund based deck's.
Altho I traded my FoD's for Baneslayers so I may be suffering because of that. Any tips from people that play this way more often than I do?
Just wondering why you are using Battlegrace Angel when you could be running her big sister ? Overall I'm liking the deck, but I can't seem to race BbE jund based deck's.
Altho I traded my FoD's for Baneslayers so I may be suffering because of that. Any tips from people that play this way more often than I do?
I'm only using Baneslayer's little sister because I don't own any Baneslayers. I haven't faced any Jund based Bloodbraid Elf decks yet, but I have faced other fast decks like Kithkins and Soldiers and I have beaten them.
Just wondering why you are using Battlegrace Angel when you could be running her big sister ? Overall I'm liking the deck, but I can't seem to race BbE jund based deck's.
Altho I traded my FoD's for Baneslayers so I may be suffering because of that. Any tips from people that play this way more often than I do?
I'm quite shock that your having trouble against Jund, may you post your build
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I've actually been contemplating a build similar to this. A friend of mine made a deck he calls "Protect the Angel"(i.e. Baneslayer Control) so as I like Naya so much, I've thought about my own twist on his deck that I want to title "Protect the Miststalker".
I really like Uril in my Naya build but we will be losing some of the best aura's for him come Zendikar. Those are shield of the oversoul and runes of the deus. I am now thinking of what other aura's are good enough to replace them aside from asha's favor.
Plus Volcanic Fallout, Jund Charm, Lightning Bolt, Infest, Pyroclasm, and Magma Spray could kill it before you active the ability.
Re: Knight of the Reliquary
T1 Terramorphic Expanse and (in Zen) T2 Fetchland (panorama at the moment) gets the Knight to 4/4 and out of Bolt range. Even just the fetch gets him past the sweepers - just don't play him as a 2/2 bear for 3 unless you're playing against blue/green.
I only use the ability if I really need to fix or need to pump him as a blocker - or have two in play. Otherwise with the terramporhics and panorama's (and soon fetches) he gets quite big as a byproduct of your fixing
Preparing for having to find a new one-drop, I've been thinking that Goblin Guide is the way to go. Unless they want to trade an Elite Vanguard, Scythe Tiger, or Vampire Lacerator with you, the enemy is going to take pain from the Guide for probably a few turns. Then, to top it all off, I can just imagine this sick-nasty play if you were on the play against a turn 5 Day of Judgement (speaking of which, I am at the very LEAST running Escort in the SB soon):
Opp: Turn 5, Day of Judgment, board is teh wiped. (this could happen on turn 4, obviously, but I wanted to illustrate the turn-after effect here)
You: Turn 6, lay a land. Play Ranger of Eos, tutor up two Goblin Guide, play them and swing for 4.
What a beatdown. I like the idea of Scute Mob but it unfortunately would make me want to ramp, and the decklist is probably too tight to run too many non-aggressive cards.
Scythe Tiger is cool, but is unfortunately not going to help you hit a turn four Bloodbraid, which is probably more important.
except when they're called armadillo cloak/rancor, auras are all bad.
yes, shield of the oversoul and runes of the deus are bad.
While I agree auras are bad as they get you 2-for-one'd...they don't/can't 2-for-1 Uril. Only way to get rid of them once they hit on him, is to sweep.
........its so anti- synergy (token+sweeper=fail) but with Magebane Armor in play I think his deck just lock as out.....with the giant lifegaining fattys.
I don't think my build would enjoy facing him much either though you have Qasali Pridemage & Celestial Purge to help in that odd MU.
p.s. I think your quite lucky with your local store my FNM meta seems to be more gears toward player who are preparing for PTQs and such so I don't get much experience in facing too many jank MU, in which are fun to play against since its more creative. (though with our deck which IS a meta breaker jank would be troubling)
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
I have (I think) maybe 2 or 3 people who actually go to the PTQs. I'm thinking about going to one and if I can I'll probably bring this deck if it's still legal by the time I go (which it should be).
Basically my sideboard:
I got a question about Harm's Way, can I choose two different targets with it? Like redirect 1 damage from one creature and 1 damage from me or another creature to anything my opponent controls or does it have to be from the same source?
I'm quite sure you can only have one redirect target (not 100%) though...
