Narset's Face-Wrecking Turn Fest

Commander / EDH NarejED

SCORE: 19 | 37 COMMENTS | 7160 VIEWS | IN 13 FOLDERS


NarejED says... #1

Update: Finally threw together the 100 cards for the deck. It seems to work pretty well in testing. Narset usually shows her cheating face around turn 4 and wins turn 5 with a long combo of extra turns and combat phases. Ironically enough, Narset combos hilarious well with... herself. If I dig a Temporal Mastery with the creature, I can use the Walker's -2 to get a guaranteed third turn in a row if I don't dig another bonus turn or combat phase on the second. It makes chains almost guaranteed.

I'm thinking about adding more counterspells. Any on advice on potential cuts?

March 29, 2015 4:57 p.m.

GregariousG says... #2

How do you deal with Nevermore?

August 28, 2015 2:32 a.m.

NarejED says... #3

Honestly, I usually don't. The deck had Council's Judgment, Oblivion Ring, and Detention Sphere for single-target permanent hate. If I can't counter it or draw into one of those three, I end up scooping. The list is usually fast enough to outrace such effects though. Narset shows up consistently on turn three barring horrible mulligans with the potential to be cast turn one with a godly draw. Since Nevermore is typically only played in Zur the Enchanter decks (one of Narset's few weaknesses), it's rarely an issue that comes up.

August 28, 2015 2:46 a.m.

GregariousG says... #4

Fair enough. The list looks good. I only have a few questions/suggestions.

1.) Have you tried Maze of Ith? It really shines when you are forced to make unprofitable attacks and is a great tool on the defense.

2.) How is Plea for Power working for you?

3.) I think you should squeeze in Armageddon. It is absolutely back breaking and your deck has no problem function without lands, with or without Narset.

Also, you have two Chrome Mox

August 28, 2015 10:39 a.m.

NarejED says... #5

  1. I thought about Maze of Ith, but since the deck wins purely by commander damage barring strange occurrences, it didn't seem worthwhile. That, and Ith can't tap for mana, which means most of the time I would end up throwing it away during mulligans since the deck is so ramp-oriented turn one and two. If I wanted that effect on a land, I would more likely run Rogue's Passage.

  2. Plea for Power actually terrible. Thanks for reminding me. I dropped it in simply because it gives the possibility of taking an additional turn, but no opponent has been foolish enough to give me that effect yet. It ends up being an overcosted Treasure Cruise or Ancestral Vision. I haven't had a chance to do any major overhauls on the deck recently, so the card has simply sat in the list. I'll cut it either for Karn Liberated, additional ramp, or possibly extra answers.

  3. Armageddon is definitely a great idea! I'll try to make room for it.

  4. Heh, whoops, how did that happen? Usually Tappedout prevents you from trying to put two of the same card (other than basic lands) in your deck. Must have slipped through. Thanks for the heads up.

August 28, 2015 3:30 p.m.

Deception975 says... #6

Act of Authority will help you against Nevermore.

September 2, 2015 7:26 a.m.

Deception975 says... #7

September 2, 2015 7:55 a.m.

NarejED says... #8

Act of Authority is only worth running if you're playing Brago, King Eternal or another deck that runs tons of blinker effects. Here it's almost strictly worse than Oblivion Ring and company, as it's more color intensive and hits less targets.

The deck is designed to win on turn 3 with a very high consistency, and it does so. It doesn't need to weaken itself by trying to add in three-card combos. If the cards were useful by themselves, or if they tutored into one another and created a valid alternate win condition (IE, an effect like Doomsday + Laboratory Maniac), then they might be useful. The deck doesn't even run Splinter Twin combo any more though, which gives you a rough idea of the efficiency I'm looking for. Thanks for the input though!

September 2, 2015 10:46 a.m.

Deception975 says... #9

These cards have value by themselves. If you remember, I was giving you an answer for Nevermore, not any permanent.

I wasn't telling you to replace Oblivion Ring and your other removals. Again, I was giving you an answer for Nevermore.

As for Leonin Relic-Warder, you're running blue, so him being a creature isn't that much of a problem.

Lastly, Vedalken Mastermind bounces something of yours. I shouldn't have to explain why that is good.

