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PostPosted: Thu May 29, 2014 7:14 am 
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:w::g::r: Naya :w::g::r:


:w::g::r: Multicoloured Card List :w::g::r:


:w::w::w: White Card List :w::w::w:


:g::g::g: Green Card list :g::g::g:


:r::r::r: Red Card List :r::r::r:


Colourless Card List


Non-Basic Land Card List


Note: Please mark decks as "Premium" if you use Premium cards in your deck builds. Thank you.

If I left anything out or you see any errors please let me know.

Source: Atharva's Decklists & Strategies Thread

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Last edited by minddrifter on Sat Jul 12, 2014 4:34 pm, edited 3 times in total.

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PostPosted: Sun Jul 13, 2014 4:09 am 
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I had a similar list built but think white is a better supplement to black, you need more early game in your list

4 x Gruul Guildgate
4 x Selesnya Guilgate
4 x Boros Guildgate
2 x Plains
4 x Mountain
6 x Forest
4 x Traveler's Amulet
4 x Shock
4 x Elvish Visionary
3 x Wall of Omens
3 x Darksteel Ingot
2 x Anger of the Gods
4 x Cultivate
2 x Arrest
1 x Brimaz, King of Oreskos
2 x Arbor Colossus
1 x Baneslayer Angel
1 x Stormbreath Dragon
1 x Inferno Titan
2 x Pelakka Wurm
1 x Kozilek, Butcher of Truth
1 x Genesis Hydra


Removal, ramp and bombs. The addition of Elvish Visionary and Wall of Omens give you early plays whilst smoothing out the draws. I unfortunately had to cut Elvish Pioneer in favour of a better mana base.


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PostPosted: Sun Jul 13, 2014 6:56 am 
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I wouldn't run 12 guildgates. That's too much coming into play tapped. I'd say run 6-8 max.

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PostPosted: Sun Jul 13, 2014 8:07 am 
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I agree, you'll have some dead Amulets and Cultivates with only 12 basics in the deck.

That said, I think Traveler's Amulet is a pretty bad card, so I hope the presence of gates means that three-color decks aren't forced to use it.

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PostPosted: Sun Jul 13, 2014 8:10 am 
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You may be right the mana is probably good enough without amulet and will leave space for more threats or removal. The deck is very mana hungry and needs either 12 gates or the amulets. I think the former is better.


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PostPosted: Sun Jul 13, 2014 8:21 am 
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I agree with mega, even in a mana-hungry tri-color deck 6-8 gates MAX. I think 8 would be pushing it a little too much even. They come in tapped, so every gate you pull out you are waiting an extra turn to use...they are nice, but using too many will really slow a deck down. I also agree about the amulets being crap. They are better than nothing, but they are basically like a gate that brings in a land that can only be tapped for 1 type of mana for 2 tapped lands (one to cast the card, 1 to use the ability to grab a land). I'd ditch amulets for gates every time.

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PostPosted: Sun Jul 13, 2014 9:50 am 
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traveler's amulet thins the deck and is recurrable and needs no specific color of mana to go live. They also allow for extremely easy splashing without having to run :g: as a primary land color.

In 3 color decks it is unfortunately at least worth considering, and in 4 and 5 color decks we are probably going to have to put up with it. The alternative is guildgates, which are really just..... bad at more than 6 per deck.



The real strength of the card comes from situations like an Azorius deck where I want to splash one swamp or similar.


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PostPosted: Sun Jul 13, 2014 10:23 am 
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mjack33 wrote:
traveler's amulet thins the deck and is recurrable and needs no specific color of mana to go live. They also allow for extremely easy splashing without having to run :g: as a primary land color.

In 3 color decks it is unfortunately at least worth considering, and in 4 and 5 color decks we are probably going to have to put up with it. The alternative is guildgates, which are really just..... bad at more than 6 per deck.



The real strength of the card comes from situations like an Azorius deck where I want to splash one swamp or similar.

