Good afternoon
I loved the deck helped me to give me some ideas ... but I have a request since you have a lot of experience.
How would this deck dedicated to 1vs1?
Can you guide me?
With the same rules of commander multiplayer
Phew. Well the differences are almost as different as playing another format altogether.
First of all, 1vs1 is about controlling a single player, which is very feasible. In multiplayer trying to control 3 other players, means that you find less interaction, because you just get spread too thin to accomplish that. There is still a lot of interaction, as there are 3 players to deal with, but it's potentially less focused on you.
So with 1vs1, you can expect a lot of one-for-one removal. With Najeela being so important to the plan, you can expect even more focus on removing her.
The other thing is obviously you are dealing with 40 life (you said multiplayer rules, so assuming doing the 40 life), rather than 120 life (3 opponents). So we can have more of a focused gameplan to a particular amount of damage, rather than purely trying to go over-the-top.
With multiplayer we were also relying a bit on having an opponent who is weak with their creature blocking, which allows you to attack and build up your Warriors. In dueling you don't have this option, so you have to account for the fact that an opponent might be able to put some blockers up, that can stall you.
I don't know if you've been following the posts much in this thread, but I think the idea of an aggressive mana curve of Warriors, and then protection is far better strategy for 1vs1. The need for any type of "infinites" is just not necessary, being that you only need a couple of attack sequences. So the original primer I don;t think is very relevant at all for 1vs1.
I mentioned the situation where opponents might have gotten some early blockers out. I think the deck would also benefit from a few protection and combat type tricks. Best examples would be Blossoming Defense and Vines of Vastwood. Not only do they prevent spot removal, which is popular in dueling, but also allows you to attack into creatures with a plan.
On the subject of one-for-one removal, in our own deck, it does become better as well. You can use cheap removal like, Path to Exile, Fatal Push to clear paths for your attackers. So we would look at cheap suites of removal as well, which we don't focus on in multiplayer so much.
I'm happy to help you build a 1vs1 Najeela deck.
Me and albus_severus1511 are going to work on the multiplayer competitive deck, and as that gets tweaked, then we can borrow from that build. Then we apply some of the differences that I mentioned above, and I think we can hone in on a very competitive 1vs1 deck.
Just have to be a bit patient. Give me your thoughts as well? BTW is budget a consideration? The land base is a billion dollars for the true competitive builds.
I don't think the deck should run too many counterspells simply because you can't counter everything, or the uncounterable: abrupt decay for example and other counter protection on cards. These need to be replaced with spot answers or other cards that further your strategy.
Well when I started tackling this commander, I was focused on the infinites. Also focusing somewhat on a tribal theme as well.
The more I've delved into this however, the more you understand that some of the card inclusions are purely for style points and flavor.
Archangel of Thune is an example of that. I really wanted to use the flavor of Najeela lifelink as being relevant beyond just gaining life, and the thought of making all your creatures +20/+20 is..well..fun. But it's completely over-the-top. You can get the job done for far less.
With this being said, a card like Cover of Darkness is actually probably far more effective for true "win more" deck. If we are looking to have aggressively costed cards then, we could easily take out a card like Aven Wind Guide and Herald of Secret Streams for a card like this.
Rather than Archangel of Thune we go more for a card like Throne of the God-Pharaoh. Far less style points, but more low to the ground mana costs and in reality would probably result in more wins.
So all these suggestions are great. I think what I'll do is make a list which can show replacements on the bigger-is-better cards, with lower mana costed cards, for people who are used to Stax environments, or just wanting less mid-range, flavor and style points, into a more competitive builds.
Can you update the decklist in the top post to your personal current, tuned version? I don't think it's currently put together in any one spot here, but I've seen several times where you take out or put in a card throughout the thread. I know we each have our own pet version - I have a few cards I prefer over ones you are running, and I am sure everyone else is the same. They will all be a little different, but with very similar cores.
With the kind of sick card draw this deck is capable of, especially with some of the variants discussed in here, I think spellbook is a must-include. At zero cost, it will most often be drawn while you are in the middle of your combat turns. It's a JUST IN CASE card, so if you do draw 20-30 cards (it would probably be one of those), and then somehow are forced to end your turn before winning, you can keep them all. Hedging your bets for zero mana cost. I know there are no real easy card cuts left, but... at least for me, I will be including it.