Harm's Way is not a good idea due too BBE, for the same reason they don't play negate in 5cb. I'm not sure why Van/kowal toss it in the first place I'm guessing they have a reason but the risk into a purely dead cascade is just not worth the risk in my books.
Atm I think this deck is quite a strong contender for PTQ shame I only notice it after the finally (one in my area) PTQ came out, so I didn't have time to edited it running with the original build and failing (gah...if only that cascade harm's way was a naya charm like it is now)
Also with your current build I suggest keeping naya MB and fallout SB due too your weak creatures, Zen brings some interesting 1drops which I'm loving and the mana base improves as well, but till we get these drop keep the Naya charm version.
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
I'll keep it the way it is for now. I can't wait until Zendikdar comes out. it should help out alot and this will always be a fun deck to play after. I guess this can prove that a Naya Zoo deck can be great even if you don't own any Figure of Destiny.
Thanks to Zaphod from High~Light Studios for this awesome banner!!
My list is pretty much the standard list, except that my land situation is slightly suboptimal. All 4-ofs in the creature base, and instead of 4 Fire-Lit Thicket and 2 Wooded Bastion, I was running 3 Forest, 2 Ancient Ziggurat, and 1 Wooded Bastion. It actually hurts the deck more than one would think, unfortunately.
And my sideboard was as follows:
I beat out a kids really janky Domain deck, a R/G Elves/Warriors deck (feat. Giantbaiting, Mono-White Soldiers, and G/W Tokens, and lost to Kithkin. Of all the players I played, the Kithkin player and the Tokens player (Kithkin being the one I split with/lost to, G/W being the matchup in the Top 4) were the two that were best at the game.
Anyway, it was fun and I still love playing the deck. I'm already scheming for post-rotation, but I'm not sure yet what's going to take shape, although I know I'll be running some fetchlands.
As for the Realm Razers in the sideboard, it completely shut out a game today. Knowing (essentially) that the R/G player had a Lightning Bolt in hand, I swung into a massive deathfest where I traded a Wild Nacatl with his Nettle Sentinel (which had a +1/+1 counter on it) and letting him Bolt a Ranger of Eos, wiping the board clean. I then laid my land for turn, and played the Realm Razer with a Figure in hand, knowing I'd get nearly enough to get him to fully pumped in two turns. He never recovered. There wasn't much control there today, so I didn't put it in more than once (I sided it in against the R/G just for kicks).
I'm curious, though - Agreeing with the above comments on land flood, I seem to really only lose when I fail to draw actual gas. If I get a Bloodbraid or Ranger, I'm totally set. If I get one individual creature, especially when I'm the one who needs to stabilize, it usually isn't enough. I was wondering if Terramorphic Expanse had any merit, just for a little bit more deckthinning. I'm absolutely determined to run fetchlands once they hit for the Nacatl, but until then I still have another tournament or two to try and not rely on good draws when I'm in topdeck mode.
I was wondering if you have the Rootbound Crags and the Sunpetal Groves, why not try something like this:
4 Sunpetal Grove
3 Terramorphic Expanse
5 Mountain
4 Plains
3 Forest
I don't even run the filter lands even though I have them. I playtested them and they didn't seem to work that great. I believe I went 1-3 with them. Since deck doesn't have any 2 drops (unless you run Ethersworn Canonist or Qasali Pridemage in the sideboard) just run Terramorphic Expanse until the new fetch lands come out. That's what I'm doing.
I thought about going down to 22 land in the deck, but I decided to keep it at 23 because I'm running 10 4-drops (3 Ranger of Eos, 3 Ajani Vengeant, and 4 Bloodbraid Elf) in the deck, so I needed the one extra land.
Terramorphic Expanse maybe something you would like to try to solve the problem (once we get the fetch lands.....oooo boy this deck will get scary..... really scary)
Though I'm not a fan for Terramorphic Expanse it solves quite a few problems with Wild Nacatl, Rootbound Crag & Sunpetal Grove and does deck thin (shame its a citpt land)
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Shame Jund Charm is in the format.............:mad:
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I really wish that somehow Wizards print out some lands like the Ravnica duals. A bit early to mention it here, when FoD phases out from the format, what will be a suitable replacement for it? Wish that Kird Ape gets a reprint.