I agree gates are generally bad when you have too many, but really they are better than amulets in most cases. If you have 4 amulets and 4 gates, you are still better off with 8 gates and no amulets. Maybe for splashing situations they would be a bit more useful, but again, you have to think...if I'm splashing swamps and add 3 gates to get my 1 swamp...maybe I should just add 4 swamps total. Sure they thin your deck slightly, but the initial cost is more than throwing down a basic land or even a gate coming in tapped. At least that is my opinion. Maybe they play out better than I'm thinking.

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PostPosted: Sun Jul 13, 2014 10:30 am 
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The real strength of a traveler's amulet is that I can reuse it with treasured find and possibly other future cards. It's an actual card that ends up in the grave and can be used for fixing more than once.

And since we are discussing the card, it is undeniably better for more than 3 colors than guildgates.


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PostPosted: Sun Jul 13, 2014 10:32 am 
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mjack33 wrote:
The real strength of a traveler's amulet is that I can reuse it with treasured find and possibly other future cards. It's an actual card that ends up in the grave and can be used for fixing more than once.

And since we are discussing the card, it is undeniably better for more than 3 colors than guildgates.

I mean yeah, anything can be useful in specific scenarios for the most part. Overall, it isn't a good card and I won't be using it very often. 4-5 color decks won't be that good regardless (at least not atm I don't think). So yeah, you will probably have to resort to using a crappy card like the amulet.

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Last edited by minddrifter on Sun Jul 13, 2014 10:34 am, edited 1 time in total.

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PostPosted: Sun Jul 13, 2014 10:34 am 
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It's not a good card in most 3 color decks. I'll agree with that.


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PostPosted: Fri Jul 18, 2014 11:41 pm 
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I dont recommend running this if you want to win. Though testing has yet to be done.

Token Bomb

2 Wall of Omens
4 Raise the Alarm
1 Brimaz, King of Oreskos
2 Attended Knight
2 Safe Passage
2 Phantom General
1 Inspired Charge
4 Triplicate Spirits
4 Krenko's Command
3 Guttersnipe
2 Warstorm Surge
2 Cultivate
2 Doubling Season
1 Darksteel Ingot
4 Selesnya Evangel

8 Plain
5 Mountain
5 Forest
3 Selesnya Guildgate
3 Boros Guildgate


Sorry for not linking the cards but this is from a phone.


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PostPosted: Sat Jul 19, 2014 11:37 pm 
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Hey all

I'm a constant lurker (followed over from the official forums when everyone switched) but haven't posted yet......

but now that we have some new found freedom with deck building, I figured I'd start to post some fun decks up.

This one is a simple token deck and it's had some success so far but hard to gauge due to the current infancy of the game. It eats it hard to board wipe though and has trouble recovering. Still playing with land counts too (Convoke helps negate a bunch of the doubles)



4x Raise the Alarm
4x Triplicate Spirits
1x Brimaz, King of Oreskos
2x Seraph of the Masses
2x Mentor of the Meek
3x Phantom General
4x Krenko's Command
2x Ogre Battledriver
4x Trumpet Blast
3x Raid Bombardment
2x Beastmaster Ascension
1x Doubling Season
2x Elder of Laurels
2x Selesnya Evangel
9x Plains
7x Mountain
4x Selesnya Guildgate
4x Gruul Guildgate

elk


edit: revamped lands - added 2 of Elder of Laurels and bumped 1 of Seraph of the Masses and Doubling Season

If anyone is willing to take this build for a spin, I'd love to hear your feedback

Thanks


Last edited by elk on Tue Jul 29, 2014 1:22 am, edited 1 time in total.

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PostPosted: Tue Jul 22, 2014 9:21 am 
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bump for moving posts

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PostPosted: Wed Jul 23, 2014 10:57 am 
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Here's my take on the Naya Token Deck. Built it after getting completly smashed by a similar deck two times in a row.