Can you update the decklist in the top post to your personal current, tuned version? I don't think it's currently put together in any one spot here, but I've seen several times where you take out or put in a card throughout the thread. I know we each have our own pet version - I have a few cards I prefer over ones you are running, and I am sure everyone else is the same. They will all be a little different, but with very similar cores.
I have been careful about updating the the original list with changes. However some suggestions I've been sitting on until; further thought, and some I just haven't done instead opting for general fun and flavor. But here are some official changes:
With the kind of sick card draw this deck is capable of, especially with some of the variants discussed in here, I think spellbook is a must-include. At zero cost, it will most often be drawn while you are in the middle of your combat turns. It's a JUST IN CASE card, so if you do draw 20-30 cards (it would probably be one of those), and then somehow are forced to end your turn before winning, you can keep them all. Hedging your bets for zero mana cost. I know there are no real easy card cuts left, but... at least for me, I will be including it.
Well I could write a whole article on why Reliquary Tower is the most overrated card in commander, and why it has lost more games than it has won. So I'm definitely not going to be the person to convince that Spellbook is a good card for the deck.
The thing is that when you draw 20-30 cards, if you can't either win the same turn, or at least setup 7 cards from that pile, then there is something wrong with the deck making. This general principle should transcend all deck building. More people have lost games due to being a turn or two slower because a card like Reliquary Tower has been awkward for color costs during the early stages of the game, waaaaay more than people who have won, because they have been able to keep extra cards in hand. Even then the most likely scenario is that you are going to win anyway if you are at the stage of discarding due to hand size.
Spellbook is a classic example of when you're behind, it literally does nothing. And then even it's worth when you do get to draw lots of cards, in my opinion is completely unnecessary as you should be able to sequence out some winning plays with 7 cards.
So yeah, I think the biggest trap for people in commander is thinking having to discard due to drawing lots of cards is in some way a penalty to being able to win.
Quick thought for the budget suggestions - going over the main decklist, there is a significant cost for tutors. Since Derevi, Druids' Repository, Cryptolith Rite, and Song of Freyalise are some of the main wincons, what about using cards with the Transmute ability to tutor for them? Dimir Infiltrator and Muddle the Mixture could tutor for Song or Rite, while Dimir Machinations or Drift of Phantasms could grab Derevi or Druids' Repository.
Quick thought for the budget suggestions - going over the main decklist, there is a significant cost for tutors. Since Derevi, Druids' Repository, Cryptolith Rite, and Song of Freyalise are some of the main wincons, what about using cards with the Transmute ability to tutor for them? Dimir Infiltrator and Muddle the Mixture could tutor for Song or Rite, while Dimir Machinations or Drift of Phantasms could grab Derevi or Druids' Repository.
Yes, I like Muddle the Mixture. I've added it to the recommend for budget, thanks. I think the others are a little off theme.
Missing cards to add to the list, but I'm thinking about things that protect the commander or counter spell
In the store where I play, they use this type of decks
Zur the Enchanter
Kaalia del Vasto
Animate, soul of the elements
Narset, Illuminated Master
Marath, will of the wild
In terms of evasion I think that Herald of Secret Streams in the games that I played with the deck felt like a dead card in most instances if I had no way to activate it at the time and it was only a cmc 4 warrior that could have been literally anything else. But in terms of pseudo evasion I think blood-chin rager would be better in this spot since it is lower to the ground and makes blocking harder for your opponent if they have an odd number of blockers and even by itself it provides some sort of pressure as opposed to the herald which does nothing without some way to activate it.
Missing cards to add to the list, but I'm thinking about things that protect the commander or counter spell
In the store where I play, they use this type of decks
Zur the Enchanter
Kaalia del Vasto
Animate, soul of the elements
Narset, Illuminated Master
Marath, will of the wild
I don't want to completely take over the build you'd want. But I do feel like your mana curve is too stacked in the four and five drops. 1vs1 is pretty aggressive, even with life totals at 40, you are still need to keep play on an even keel. In general if your opponents are able to cast two spells to your one, then it's quite hard to keep up. Not the case with control decks, that look to do board wipes to catch up, but Najeela is not that sort of deck.
