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PostPosted: Fri Nov 07, 2014 6:38 pm 
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Your deck looks like it is mostly a midrange build so the Nacatls and Elementals kind of look out of place. With that said, they both trigger the Packleader as lategame topdecks so you are still potentially getting some value. It looks like a nice mix of early aggression and lategame power.

My main concern is the 23 land and the 10 cards you have over four mana. I'd trim that Genesis Hydra for a land and maybe think about adding some number of gates just to get your white and red sources up a bit higher.

I'm also not sold on Nylea's Disciple, care to elaborate on that choice?

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PostPosted: Fri Nov 07, 2014 8:24 pm 
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I have been running 2bestest's build for a couple hours now and it is awesome. I swapped out the Disciples for Mold Shamblers and they do work. Mana is not really an issue. I have not been screwed in 15 matches. The Hydra hasn't really been a factor so I will most likely switch it out for something after a bit more testing.

I wrecked an Izzet deck by nuking his only blue land sources with Shamblers and I beat out an aura deck by killing Nimbus Wings. The Cultivates get you out ahead of the curve and you can kick a Shambler rather early in the match most times.

Overall I like the feel of the Naya rush. A T3 Thoctar is generally gg against any token/weenie build.


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PostPosted: Fri Nov 07, 2014 8:27 pm 
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I really am confident my mana base is great at 23 with the curve I have here. Mana issues have not been a concern at all here. I actually dropped to 23 upon switching out the wurms because I felt 24 was a little too much and I was drawing lands more than I wished.

My idea here is fairly decent early pressure into cheap but worthwhile later drops. EVERY creature activates the packleader. I do feel I need to work in triumph again though. Even as a 1 of just to have 4 cards with potential to draw.

Hydra is really nice later but it may very well become triumph.

I am glad you're finding success with the build though! I am not sure if I would advocate cutting the disciples though as they have been very key in recovering from speedier decks or maintaining life in longer matches. I may be willing to drop them for better alternatives when I discover them. I did consider shamblers but felt the life gain was really helpful.

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PostPosted: Fri Nov 07, 2014 8:39 pm 
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I have not run into many matches where life gain was needed. Maybe I am lucky. I was thinking of making the Hydra a Wurm to mitigate life loss from early pressure. I just got beat down by a Dimir bounce deck and some late game life gain would have helped tremendously.

I also may try to go back to the Disciples if weenie rush becomes too much to handle. They do provide a very nice life boost and a decent body on the field.

Thanks for posting your deck. I have been enjoying it, along with your Mardu EOD deck. I get more RQs when I play that deck more than any other. :)


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PostPosted: Fri Nov 07, 2014 9:27 pm 
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While land destruction is nice SOMETIMES, I don't look at it as REALLY valuable here on a whole. Especially at that price point.

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PostPosted: Fri Nov 07, 2014 9:44 pm 
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You are right. While it is nice to nuke a land or two, I am starting to feel the life gain might be better. I have had some really close calls that would have been blow outs with the Disciples. They go back in, but I am really leaning toward changing out the Hydra for something. Is Mycoloth a good call here? It seems like a good card to me in this deck but sometimes my judgment is skewed by the sexiness of a card. :)


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PostPosted: Fri Nov 07, 2014 9:48 pm 
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I wouldn't run mycoloth here since you have to sac creatures for it.. I would recommend trying a singlton of triumph for it. That is what I will be testing instead of hydra

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PostPosted: Fri Nov 07, 2014 10:00 pm 
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How about -1 Hydra, -1 Disciple, + 2 Battledriver? I think that would combo pretty well. The Packleaders keep you gassed up and haste is never a bad thing. I think I am going to test it that way and see what happens.

Like I said, my view of cards is sometimes skewed by the sexiness of the card. I was thinking Mycoloth due to token generation but it hit me in my last match that Battledriver may be awesome here.


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PostPosted: Sat Nov 08, 2014 11:14 am 
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I have always considered battle driver and still havent totally ruled him out. However I do feel with limited removal the disciples are good to have.

But i do want to weasel in at least 1 triumph as most loses are due to not getting packleaders rolling

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PostPosted: Sat Nov 08, 2014 3:14 pm 
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OK. I went back to your original build and then -1 Hydra, +1 Triumph. Seems to be working pretty well. The Disciples are a good call here. That extra little bit of life gain with a body can keep you alive for that one more turn you need to swing for lethal. The Triumph gets you drawing when a Packleader is nowhere in sight.

The only thing I have found that really could be considered a weak point is the narrow removal package, which comes with the territory for aggro. A T5 Banelsayer is a real issue if you can't draw a Ground Assault. And for some reason I always end up in a match with someone who can miracle just that play.

Overall, I love the build and it will be a keeper for me. Naya was a hard deck for me to build. I kept going auras and kept getting beat down by a damn Vapor Snag 2 for 1. Every time I felt in control, my big dude got bounced and it was back to square 1. Now I get to drop the surprise. Thanks for posting your build.