[1v1] "Naya Bombardment"
Premium Deck
60 Cards. 38 nonlands (20 creatures, 18 spells). 22 Lands (8 3 3; 8 other).
Land
-- 3x Boros Guildgate
-- 3x Selesnya Guildgate
-- 2x Gruul Guildgate
cost  
-- 4x Loyal Pegasus
cost  
-- 4x Raise the Alarm
-- 4x Krenko's Command
-- 4x Elvish Visionary
-- 4x Selesnya Evangel
cost  
-- 1x Brimaz, King of Oreskos
-- 2x Mentor of the Meek
-- 2x Goblin Rabblemaster
-- 4x Raid Bombardment
-- 2x Beastmaster Ascension (Totally broken card imo)
cost  
-- 3x Phantom General
cost  
-- 4x Triplicate Spirits

I don't know if this is better than just RW or GW Tokens.
We have the advantage of running both Krenko's Command/Raid Bombardment and Beastmaster Ascension in the same deck. But we have more mana problems.
Maybe this deck will be better when Alara DLC comes out with the Naya lands.

Cards I consider putting in:
Elder of Laurels
Attended Knight
Safe Passage (Safe your guys from Anger of the Gods or use it to recklessly swing in to trigger Ascension or Raid Bombardment)

Cards I consider cutting:
Loyal Pegasus
Mentor of the Meek
Goblin Rabblemaster

Let me know what you think and how to improve the deck. Also let me know about the mana base because im not sure about it.


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PostPosted: Sat Jul 26, 2014 2:32 pm 
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Your friendly neighborhood Crazy Uncle Wuster has started brewing.
I've yet to take this out for a walk yet so I'm not sure how it's going to work out but it sure seems like it will be fun to play.
Try it out!
thedevilwuster does not sanction the above statement. When it comes to using any of Crazy Uncle Wuster's decks, please consult your physician first. Crazy Uncle Wuster's decks are not to be used with any other decks as side effects may occour. Do not use Crazy Uncle Wuster's decks if you plan to drive or operated heavy machinery. Do not taunt Crazy Uncle Wuster's decks...

My :takei: aura deck.

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

Gnarlid Barkley

A deck for Magic 2015.

60 Cards (18 :creature: , 18 :instant: , 24 :land:)

Creature18 cards
■■■■
Elvish Pioneer1/1
■■
Hero of Iroas2/2
■■■■
Advocate of the Beast2/3
■■■■
Aura Gnarlid2/2
■■■■
Primal Huntbeast3/3
Baneslayer Angel5/5
Terra Stomper8/8
Spell18 cards
■■
Elixir of Immortality
■■■■
Furor of the Bitten
■■■
Inferno Fist
■■■■
Nimbus Wings
■■■
Ordeal of Heliod
■■■■
Arrest
■■■■
Cultivate
■■
Burning Anger
■■
Hunter's Prowess
Land24 cards
■■■■
Selesnya Guildgate
9
Forest
6
Mountain
7
Plains

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Last edited by thedevilwuster on Sat Nov 01, 2014 3:59 pm, edited 2 times in total.

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PostPosted: Sat Jul 26, 2014 2:46 pm 
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You have way too many Auras and nowhere close to enough creatures. Combine that with the fact that 70% of your creatures die to "Shock in response" and you have a pretty bad deck, I think.

Then you have 10 red spells in a deck with only four red sources, all of which enter the battlefield tapped. Now it's a terrible deck.

Try it out and prove me wrong. :)

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PostPosted: Sat Jul 26, 2014 3:34 pm 
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You did read the disclaimer didn't you? ;)
I wanted to cram as much aura material in as possible. Remember, I'm just having fun and exploring possibilities.
I did win the first match of Explore Innistrad on it's first time out.

Spoiler

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PostPosted: Sat Jul 26, 2014 4:34 pm 
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Haven't considered making an Aura deck, I will to try and make one. :D


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PostPosted: Sat Jul 26, 2014 10:19 pm 
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Come on Harb, where is that Aura deck. Don't tell me that I'm the only (stupid) person to build and try to use one with the tools we have as of now.
I'm going to take it out online in a minute and see how it does against a real person.
I'm also going to use a slight variant on the Steel Whatsitsname Wall/Defender deck you brewed earlier.
Looks like much fun. Mill or Kill!

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