So the sort of deck I personally would be looking to play in 1vs1 is a very aggressive one drop build that looks to finish the game around turn 5 or 6. Please refer to earlier posts for the ideas behind this type of build.
In terms of evasion I think that Herald of Secret Streams in the games that I played with the deck felt like a dead card in most instances if I had no way to activate it at the time and it was only a cmc 4 warrior that could have been literally anything else. But in terms of pseudo evasion I think blood-chin rager would be better in this spot since it is lower to the ground and makes blocking harder for your opponent if they have an odd number of blockers and even by itself it provides some sort of pressure as opposed to the herald which does nothing without some way to activate it.
I do agree with you, the first evasion card to go is Herald of Secret Streams, as many of the +1/+1 strategies are just sending your creatures to be huge anyway. Najeela gives trample, so not really lining up that well to be useful. Easily the first card to be dropped for something else you want to play in the deck.
What is your opinion on varchild's war riders ? A 3/4 for 1R with trample and rampage 1. With this deck's fast clock the cumulative upkeep doesn't really matter especially since you can give it to the opponent you aren't attacking first. No amount of 1/1 can block it, and with trample it works with all the if this creature would deal damage effects.
Also take a look at martyr's cause and iroas, god of victory
Mox Amber is an interesting consideration, but it can also punish you if Najeela is removed, so sort of puts you further behind, which you've got to think there is going to be a huge target on her back. But there might be enough other legends in the deck. Certainly worth considering.
Mox Amber only gets red from Najeela, it looks at her actual color not her Commander color identity.
What is your opinion on varchild's war riders ? A 3/4 for 1R with trample and rampage 1. With this deck's fast clock the cumulative upkeep doesn't really matter especially since you can give it to the opponent you aren't attacking first. No amount of 1/1 can block it, and with trample it works with all the if this creature would deal damage effects.
Also take a look at martyr's cause and iroas, god of victory
Varchild's War-Riders is an aggressive two drop, that can basically guarantee attacking without being killed. But I do feel like there are better two drops that haven't made the deck already.
I did have Iroas, God of Victory in the original deck list, but cut it due to figuring out that going bigger in general is better than evasion when it comes to 4 or more casting cards.
I actually think Fanatical Devotion is probably more useful than Martyr's Cause. You can sacrifice half your creatures to save the rest in the face of a Wrath of God type effect OR Earthquake, where I feel Martyr's Cause is only good against red creature kill spells, and you'll never really be using it to prevent actual direct damage to yourself I'd imagine. Both can be used the same way in combat.
For example - Marath, Will of the Wild The opponent who uses that commander in the store where I play, certainly uses it with 20 to 25 cards of destruction, Do you think it is a good idea to add more protection cards?
For example - Marath, Will of the Wild The opponent who uses that commander in the store where I play, certainly uses it with 20 to 25 cards of destruction, Do you think it is a good idea to add more protection cards?
Yes try adding Mizzium Skin, Dive Down, Apostle's Blessing, Ranger's Guile.
If I find anymore 1 mana protection spells I will post. You can just remove some of the Warriors for these spots. This deck lives and dies on Najeela, so ultimately you're going to need to take on the heavy removal decks with some confidence.
I don't like anything that is gives "indestructible" as this still makes them vulnerable to Swords to Plowshares and Path to Exile.
Also once you get into the 2 mana spells, I feel it's just better to find another counterspell, which is much more versatile.
Of the ones you mentioned, the only ones I'd consider are Kira, Great Glass-Spinner and Hapatra's Mark. The reason I didn't mention Hapatra's Mark is because it doesn't have a relevant bonus like the other hexproof cards, so not as useful as you can't also use it as a combat trick.
Why no Ghitu Encampment? Is it because you'd rather not have tapped or that with mana you would generally cast new warriors than use this?