Honestly, you could just have Act of Authority + Vedalken Mastermind , or Runed Halo + Vedalken Mastermind as a combo. I mentioned Leonin Relic-Warder to give you more removal.

Final note: You talk about this deck winning on turn 3 constantly. Also, before that, you said if you couldn't counter or draw the answer, that you scoop. So, you're pretty much saying that you would rather take a loss, than strengthen your deck.

September 2, 2015 8:03 p.m.

NarejED says... #10

The cards you recommended would not be strengthening the deck. They're all very, very sub optimal by themselves, and only fringe playable together. This is a highly competitive deck. They're fine if you're playing in a casual meta, but they're just not viable in competitive matches. Early game they're a wasted turn. Late game, they're a waste of a topdeck once Narset starts swinging. There's a reason you don't see any of those cards played in optimized Narset combo lists.

I really don't need additional measures against Nevermore. It's, very, very rarely used, and the deck has plenty of answers for it. Oblivion Ring, Detention Sphere, Banishing Light, Cyclonic Rift, and Council's Judgment all hit it. Gamble, Mystical Tutor, and Enlightened Tutor all put the aforementioned cards in my hand. I have never once had any sort of issue with Nevermore effects.

Again, thanks for the suggestions though.

September 2, 2015 8:55 p.m.

CuteSnail says... #11

Howl of the Horde? It seems good to double your extra turns...

September 29, 2015 3:30 p.m.

NarejED says... #12

Odd. It should have already been in the maybeboard. I must have forgotten to re-add it after the last round of tweaking.

I've definitely considered Howl quite a bit. My only only misgiving is that it occasionally fizzles. It has much of the the same problem as Increasing Vengeance, only, with IV, there's typically a slightly larger return thanks to the flashback ability. That, and IV can be cast at instant speed, making it situationally better. Howl is still quite high on list of the cards that may eventually make the cut, though.

September 29, 2015 3:44 p.m.

GregariousG says... #13

How is Grasp of Fate working for you, NarejED? It's something I've considered, but kinda dismissed it once it was previewed.

November 24, 2015 1:10 a.m.

NarejED says... #14

It's been great thus far. It's an almost strict upgrade to Oblivion Ring. I've added it to nearly every white-splashed deck I own and have been extremely pleased with the results throughout. Zur, Uril, and the lovely Narset herself all benefit from its inclusion.

December 7, 2015 9:40 p.m.

dburlewd says... #15

Your decks are all amazing, but this is by far my favorite. I'm going to be building a narset deck next. Would you mind if I use this as a start?

May 25, 2016 2:22 p.m.

NarejED says... #16

Go for it!!!

May 25, 2016 3:23 p.m.

KillKid20095 says... #17

If i may ask why Enter the Infinite?

June 5, 2016 7:53 a.m.

NarejED says... #18

Enter the Infinite is an infinite turns combo with Beacon of Tomorrows.

June 5, 2016 1:08 p.m.

KillKid20095 says... #19

ahhh ok ty

June 5, 2016 9:16 p.m.

KillKid20095 says... #20

Also whats the significance of the discard and draw cards? Wouldn't drawing be the last thing you wanna do, comsidering you might have to hardcast some of that stuff from your hand?

June 5, 2016 9:55 p.m.

NarejED says... #21

They help in the early game. With Partial Paris gone, it's much harder to sculpt a hand with enough fuel to cast Narset early. Wheels allow for a second wind, if you will, pitching the remaining chaff for a fresh hand of lands and accelerants. In the late game, they're less relevant, but still usually worth casting.

June 5, 2016 10:52 p.m.

KillKid20095 says... #22

k thank you for bearing with me, im also making a narset deck so i look here for reference.

June 6, 2016 6:54 a.m.

KillKid20095 says... #23

also would you have to discard you hand after the first beacon?

June 6, 2016 7:06 a.m.

KillKid20095 says... #24

*wouldn't

June 7, 2016 9:43 a.m.

NarejED says... #25

You mean the first Beacon of Tomorrows? No, it shuffles itself back into the library instead of being put in the graveyard. It has no effect on the rest of the hand.

June 7, 2016 11:22 a.m.

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