Quote from Explorer Spud »Here is the Naya list that Im currently on and testing out. Finale is nuts since I have more creatures than usual. Delerium on Traverse is actually triggered quite a bit here, the Helixs are probably gonna be switched for paths but I am liking the life gain quite a bit. I agree that the M20 print elf is gonna be worth testing.
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Creature 113 Knight of the Reliquary4 Ruination Rioter2 Scavenging Ooze1 Courser of Kruphix1 Dryad ArborInstant 84 Lightning Bolt4 Lightning HelixSorcery 144 Faithless Looting3 Finale of Devastation4 Traverse the Ulvenwald3 Life from the LoamEnchantment 33 Seismic AssaultLand 241 Mortuary Mire3 Ghost Quarter1 Bojuka Bog1 Temple Garden1 Sacred Foundry2 Stomping Grounds3 Forest1 Mountain2 Plains3 wooded foothills2 windswept heaths2 Fire-lit Thicket2 QuicksandSideboard 153 Anger of the Gods3 Leyline of the Void2 Wrenn and Six2 Qasali Pridemage4 Damping Sphere1 Courser of Kruphix
my sideboard is due to alot of tron, dredge, and an annoying zombie deck so pick what works for your meta.
Quote from WildSnivy »It's also worthwhile to mention that K-Grip your KCI in response to casting Trawler means they usually have to take the turn off, even if they have Buried Ruin or Inventors' Fair ready to crack.
On another note, I'm gonna have to agree with Marc on the Relic vs. RiP talk. While you definitely could justify a white splash to justify RiP, you need to keep in mind that you're a Moon deck first and foremost. So if you don't want your Temple Garden to get shut off you need basic Plains to cast RiP under Moon and that means running a basic that might as well be a Wastes in game 1. (Unless you're also running something like Path to Exile main, but then I'd wanna know what you're cutting and why you feel so insecure about the land destruction plan to the point where you feel like you need it.) One good Relic crack immediately slams the brakes on a KCI loop and tells your opponent to reload before trying again, and you can do that without having to introduce a third, only conditionally useful color splash to the deck.
Quote from Talionis »Enchantment removal is pretty limited in Modern, so its very hard to interact with. Since we rely on the Emperion lock to win, it is much like playing Greater Auramancy in the Enduring Ideal list, but it speeds up your clock and protects your lock. Generally if they can interact with your Platinum Emperion you lose, so its less a win more card and more lock piece.
I totally agree very few decks play creatures that cost more than 3 mana, if they do they cheat them into play. I think there is some Devoid removal that you can play to get around Favor of the Mighty if it helps your opponent like Kozilek's Return, Processor Assault, Touch of the Void.
I still have not decided if Favor of the Mighty is a sideboard card or a maindeck card in this kind of deck. Lord knows there are probably matchups where you board Favor out. But when I have played versions of Madcap Experiment, I find that they can often find removal for Emperion. Since it makes the Emperyon mostly unblockable, it also gives them less time to find an answer, and if Favor is out they usually have to find two answers.
I think they answer to making it work is finding a solid second creature that has a high mana cost that you can cheat into play, I have tried cards like Bedlam Reveler, because it can be played for less than its mana cost, it refills the deck and is a win condition, even if its not the best win condition, but because of the way Favor of the Mighty works, having the higher mana cost removes the protection from your opponents creatures.