I didn't think of this card. But my gut feel is that it's way too slow. Spending 3 mana (as itself needs to tap for the attack) is probably not worth it when you have so many things to cast in the deck. Not forgetting that you are always working to the mana sink of WUBRG of Najeela, so finding windows when you'd want to attack with Ghitu Encampment will be extremely rare.
It's best use is after perhaps a board wipe and you've really run of of resources and you can build back up, but I mean this is worst case scenario.
I retooled the deck into an enchantress esque play style and added in null rod and stony silence. Artifact ramp kept getting the edge in multiple games allowing other decks to combo out faster and getting staxed on kinda sucks.
Najeela was finally introduced to Magic Online yesterday, so I've been running the streamlined one-drop version. It took me a few games to figure out that you really want as many of the draw 7 cards as you can. You dump your hand and refill fast, plus allows you to recover if a board wipe happens.
This is what the deck is looking like, again thanks to albus_severus1511 for the idea and brainstorming. You still around buddy?
I'm just calling the deck "Won Drops" .. you know one drops .. play on words .. yeah I know I suck.
I will update the original post with a running deck list for this as well, as well as a breakdown in the coming days.
Just a quick recap, the color-pie is mainly around Temur GUR, as to make sure that you get the right color fix within the first couple of turns, as honestly this is one of the trickiest parts of the deck is to make sure you get the right color combination of lands.
So there are more powerful one-drops in black and white, but for the sake of being able to consistently fetch lands that are on the temur colors is super important. Blue needing lots because of the follow up counterspells.
[EDIT]
I've added a section in the original post, so keep you can keep referencing that if you want to see progress. I have made changes in last couple of days through testing. The deck is very competitive.
I've been playing the infinite combo deck over the last couple of days after thrashing the win-fast won drops, and it's pretty ludicrous how easy it is to go infinite.
I have made some changes to make it a bit more streamlined and probably more "boring", but you just don't really need too many extra token generators, or buff cards. You already have the power of exponential on your side, so it's more of a case of protecting your board.
I've exchanged some of the higher cost Warriors with a few more low-ball ones, just in case you get a quick start, or need to build up at a later stage. Nothing fancy.
Even though I did win one game with Aggravated Assault, I find you're just better off just waiting to get Najeela back online if you are disrupted, and you can't expect to cover all types of games with backup plans. Just got a bit sick of getting it in my starting hands.
Took out all the land-type cards that come into play tapped, for potential 5 colored lands.
I'm thinking about removing Cavern of Souls, it's inability to help with combing with Sword of Feast and Famine, Bear Umbra and Nature's Will has cropped up a few times. It probably has helped in spots with navigating counterspells, but the key combo cards are really the thing opponents will save counters for anyway.
I've been tuning a very similar list but without the combo focus. Being combo focused tends to be frowned upon in my group and gets hated out, plus in my experience so far I've found that in many, many cases the combo would just be "win more", since one or two Najeela activations often wins the game anyway.
This is where my list is at currently. I'm really happy with it so far, though still tweaking it.
First of all, 1vs1 is about controlling a single player, which is very feasible. In multiplayer trying to control 3 other players, means that you find less interaction, because you just get spread too thin to accomplish that. There is still a lot of interaction, as there are 3 players to deal with, but it's potentially less focused on you.
So with 1vs1, you can expect a lot of one-for-one removal. With Najeela being so important to the plan, you can expect even more focus on removing her.
The other thing is obviously you are dealing with 40 life (you said multiplayer rules, so assuming doing the 40 life), rather than 120 life (3 opponents). So we can have more of a focused gameplan to a particular amount of damage, rather than purely trying to go over-the-top.
With multiplayer we were also relying a bit on having an opponent who is weak with their creature blocking, which allows you to attack and build up your Warriors. In dueling you don't have this option, so you have to account for the fact that an opponent might be able to put some blockers up, that can stall you.
I don't know if you've been following the posts much in this thread, but I think the idea of an aggressive mana curve of Warriors, and then protection is far better strategy for 1vs1. The need for any type of "infinites" is just not necessary, being that you only need a couple of attack sequences. So the original primer I don;t think is very relevant at all for 1vs1.
