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Very simple idea I got from the old brave naya deck last season.

Put out early aggro that they don't want to block, then punish them for not blocking.

Easily win on turn 5, lots of wins on turn 4, I've only seen a couple turn 3 wins.

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I am learning that I need 4 lands to really guarantee a win. Even if I drew 4 confluence it would be great since my life doesn't matter. This deck doesn't care how many creatures your opponent has or how much damage you are taking. Once you get a forth land, your opponent should of taken between 3 and 12 damage. Then the fourth land let's you play 2 or 3 strong buffs in one turn for the win. I have found anymore than 4 lands is irrelevant. You can win with 2 or 3 lands easily.

you don't necessarily want to use your buffs just because you can. You want to combo them as often as possible for maximum benefit. Not combining them will still do some good size damage, but won't guarantee you are successful.

Using a Titanic growth, Titanic strength, and temur battle rage on a 1/1 with heroic is only 4 mana and it becomes a 11/9 with double strike and trample to net 22 damage. That's only 4 mana and playable on turn 4.

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Revision 7 See all

(9 years ago)

+4 Akroan Line Breaker side
+4 Coordinated Assault side
-4 Erase side
-4 Glare of Heresy side
+3 Heir of the Wilds side
+4 Ranger's Guile side
-4 Reclamation Sage side
-2 Stormbreath Dragon side
Top Ranked
  • Achieved #70 position overall 9 years ago
Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 0 Mythic Rares

8 - 0 Rares

8 - 7 Uncommons

32 - 8 Commons

Cards 60
Avg. CMC 1.50
Folders Fun Stuff, standard, Standard
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