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Standard Naya Control

Standard RGW (Naya)

G-Daddy


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Mid-range deck with control aspects that get rid of permanents, indirectly damage and heal, can deal with all threats in standard and look fashionable doing so.


through the early turns, Keening Apparition, Banishing Light and Mizzium Mortars deal with the problems until you can safely land elspeth, sun's chamion or Archangel of Thune.

You may Banishing Light any PW you don't like, or any God card (other than Kruphix, God of Horizons or Phenax, God of Deception). Once the aggressive god cards animate, you have Selesnya Charm (reasoning: most god cards have good passive abilities, yet aggressive ones like Iroas, God of Victory or Nylea, God of the Hunt tend to want to attack you quite often.

Selesnya Charm boosts a creature that's getting burned or Last Breath'ed, gets rid of most hydras (Mistcutter Hydra, Kalonian Hydra), Polukranos, World Eater, a glorified heroic creature.. etc. For all those silly billies that attack with their Young Pyromancers the moment they appear just carm in a 2/2 knight and block. 2/2 chumping works wonders and can even be used as an attacker because of the vigilance.

Soldier of the Pantheon is fantastic, because the shock lands will be hitting us pretty hard, and he helps offset that. A 1 mana 2/1 with lifegain and protection? hooookaaayy..? very slot-worthy for the early game, scry away in late game. blocks Rakdos Shred-Freaks in red/ black dev/ rakdos aggro, frostburn wierds in blue dev, and buring-tree emmisary in green dev. after turn three or four, soldier is done being too helpful and a great chump blocker.

Courser of Kruphix is for beautiful life gain and mana-fixing. shock-lands are now spark-jolt-lands. has an enormous defense and a low casting cost.

Scavenging Ooze and Commune with the Gods is a good combo to dig the the Banishing Light or the Archangel of Thune you need to really get shit crackin' and gobble some g/y creatures.


A recent game-winning combo before combat was Archangel of Thune + Courser of Kruphix + Warleader's Helix with a land drop and swing for over 22 damage.

Advent of the Wurm is rediculously good. it's in this deck as a kill-spell alongside the Warleader's Helix. "flash'' in a 5/5 trample and block kills mostly anything we'd be looking at on the ground here in standard on turn 4, other than a heavy heroic or a flying creature. If the 5/5 survives, it terrible news for the opponent, because you have about 5 mana to play with and a new card, and a 5/5 trample ready to attack after you banishing light their important things or helix away something that looks mean.

Angel of Serenity is a fantastic one-of for the deck. it's a late-game bomb that is a 5/6 flyer, worthy for combat, and remove 3 creatures from field/grave. This has put my angel of thune in the g/y to my hand so many times, allowing my to have more ammo and more plays through the game. You'd pay 1WW for a Banisher Priest. effectively 2 for a 2/2, and one for the exile. with Angel of Serenity, the casting cost is the only downside but you get out of 7 mana [3+4] 3 for the three exiles, and then 4 mana for a 5/6 with the flying ability. that would normally be 5-6 mana for the 5/6 flyer, and /or 4-5 mana for exiling 3 different creatures which reaches into graveyards. All in all, this angel is like a battle station for punishment, being way below the mana curve in reference to her ability bundles, and says good-bye to all the other mean creatures on the battlefield. 5/6 flier is very strong on its own right. And the fact that the cards return to their owners' hands - so they still don't immediately get their creatures back, or they have to find another way to put their guys in their graveyard - that's so key.

Don't be surprised if your hand consists of 5 cards turn 8 or 11, it's better to save and let your little creatures duke it out in preparation for the future.

This deck is full of answers to everything standard and keeps threats visible at a steady pace throughout the game.

more on this deck to come

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Date added 10 years
Last updated 10 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 0 Mythic Rares

33 - 9 Rares

5 - 4 Uncommons

7 - 2 Commons

Cards 60
Avg. CMC 3.17
Tokens Emblem Elspeth, Sun's Champion, Enchantment Golem 3/3 C, Knight 2/2 W w/ Vigilance, Satyr 2/2 GR, Soldier 1/1 W, Wurm 5/5 G w/ Trample
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