Look at this type of deck for a better feel for the direction of dueling: https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/793953-najeela-the-blade-blossom-i-am-the-warrior-and?page=2#c38
I mentioned the situation where opponents might have gotten some early blockers out. I think the deck would also benefit from a few protection and combat type tricks. Best examples would be Blossoming Defense and Vines of Vastwood. Not only do they prevent spot removal, which is popular in dueling, but also allows you to attack into creatures with a plan.
On the subject of one-for-one removal, in our own deck, it does become better as well. You can use cheap removal like, Path to Exile, Fatal Push to clear paths for your attackers. So we would look at cheap suites of removal as well, which we don't focus on in multiplayer so much.
I'm happy to help you build a 1vs1 Najeela deck.
Me and albus_severus1511 are going to work on the multiplayer competitive deck, and as that gets tweaked, then we can borrow from that build. Then we apply some of the differences that I mentioned above, and I think we can hone in on a very competitive 1vs1 deck.
Just have to be a bit patient. Give me your thoughts as well? BTW is budget a consideration? The land base is a billion dollars for the true competitive builds.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
The more I've delved into this however, the more you understand that some of the card inclusions are purely for style points and flavor.
Archangel of Thune is an example of that. I really wanted to use the flavor of Najeela lifelink as being relevant beyond just gaining life, and the thought of making all your creatures +20/+20 is..well..fun. But it's completely over-the-top. You can get the job done for far less.
With this being said, a card like Cover of Darkness is actually probably far more effective for true "win more" deck. If we are looking to have aggressively costed cards then, we could easily take out a card like Aven Wind Guide and Herald of Secret Streams for a card like this.
Rather than Archangel of Thune we go more for a card like Throne of the God-Pharaoh. Far less style points, but more low to the ground mana costs and in reality would probably result in more wins.
So all these suggestions are great. I think what I'll do is make a list which can show replacements on the bigger-is-better cards, with lower mana costed cards, for people who are used to Stax environments, or just wanting less mid-range, flavor and style points, into a more competitive builds.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
With the kind of sick card draw this deck is capable of, especially with some of the variants discussed in here, I think spellbook is a must-include. At zero cost, it will most often be drawn while you are in the middle of your combat turns. It's a JUST IN CASE card, so if you do draw 20-30 cards (it would probably be one of those), and then somehow are forced to end your turn before winning, you can keep them all. Hedging your bets for zero mana cost. I know there are no real easy card cuts left, but... at least for me, I will be including it.
I have been careful about updating the the original list with changes. However some suggestions I've been sitting on until; further thought, and some I just haven't done instead opting for general fun and flavor. But here are some official changes:
Added
+ Mox Diamond
+ Chrome Mox
+ Huatli, Radiant Champion
Removed
- Gavony Township
- Godless Shrine
- Skullclamp
Well I could write a whole article on why Reliquary Tower is the most overrated card in commander, and why it has lost more games than it has won. So I'm definitely not going to be the person to convince that Spellbook is a good card for the deck.
The thing is that when you draw 20-30 cards, if you can't either win the same turn, or at least setup 7 cards from that pile, then there is something wrong with the deck making. This general principle should transcend all deck building. More people have lost games due to being a turn or two slower because a card like Reliquary Tower has been awkward for color costs during the early stages of the game, waaaaay more than people who have won, because they have been able to keep extra cards in hand. Even then the most likely scenario is that you are going to win anyway if you are at the stage of discarding due to hand size.
Spellbook is a classic example of when you're behind, it literally does nothing. And then even it's worth when you do get to draw lots of cards, in my opinion is completely unnecessary as you should be able to sequence out some winning plays with 7 cards.