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PostPosted: Sat Nov 08, 2014 3:41 pm 
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Yeah, my biggest issue of this deck is also my concern of the lack of removal too. Generally I lose because I don't draw one of my removals to get a threat out of the way and get in that lethal damage.

I am currently debating what to do about it. One though is safe passage to kill blocks and leave more potential holes open for the next round of attack. I wish I had access to a buff to grant all my creatures a trample. That would be amazing.

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PostPosted: Sat Nov 08, 2014 10:59 pm 
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would you possibly consider running Gates and no Shardlands and running Saruli Gatekeppers rather than the Disciples? seems like that could work quite well.


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PostPosted: Sun Nov 09, 2014 5:53 pm 
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I thought about that originally but the reason I went the route I did was for the synergy with packleader. Every creature in my build activates that ability except visionary. The life gain from disciples seems good enough as most of the creatures here have green in their mana cost.

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 Post subject: Catty build
PostPosted: Sun Nov 09, 2014 6:48 pm 
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Here is my attempt at a cat-themed deck. I feel like I should add a couple Cultivate but I can't decide on what to swap out. All suggestions welcome.

[manapie 90 w -u -b r g][/manapie]

Bast's Caress

A one vs. one deck for Magic 2015.

60 Cards (20 :creature: , 17 :instant: , 23 :land:)

Creature20 cards
■■■■
Trained Caracal1/1
■■■■
Wild Nacatl1/1
■■■
Ajani's Pridemate2/2
■■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■■■
Regathan Firecat4/1
Baneslayer Angel5/5
Spell17 cards
■■■■
Gods Willing
■■
Ground Assault
■■■
Reprisal
■■■■
Sigil Blessing
■■■
Lightning Talons
■■■
Enlarge
Land23 cards
■■■■
Boros Guildgate
■■■
Jungle Shrine
■■■■
Selesnya Guildgate
6
Forest
4
Mountain
6
Plains


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 Post subject: Re: Catty build
PostPosted: Sun Nov 09, 2014 8:00 pm 
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Burrrrrr wrote:
Here is my attempt at a cat-themed deck. I feel like I should add a couple Cultivate but I can't decide on what to swap out. All suggestions welcome.

[manapie 90 w -u -b r g][/manapie]

Bast's Caress

A one vs. one deck for Magic 2015.

60 Cards (20 :creature: , 17 :instant: , 23 :land:)

Creature20 cards
■■■■
Trained Caracal1/1
■■■■
Wild Nacatl1/1
■■■
Ajani's Pridemate2/2
■■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■■■
Regathan Firecat4/1
Baneslayer Angel5/5
Spell17 cards
■■■■
Gods Willing
■■
Ground Assault
■■■
Reprisal
■■■■
Sigil Blessing
■■■
Lightning Talons
■■■
Enlarge
Land23 cards
■■■■
Boros Guildgate
■■■
Jungle Shrine
■■■■
Selesnya Guildgate
6
Forest
4
Mountain
6
Plains


I would give some STRONG consideration to replacing the talons with nimbus wings. Red will be the most common threat you will need to deal with by using gods willing and it will knock off your talons. Plus nimbus makes the creature harder to block. ;)

OR the new white enchant that grants flying, friststrike, and vigilance.

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PostPosted: Sun Nov 09, 2014 9:10 pm 
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-1 Reprisal, +1 Ground Assault
-3 Banisher Priest, +1 Inferno Titan, +1 Stormbreath Dragon, +1 Sigil Blessing

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PostPosted: Sun Nov 09, 2014 9:19 pm 
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2bestest wrote:
I would give some STRONG consideration to replacing the talons with nimbus wings.


It's a cat deck though! Cats have claws, not wings!

You're missing Leonin Snarecaster if you want another cat to use.


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PostPosted: Sun Nov 09, 2014 9:26 pm 
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2bestest wrote:
I would give some STRONG consideration to replacing the talons with nimbus wings.


It's a cat deck though! Cats have claws, not wings!

You're missing Leonin Snarecaster if you want another cat to use.


That might be a theme-appropriate replacement for Banisher Priest.

What about Terra Stomper, Stomper Cub and Hunter's Prowess for draw? I know it says they're beasts, but they look like big cats to me.

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PostPosted: Sun Nov 09, 2014 9:36 pm 
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Do you mean Hunt the Weak instead of Hunter's Prowess?

I think the deck needs Coordinated Assault and Swift Justice too. First Strike feels 'cat-ish', whatever that means, and the deck needs more lifegain so the Ajani's Pridemates can grow.


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PostPosted: Sun Nov 09, 2014 10:06 pm 
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Do you mean Hunt the Weak instead of Hunter's Prowess?

I think the deck needs Coordinated Assault and Swift Justice too. First Strike feels 'cat-ish', whatever that means, and the deck needs more lifegain so the Ajani's Pridemates can grow.


No I meant Hunter's Prowess. There's no draw in the deck and around turn 5-6 I feel this build is gonna be out of gas or running on fumes. Prowess typically provides 4-7 cards in my experience.

I was thinking Coordinated Assault too when I wrote that first post.. but I don't know what to cut for it.

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