So here is my Naya Allies Deck. A slightly different version went 4-1 last night, but I have since improved it, both from a mana base and a function perspective. Like my other allies deck (here:
Mardu Allies), this is really just for fun, but unlike my other allies deck, this is a serious contender in aggro midrange. I'm not kidding, when this thing gets going it feels like a battering ram against your opponents dome. So without further ado:
Naya Zoollies
White: 15
1 x
Kytheon, Hero of Akros3 x
Elite Vanguard3 x
Cliffside Lookout3 x
Kor Bladewhirl2 x
Felidar Cub2 x
Vryn Wingmare1 x
Gideon, Ally of ZendikarRed: 3
3 x
Firemantle MageGreen: 11
3 x
Undercity Troll2 x
Evolutionary Leap1 x
Nissa, Vastwood Seer1 x
Reclamation Sage2 x
Woodland Wanderer1 x
Greenwarden of Murasa1 x
Woodland BellowerMulti-Color: 7
2 x
Veteran Warleader3 x
Citadel Castellan2 x
Munda, Ambush LeaderLand: 24
7 x
Plains1 x
Swamp1 x
Mountain2 x
Forest2 x
Smoldering Marsh2 x
Cinder Glade2 x
Canopy Vista2 x
Rootbound Crag1 x
Sunpetal Grove4 x
Evolving WildsThoughts: I am uncertain wether this is the right balance of
Cliffside Lookout,
Felidar Cub, and
Elite Vanguard (I currently have a split 3/2/3 but I really can't decide). The bottom line is that early pressure is a big deal, and despite its 1 CMC cost
Cliffside Lookout is more of a late game play in this deck, so I'm seriously undecided. The problem is I'm running out of time to test, before I go overseas on vacation, so this is where I think this deck will rest (not sure I'll have easy internet when I'm gone).
How to play: The mana is set up in this deck to go t1 plains, t2 forest, t3 mountain. In the event you need to tutor, you should be setting yourself up to get those lands in play by those turns under most circumstances. For example, it's sometimes better to put a land into play tapped on t1 in order to ensure the curve (this is only if you don't have a solid t1 play - e.g.: Kytheon or a Vanguard). The deck is already set up for any combination of Cubs, Lookouts, and Vanguards you may choose.
Why the deck works: in essence I'm going for the biggest on curve creatures I can play (realistically) in these colors, and allies to boost them. Your ally is basically always your last play in hand. Definitely play a cub or a troll t2 over bladewhirl, as a t3 whirl will drive damage in, and possibly allow your troll to get Renown bonuses. Speaking of renown, it's a subtheme of this deck - and it works nicely because you have a lot of ways to make your creatures either unblockable or force your opponent to block your creatures in a 1 sided loss.
Thoughts on cards: I've already discussed the big hanging question mark for this deck, but there are a couple other things. 1) the black mana is in the deck purely for
Woodland Wanderer. I'm not sure if this is the right decision, and I have yet to even see the card in play. If the mana feels clunky (it doesn't to me, but still... IF!!!), it may make sense to pull all black mana from the deck. I don't think it's necessary, but I am certainly considering it. 2) I am not certain that this deck can get away without having any reach. I really don't know what I'd pull - possible the Castellans, but man that's a tough one for me to swallow. I haven't felt the need for direct damage, but the deck runs red, and I could see a lot of reason why I might eventually put some in. If anyone takes this for a spin, definitely let me know if it feels like there is a problem, and I'll make an effort to recommend an adjustment to the pile. 3) Bellower is in here mostly to tutor for Warleader, but it doubles as Reclamation Sage as well. 4) Murasa gives us some tiny bit of protection against sweepers, much better when they fix the exile bug. 5) this is the first deck where
Vryn Wingmare actually made sense to me (it's a massive FU to both ramp and control, and who really cares if evolutionary leap is a 3CMC play?.. If you have Gideon in hand, obviously consider playing him first.).
Anyway, I hope someone takes this for a spin. Good luck if they do.