So yeah, I think the biggest trap for people in commander is thinking having to discard due to drawing lots of cards is in some way a penalty to being able to win.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I would love you to build the deck dedicated to 1vs1
I certainly look forward to it
this would be a way of how I had imagined it :
2 Bramblewood Paragon
2 Brighthearth Banneret
2 Herald of Dromoka
2 Metallic Mimic
2 Mindblade Render
3 Alesha, Who Smiles at Death
3 Champion of Lambholt
3 Combat Celebrant
3 Mirri, Weatherlight Duelist
3 Yasova Dragonclaw
4 Ahn-Crop Champion
4 Aven Wind Guide
4 Brutal Hordechief
4 Ezuri, Claw of Progress
4 Grand Warlord Radha
4 Ogre Battledriver
4 Thrasher Brute
5 Grimgrin, Corpse-Born
5 Samut, Voice of Dissent
5 Surrak Dragonclaw
2 mother of runes
3 Edric, spymaster of trest
4 Iroas, God of Victory
4 Purphoros, God of the Forge
5 Lovisa Coldeyes
Enchantment
2 Cryptolith Rite
2 Song of Freyalise
2 Sylvan Library
3 Aggravated Assault
3 Aura Shards
3 Druids' Repository
3 Growing Rites of Itlimoc
3 Shared Animosity
4 Bear Umbra
4 Nature's Will
4 Raiders' Spoils
5 Cathars' Crusade
5 Doubling Season
5 Mirari's Wake
0 Mana Crypt
1 Skullclamp
1 Sol Ring
2 Lightning Greaves
3 Chromatic Lantern
3 Phyrexian Altar
3 Sword of Feast and Famine
5 Eldrazi Monument
Instant
1 Enlightened Tutor
1 Swords to Plowshares
1 Vampiric Tutor
2 Arcane Denial
2 Cyclonic Rift
3 Anguished Unmaking
Sorcery (2)
2 Demonic Tutor
2 Diabolic Intent
Missing cards to add to the list, but I'm thinking about things that protect the commander or counter spell
In the store where I play, they use this type of decks
Zur the Enchanter
Kaalia del Vasto
Animate, soul of the elements
Narset, Illuminated Master
Marath, will of the wild
So these cards I'd look to put in:
So the sort of deck I personally would be looking to play in 1vs1 is a very aggressive one drop build that looks to finish the game around turn 5 or 6. Please refer to earlier posts for the ideas behind this type of build.
1 Najeela, the Blade-Blossom
One drop creatures (28)
1 Zurgo Bellstriker
1 Bloodlust Inciter
1 Flameblade Adept
1 Foundry Street Denizen
1 Goblin Balloon Brigade
1 Goblin Bushwhacker
1 Goblin Fireslinger
1 Goblins of the Flarg
1 Godo's Irregulars
1 Mogg Sentry
1 Mudbutton Clanger
1 Orcish Captain
1 Somberwald Vigilante
1 War-Torch Goblin
1 Mist-Cloaked Herald
1 Proven Combatant
1 Tidal Warrior
1 Elvish Skysweeper
1 Hero of Leina Tower
1 Kin-Tree Warden
1 Narnam Renegade
1 Skarrgan Pit-Skulk
1 Sunblade Elf
1 Twinblade Slasher
1 Wild Nacatl
1 Scuzzback Scrapper
1 Rhys the Redeemed
1 Tattermunge Maniac
1 Mindblade Render
1 Brighthearth Banneret
1 Bramblewood Paragon
1 Chief of the Edge
1 Honored Crop-Captain
1 Metallic Mimic
1 Blood-Chin Rager
Three Drop creatures (2)
1 Edric, Spymaster of Trest
1 Champion of Lambholt
Counterspells (9)
1 Mental Misstep
1 Flusterstorm
1 Spell Pierce
1 Swan Song
1 Delay
1 Negate
1 Arcane Denial
1 Mana Leak
1 Unified Will
Disruption and Protection (8)
1 Blossoming Defense
1 Vines of Vastwood
1 Path to Exile
1 Swords to Plowshares
1 Fatal Push
1 Abrupt Decay
1 Cyclonic Rift
1 Dismember
1 Brainstorm
1 Frantic Search
1 Vampiric Tutor
1 Demonic Tutor
1 Diabolic Intent
Graveyard (1)
1 Living Death
Artifact (4)
1 Mana Crypt
1 Sol Ring
1 Lightning Greaves
1 Winter Orb
Enchantments (2)
1 Reconnaissance
1 Steely Resolve
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Also take a look at martyr's cause and iroas, god of victory
Mox Amber only gets red from Najeela, it looks at her actual color not her Commander color identity.
