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so much fun.
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Where's Wild Nactal? I would think its better than Rip-Clan Crasher for a Naya deck. Though it's ok for a Naya Deck, but not running any mana acceleration makes it kinda slow. Not sure why do you want Blitz Hellion, but its still a decent 7/7 trample but without mana accleration also comes out a bit slow. If you want more tips, you can check out this top tiered deck titled "Naya Lightsabre". It is one of the top performing decks in standard and it beats "Jund" top tiered decks most of the time. http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/td/67 Naya Lightsabre 4 Arid Mesa 4 Forest 3 Mountain 1 Oran-Rief, the Vastwood 4 Plains 4 Rootbound Crag 4 Sunpetal Grove 4 Baneslayer Angel 4 Bloodbraid Elf 4 Noble Hierarch 4 Ranger of Eos 1 Scute Mob 4 Wild Nacatl 4 Woolly Thoctar 3 Ajani Vengeant 4 Lightning Bolt 4 Path to Exile ===================== Sideboard 1 Ajani Vengeant 2 Burst Lightning 4 Celestial Purge 4 Goblin Ruinblaster 4 Great Sable Stag
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i dont need any ramp. my deck isn't naya lightsaber. i went to states in ny and wrecked 3 jund decks and 3 naya lightsabers. blitz hellion is an awesome late game 7 to the face. especially when i have a battle grace out making it an 8/8 trample haste lifelink.
nacatl isnt good enough for me. it isnt a consistent 3/3, its at most early game a 2/2 in which case id rather have an actual 2/2 with haste.
I can't see this deck even doing anything much to Jund.... Did you really wreck 3 Jund and 3 Lightsabres? Nactal isn't stable? Having Battlegrace and Blitz Hellion out at the same time is very rare and I wouldn't really count on that occur any time in a tournament game. Nactal is a one drop, which can put pressure early in the game and beat down late in the game. You don't have any mana accleration of any kind and only 24 lands. I seriously doubt that you could beat Jund when Jund casts its hand disruption and crazy card advantage. You can barely handle even a Putid Leech for your deck. Let alone any Planewalkers. All your high casting stuff and lower mana curve means you will be playing spells less. Violent Outburst is almost useless without a creature on the board, it it very random and the best it can get is Cerodon. Heck a Nactal and a Noble Hierach on turn 2 is pretty bad for your game already. 4/4 attacker will stop your deck pretty harsh. Your Deck VS Jund - Jund has higher card advantage - Jund has more quality removal and creatures - All your 2/2s aren't as effective as Jund's 2/2 (Putid Leech) Your Deck VS Naya - Naya has superior speed over you - Naya has a Planewalkers to soft-lock you and can get it out as fast as turn 3 - Your deck does nothing until turn 2, except a early Path to Exile to reward your opponent a free land (most likely) or a wasted Lightning Bolt on a weak creature) - You have no mana accelerator and your creatures aren't as strong as Naya - Battlegrace/Baneslayer for your deck is slower than Naya. I seriously doubt you actually beat "3 Jund" or "3 Naya" with this deck in a real tournament in the states. Of course I could be wrong. But I'm not convinced of what you did.
ripped
jund cant handle celestial purge, path and naya cham bringing them all back. leach isnt a problem seeing as i can bolt it in response to them paying the 2 life and pumping it. you dont know what you are talking about. their naya deck "could" get a planeswalker out on turn 3, that is if their hirearch doesnt eat dirt. which usually happens. i dont need mana acceleration for a mana curve of 5. obviously you dont know the limits or capabilities of jund or naya.
Being someone who faces this deck on a regular basis all I can say is that it is solid. The lack of ramp is made up for by the use of naya charm, cheap creatures, and an easily adaptable color dependence spread. The colors are nicely spread between cards making it easy to work with if you don't run into a specific color soon enough. Also I would like to point out that while nacatl is good, it is by far inferior to yearlings and crashers in this deck. If this deck ran more ramp then I would agree with you that Nacatls should be put in it. However, this deck functions on the basis of control/aggro which takes out a need to accelerate that quickly. This deck also relies heavily on cascade, which I would much rather cascade into another haster than into something without haste. This deck is a perfect match up for Jund as it doesn't intend for creatures to stay out long and packs enough control to make attacks count. Destroy spells can't stop a good cascade attack and purges + paths + charms make a great defense without requiring much mana. Big naya decks can't deal with fast creatures early in the game either. If they can it's by using path and only results in this deck becoming even faster.