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Easily my favorite deck to date. Inspired by an acquaintance's derision of "do-nothing" enchantments, I wanted to create a home for all those big, powerful enchantments. Many decks struggle versus enchantments, and with 38 (34 non-creature), we are pretty close to all in. So unless someone is packing major enchantment hate, we are usually good to go.

This deck is seriously old school. It does not revolve around the commander, a trait that has been lost since the end of the Tuck rule. Instead, Marath is used here as a back-up plan, an enabler, a synergy piece. He fills a gap when the deck needs it, rather than being central to the deck functioning. He is the Fixer, not the Lynchpin. if you are flooding, Marath buys you time to find real cards; he can build you an army of chumps and becomes more powerful every time you cast him.

But that's not why we are here. There are no obvious Enchantress options in Naya outside of Uril, the Miststalker and Mazzy, Truesword Paladin, who are both strictly focused on auras. The deck could be reduced to GW--and there are a number of obvious Selesnyan options out there--but R brings you 1) the burn potential (limited to Impact Tremors, Purphoros, God of the Forge, and Warstorm Surge, but you could go deeper, 2) War's Toll and War Cadence—a recent addition, and most importantly 3) Sunbird's Invocation.

War's Toll drops a monkey wrench into almost anybody's game. There's no holding up mana for a response unless they skip actions on their own turn. There's no combat step for your opponents unless they are willing to throw their utility creatures into the scrum. Even mana sinks are often hosed. The best they can do is play out everything they can in one phase/step and hope for the best. Meanwhile, you have complete freedom to act whenever you feel like it. War Cadence can end someone by making blocks difficult or even impossible.

Sticking a Sunbird's Invocation is like firing the afterburners. With just about any combination of enchantresses, Elemental Bond, angel generators, and token doublers, it's really easy to build or rebuild a massive army. Somewhere around turn 8, 9, or 10, you have a good chance of blowing out the table.

So what wins?

COMBAT DAMAGE, BABY!!!

--Making hordes of angels or beasts is pretty solid. Trudge Garden is ridiculous with any lifegain ETB trigger and mana to burn. Big Tokens is a fave of mine. :)

--Or go tall: 20/20 (+/-) threats are possible with Ancestral Mask, Ethereal Armor, or even Marath's ability or Nykthos Paragon and a lifegain trigger.

Or burn the table with ETB triggers. Nahiri's Resolve is not just a Haste enabler, but it also gets our token creators out of harm’s way and returns them on every one of our upkeeps. With any of our burn options, we’ll chip our opponents’ life totals with a sledgehammer.

"Go big or go home" is the Naya way. This deck is for people who are not afraid to be a major presence at the table. There is no room for fear of a Cyclonic Rift or Austere Command. If you can't handle an occasional blow-out with grace, this is not the play style for you. People will be scared of just about every card you play--they are all well known haymakers--and you can expect setbacks as they target your stuff. So you must be comfortable with a non-linear strategy and less control over how things play out, being willing to work with the cards the deck gives you, rather than looking for key pieces or specific answers. The rewards, however, far outweigh the risks if you are willing to walk on the wild side.

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Comments

97% Casual

Competitive

Date added 7 years
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

54 - 0 Rares

16 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.67
Tokens Angel 4/4 W, Centaur 3/3 G, Copy Clone, Elemental X/X G, Elf Druid 1/1 G, Enchantment Golem 3/3 C, Fungus Beast 4/4 G, Timeless Witness 4/4 B, Treasure
Folders EDH, Naya
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