Also, I personally think that the enemy fetchlands really limits the ability to fetch the correct land from our deck, because our deck are using two pairs of ally colors and only one pair of enemy color.
Thanks to Zaphod from High~Light Studios for this awesome banner!!
Plus Volcanic Fallout, Jund Charm, Lightning Bolt, Infest, Pyroclasm, and Magma Spray could kill it before you active the ability.
Altho I traded my FoD's for Baneslayers so I may be suffering because of that. Any tips from people that play this way more often than I do?
I'm only using Baneslayer's little sister because I don't own any Baneslayers. I haven't faced any Jund based Bloodbraid Elf decks yet, but I have faced other fast decks like Kithkins and Soldiers and I have beaten them.
I'm quite shock that your having trouble against Jund, may you post your build
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I've actually been contemplating a build similar to this. A friend of mine made a deck he calls "Protect the Angel"(i.e. Baneslayer Control) so as I like Naya so much, I've thought about my own twist on his deck that I want to title "Protect the Miststalker".
I have a small base to start with, the standard FoDs, Wild Nacatls, Ranger of Eos, Woolly Thoctar, Bloodbraid Elf...then using Spellbreaker Behemoth(tho proly a SB card) and Enlisted Wurm with Vexing Shusher(tho proly also SB) and then dropping a fat 5/5 troll shrouded body in Uril, the Miststalker. Maybe keeping up with Angel with a Uril + Behemoth Sledge/Shield of the Oversoul/even Indestructibility? That new 3WWW aura in ZEN screams BOMB-TASTIC with a solid hard to kill body like Uril wearing it. Hell, you could even run a singleton of something crap like Asha's Favor to make Uril swing for the fences, then he also has vigilance to defend too...
Thoughts?
Steel Sabotage'ng Orbs of Mellowness since 2011.
yes, shield of the oversoul and runes of the deus are bad.
Agreed they all call for a 2-for-1, in this format which is either creature or control infested Uril doesn't have what it takes to get by
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Re: Knight of the Reliquary
T1 Terramorphic Expanse and (in Zen) T2 Fetchland (panorama at the moment) gets the Knight to 4/4 and out of Bolt range. Even just the fetch gets him past the sweepers - just don't play him as a 2/2 bear for 3 unless you're playing against blue/green.
I only use the ability if I really need to fix or need to pump him as a blocker - or have two in play. Otherwise with the terramporhics and panorama's (and soon fetches) he gets quite big as a byproduct of your fixing
Otherwise, i agree that scute mob seems pretty good as well.
UWRControlUWR GRBJundGRB
Extended:
UBThopter DepthsUB UBFaeUB
Legacy:
BPoxB WStaxW UGWCountertop GoyfUGW RGB2-land BelcherRBG GWEnchantressGW
Opp: Turn 5, Day of Judgment, board is teh wiped. (this could happen on turn 4, obviously, but I wanted to illustrate the turn-after effect here)
You: Turn 6, lay a land. Play Ranger of Eos, tutor up two Goblin Guide, play them and swing for 4.
What a beatdown. I like the idea of Scute Mob but it unfortunately would make me want to ramp, and the decklist is probably too tight to run too many non-aggressive cards.
Scythe Tiger is cool, but is unfortunately not going to help you hit a turn four Bloodbraid, which is probably more important.
4 Rootbound Crag
4 Sunpetal Grove
4 Terramorphic Expanse
4 Forest
4 Plains
4 Mountain
Creatures: 22
4 Wild Nacatl
3 Elite Vanguard
2 Knight of the Reliquary
3 Woolly Thoctar
4 Bloodbraid Elf
2 Ranger of Eos
2 Baneslayer Angel
4 Lightning Bolt
4 Path to Exile
4 Naya Charm
2 Ajani Vengeant
3 Volcanic Fallout
3 Relic of Progentius
3 Qasali Pridemage
3 Oblivion Ring
3 Banefire
Really nothing terrible vs jund - I think my issue is when I run my Fatty Boom casual Naya deck I have a much easier time with Jund.
While I agree auras are bad as they get you 2-for-one'd...they don't/can't 2-for-1 Uril. Only way to get rid of them once they hit on him, is to sweep.
Steel Sabotage'ng Orbs of Mellowness since 2011.