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Decks (Magic The Gathering) => Standard => Topic started by: whitedrake on January 28, 2013, 06:42:39 PM

Title: Naya Agrro
Post by: whitedrake on January 28, 2013, 06:42:39 PM

Naya Agrro

60 cards, 0 sideboard


4 {Sunpetal Grove}
2 {Kessig Wolf Run}
4 {Rootbound Crag}
4 {Stomping Ground}
2 {Cavern of Souls}
4 {Sacred Foundry}
4 {Temple Garden}

24 lands


1 {Aurelia, the Warleader}
2 {Rubblebelt Raiders}
4 {Arbor Elf}
3 {Restoration Angel}
3 {Huntmaster of the Fells}
3 {Loxodon Smiter}
3 {Silverblade Paladin}
2 {Strangleroot Geist}
3 {Lightning Mauler}
1 {Firemane Avenger}

25 creatures


1 {Aurelia's Fury}
3 {Rancor}
2 {Domri Rade}
3 {Selesnya Charm}
2 {Boros Charm}

11 other spells


Sideboard
Title: Re: Naya Agrro
Post by: Kaleo42 on January 28, 2013, 07:00:42 PM
Not bad, maybe isolate the most efficient creatures and move to more 4 of's for consistancy?
Title: Re: Naya Agrro
Post by: Coffee Vampire on January 28, 2013, 07:04:17 PM
{Hellrider} does essentially the same thing as raiders but has haste and is less mana-intensive.
Title: Re: Naya Agrro
Post by: whitedrake on January 28, 2013, 07:12:53 PM
Quote from: Coffee Vampire on January 28, 2013, 07:04:17 PM
{Hellrider} does essentially the same thing as raiders but has haste and is less mana-intensive.

Was thinking the same way...;) but there are small differences...;) both variants has their advantages.. And I am not worried about mana in naya I will be able to cast them...;) the haste is huge advantage of Hellraider but I am trying to compansate that by lightning mauler.. Still rubblebelt raiders attaks next turn for much more and crushes bigger blockers... Rancor and paladin make a lethal weapon from him in turn 5... Not possible that easy with hell raider....
Title: Re: Naya Agrro
Post by: Calebestes on January 28, 2013, 08:38:54 PM
I'd get rid of domri and defiance.   Put in thrag or fury.  Hell even bonfire would be nice!
Title: Re: Naya Agrro
Post by: whitedrake on January 29, 2013, 04:33:52 AM
Quote from: Calebestes on January 28, 2013, 08:38:54 PM
I'd get rid of domri and defiance.   Put in thrag or fury.  Hell even bonfire would be nice!

Switched defiance for Fury... But Domri is quite useful in deck with 25 creatures...;) during playtesting she was nice boost...;)
Title: Re: Naya Agrro
Post by: Calebestes on January 29, 2013, 04:49:29 AM
Yeah.  Idk I think I'd rather have a turn 2 smiter or something then domri.
Title: Re: Naya Agrro
Post by: whitedrake on January 29, 2013, 04:56:34 AM
Quote from: Calebestes on January 29, 2013, 04:49:29 AM
Yeah.  Idk I think I'd rather have a turn 2 smiter or something then domri.

U r right but it is situational... With two of them in deck the chance that she will be in ur opening hand is quite small and if u draw her on turn 4 then she is exactly what u need mostly...;)

Anyway it needs more playtesting... Maybe u r right and I will have to replace her but until now I love her...:) I accomplished also ultimate with her once...:D
Title: Re: Naya Agrro
Post by: Calebestes on January 29, 2013, 05:01:11 AM
You are my hero. :). Best I ever did was Garruks ultimate for 15...in my standard tourney last Friday.  Lol
Title: Re: Naya Agrro
Post by: whitedrake on January 29, 2013, 05:42:14 AM
Quote from: Calebestes on January 29, 2013, 05:01:11 AM
You are my hero. :). Best I ever did was Garruks ultimate for 15...in my standard tourney last Friday.  Lol

Congrats.....:D Sometimes it simply happens... But mostly it is bcs opponent plays in weird way or is screwed by deck (mana screw or land flooded) but anyway it is mostly fun to realise that there is a chance to play ur walker's ultimate...:D
Title: Re: Naya Agrro
Post by: Calebestes on January 29, 2013, 08:42:24 AM
I Bant controlled his deck.  Lol
Title: Re: Naya Agrro
Post by: whitedrake on January 30, 2013, 05:15:25 AM
Added  {Kessig Wolf Run}...