I did have Iroas, God of Victory in the original deck list, but cut it due to figuring out that going bigger in general is better than evasion when it comes to 4 or more casting cards.
I actually think Fanatical Devotion is probably more useful than Martyr's Cause. You can sacrifice half your creatures to save the rest in the face of a Wrath of God type effect OR Earthquake, where I feel Martyr's Cause is only good against red creature kill spells, and you'll never really be using it to prevent actual direct damage to yourself I'd imagine. Both can be used the same way in combat.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Most of my opponents play many cards like these: Swords to Plowshares Path to Exile Beast Within Krosan Grip Return to Dust in short many cards of destruction
For example - Marath, Will of the Wild The opponent who uses that commander in the store where I play, certainly uses it with 20 to 25 cards of destruction, Do you think it is a good idea to add more protection cards?
If I find anymore 1 mana protection spells I will post. You can just remove some of the Warriors for these spots. This deck lives and dies on Najeela, so ultimately you're going to need to take on the heavy removal decks with some confidence.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Glaring Spotlight, Sheltering Light, Ajani's Presence, Withstand Death, Kira, Great Glass-Spinner, Shalai, Voice of Plenty, Dolmen Gate, Bow of Nylea
Also once you get into the 2 mana spells, I feel it's just better to find another counterspell, which is much more versatile.
Of the ones you mentioned, the only ones I'd consider are Kira, Great Glass-Spinner and Hapatra's Mark. The reason I didn't mention Hapatra's Mark is because it doesn't have a relevant bonus like the other hexproof cards, so not as useful as you can't also use it as a combat trick.
As far as cheap counterspells, instead of hexproof instants, Dispel, Turn Aside, Spell Rupture, Horribly Awry.
If you are still being out removal constantly, then we could look to a more blue mana base and include: Countersquall, Counterspell, Mana Drain.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
mirari's wake did some solid work, allowing me to Kindred Dominance in turn 6 for Warriors and swing in for 25, followed up turn after for over 50.
Land base is a bit slow due to enter play tapped tri lands, but need to really finalize deck list prior to sorting out deck list.
It's best use is after perhaps a board wipe and you've really run of of resources and you can build back up, but I mean this is worst case scenario.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
This is what the deck is looking like, again thanks to albus_severus1511 for the idea and brainstorming. You still around buddy?
I'm just calling the deck "Won Drops" .. you know one drops .. play on words .. yeah I know I suck.
Cards on the maybe list are: Mana Vault, Gaddock Teeg, Thalia, Guardian of Thraben.
I will update the original post with a running deck list for this as well, as well as a breakdown in the coming days.
Just a quick recap, the color-pie is mainly around Temur GUR, as to make sure that you get the right color fix within the first couple of turns, as honestly this is one of the trickiest parts of the deck is to make sure you get the right color combination of lands.
So there are more powerful one-drops in black and white, but for the sake of being able to consistently fetch lands that are on the temur colors is super important. Blue needing lots because of the follow up counterspells.
[EDIT]
I've added a section in the original post, so keep you can keep referencing that if you want to see progress. I have made changes in last couple of days through testing. The deck is very competitive.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I have made some changes to make it a bit more streamlined and probably more "boring", but you just don't really need too many extra token generators, or buff cards. You already have the power of exponential on your side, so it's more of a case of protecting your board.
I've exchanged some of the higher cost Warriors with a few more low-ball ones, just in case you get a quick start, or need to build up at a later stage. Nothing fancy.
Added
+ Disdainful Stroke
+ Delay
+ Unified Will
+ Mana Drain
+ Mardu Woe-Reaper
+ Mist-Cloaked Herald
+ Blood-Chin Rager
+ Chief of the Edge
+ Honored Crop-Captain
+ Edric, Spymaster of Trest
+ Steely Resolve
+ City of Brass
+ Mana Confluence
+ Forbidden Orchard
+ Exotic Orchard
Removed
- Herald of Dromoka
- Steward of Solidarity
- Combat Celebrant
- Ahn-Crop Champion
- Champion of Rhonas
- Ezuri, Claw of Progress
- Herald of Secret Streams
- Archangel of Thune
- Doubling Season
- Aggravated Assault
- Mardu Charm
- Huatli, Radiant Champion
- Scattered Groves
- Canopy Vista
- Cinder Glade
- Sheltered Thicket
I found the exert creatures to be a little slow.
