IMPORTANT: I'm looking to procure 2 Spellskite
Naya tri-color beatdown.
Alright folks!
So this deck is pretty simple and has a general lethal damage output at around turn 3-4.
Point of the deck is fairly simple: PLAY ALL THE CREATURES.
Wooded Foothills and Windswept Heath: These two cards provide much needed filtering and can, together, access every land type in this deck. I saw variations of this deck playing Verdant Catacombs which was needlessly expensive and NOT very synergizing.
Wild Nacatl: It goes without saying that this card is one of the best green 1cc Drops in the game. On Turn 1, she can hit the board as a 2/2 creature with any of the green shock lands since they have dual land types, and she goes very well with Rancor, which boosts her to a 5/3 by turn 2. Kird Ape and
Loam Lion
are variations of her that can become 2/3's on turn 1.
Rancor: Is the beat down bread and butter. It provides a modest +2/+0 to the equipped creature, and most importantly, trample. It makes Wild Nacatl a 5/3 Trampling beat stick and makes her smaller renditions,
Loam Lion
and Kird Ape a 4/3 stick of death. This is all by turn two. Bear in mind, that this is the "slow start" of the deck. And generally the more conservative play route. The trample creatures and beat down any of the chump blockers while still dealing damage, making it virtually impossible to stall this deck with creature blocking.
Burning-Tree Emissary + Reckless Bushwhacker
: A turn 2 combo that can turn in to multiple creatures swinging with all Haste and +1/+0 to their power. Emissary can drop in to another Emissary, which can drop in to Bushwhacker which gives them all haste and +1 Power. So you've got 9 damage that can swing immediately on turn 2. Nasty right?
Ghor-Clan Rampager: This card is an MVP in this deck for obvious reasons. You'll never really want to hard cast him. You want his Bloodrush Mechanic. Which allows you to discard him to bump a creature by +4/+4 and most importantly, gives that creature TRAMPLE. Basically it gives any of your creatures a gross bonus for damage. It goes very well with Boros Charm in a double-strike scenario and the pumped creature almost always deals 8+ damage. However, that's usually a mid-game hitter. This deck is meant to hit before mid-game rolls around and it doesn't like extended games. Hit hard and hit fast!
Lightning Helix+Lightning Bolt+Boros Charm: Burn baby, burn. Lightning Bolt is far too valuable to not run 4 of in this deck. Lightning Helix, while super good, is limited to 3, because it has a R/W cost and the deck is a lot of green and red. Not so much white. Lightning Helix will also keep you alive due to it's important life gain of 3. So use this to burn your opponent or get meddlesome creatures out of the way! Boros Charm however, is far more versatile. It can for R/W, burn an opponent for 4 damage, Give a creature Double-Strike (VERY IMPORTANT) and make ALL your permanents INDESTRUCTIBLE till the end of the turn. By far one of the most powerful cards in this deck simply because of that. A great trick of the sleeve should someone be trying to board wipe your important creatures and change the board state. NOPE. Boros Charm!
Now, the MVP of the Deck:Atarka's Command: Opponent got pesky flyers? No problem. You just Burning-Tree Emissary'ed out a bunch of creatures and Reckless Bushwhacker? Cool, give them ALL +1/+1 and REACH till end of turn. And always importantly, this card can be used to supplement even more damage by directly burning an opponent for 3 damage, which means if you swing with Wild Nacatl on turn 2 as a 3/3, Atarka's Command will make her a 4/4 and will deal 3 damage to your opponent, making the total damage dealt that turn 7! SEVEN DAMAGE on turn 2!? Madness right? It also gives you the ability to accelerate out an additional land if you choose, or prevent your opponent from gaining life during a crucial turn. In all, Atarka's Command really shines in this deck however you choose to use it.
NOW WITH SIDEBOARD.
Silence Yes, I can hear the elitist snark already "Silence? Really?". Yeah really, in a creature deck that thrives on speed and can't afford to be slowed down by control, Silence is golden. Unless you counter it, you get one chance to chain something to it, and afterwards, your turn is stolen. You can play a land sure... but otherwise, once Silenced, you generally end up passing the turn back to me so I can beat your face some more.
Destructive Revelry is obvious, burn and artifact/Enchantment removal.
Aegis of the Gods
Hexproofing. And a beatstick. Works for me. I'll gladly put a Ghor-Clan Rampager surprise on this guy and laugh at someone trying to run him over. Good bait is good.
Leyline of Sanctity Obvious is Obvious.
Pithing Needle Because I love telling you no, you can't play those four copies of Mindbreak Trap Get out.
Stonecloaker Surprise! GOTCHA BITCH. Yoinks your graveyard shit Plus he can be a flying beatstick too. Always fun to synergize removal with your general theme. jazzhands CREATURES. jazzhands
Thats all! Give me some feed back and let me know what you think.