Even though I did win one game with Aggravated Assault, I find you're just better off just waiting to get Najeela back online if you are disrupted, and you can't expect to cover all types of games with backup plans. Just got a bit sick of getting it in my starting hands.
Took out all the land-type cards that come into play tapped, for potential 5 colored lands.
I'm thinking about removing Cavern of Souls, it's inability to help with combing with Sword of Feast and Famine, Bear Umbra and Nature's Will has cropped up a few times. It probably has helped in spots with navigating counterspells, but the key combo cards are really the thing opponents will save counters for anyway.
[EDIT]
Have taken out the Cavern of Souls for an Underground Sea
Added
+ Underground Sea
Removed
- Cavern of Souls
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
This is where my list is at currently. I'm really happy with it so far, though still tweaking it.
1 Najeela, the Blade-Blossom
Lands (34)
1 Command Tower
1 Reflecting Pool
1 Exotic Orchard
1 Path of Ancestry
1 Cavern of Souls
1 City of Brass
1 Mana Confluence
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Scalding Tarn
1 Verdant Catacombs
1 Arid Mesa
1 Misty Rainforest
1 Badlands
1 Savannah
1 Taiga
1 Scrubland
1 Bayou
1 Plateau
1 Tropical Island
1 Blood Crypt
1 Stomping Ground
1 Temple Garden
1 Godless Shrine
1 Overgrown Tomb
1 Sacred Foundry
1 Breeding Pool
1 Gaea's Cradle
1 Mountain
1 Forest
1 Birds of Paradise
1 Deathrite Shaman
1 Mardu Woe-Reaper
1 Blood-Chin Rager
1 Bramblewood Paragon
1 Decorated Champion
1 Den Protector
1 Chief of the Edge
1 Chief of the Scale
1 Goblin Wardriver
1 Honored Crop-Captain
1 Metallic Mimic
1 Mindblade Render
1 Radha, Heir to Keld
1 Rushblade Commander
1 Adaptive Automaton
1 Champion of Lambholt
1 Combat Celebrant
1 Mirri, Weatherlight Duelist
1 Grand Warlord Radha
1 Madrush Cyclops
1 Purphoros, God of the Forge
1 Thrasher Brute
Artifacts (8)
1 Mana Crypt
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Fellwar Stone
1 Lightning Greaves
1 Throne of the God-Pharaoh
1 Chromatic Lantern
Enchantments (9)
1 Impact Tremors
1 Steely Resolve
1 Sylvan Library
1 Aura Shards
1 Beastmaster Ascension
1 Druids' Repository
1 Growing Rites of Itlimoc
1 Shared Animosity
1 Raiders' Spoils
1 Enlightened Tutor
1 Path to Exile
1 Secure the Wastes
1 Swords to Plowshares
1 Vampiric Tutor
1 Altar's Reap
1 Boros Charm
1 Counterspell
1 Cyclonic Rift
1 Delay
1 Heroic Intervention
1 Negate
1 Mana Drain
1 Unified Will
1 Wear // Tear
1 Beast Within
1 Crackling Doom
1 Teferi's Protection
Sorceries (7)
1 Demonic Tutor
1 Diabolic Intent
1 Farseek
1 Nature's Lore
1 Night's Whisper
1 Painful Truths
1 Toxic Deluge
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Current Commanders: Derevi, Empyrial Tactician (coming soon) | [Primer] Sedris, the Traitor King | Maelstrom Wanderer | Najeela, the Blade Blossom | Yuriko, the Tiger's Shadow
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Retired Commanders: [Primer] Jenara, Asura of War | [Primer] Ghave, Guru of Spores | Freyalise, Llanowar's Fury | Saskia the Unyielding | Sydri, Galvanic Genius