Explorations #5 - Shards of Alara Deck Sketches
(Naya, Misc)
Steve Gargolinski
One More Shard to Go
So far I've covered every shard except for Naya. You can read part one here and part two here. Today I'm going to take a look at the Naya shard and then run down a few more interesting synergies/comboes/etc. that I didn't find a place for elsewhere. Let's go!
Nayageddon
At the very first Pro Tour, French player Bertrand Lestree took this deck to the finals:
The basic idea of this deck is to use Elves/Fellwar Stones to drop a quick Erhnam Djinn (or Serra Angel or Autumn Willow) and then clear out all of the lands on the table with Armageddon. This presented a board position that very few decks were able to deal with. Erhnam Djinn was a total house back then. Not many creatures could fight it in and win - especially on the third turn. Armageddon negates the Djinn's drawback and the non-land mana sources help this deck function in a world without land.
In addition to this strategy, Erhnamgeddon runs Land Tax, Sylvan Library, Zuran Orb, and the mighty Balance. Each of these cards has a profound effect on the game, especially when you're planning on blowing up all of the lands in play. Swords to Plowshares and Wrath of God provide board control alongside a playset of maindecked Disenchant, which was a lot more relevant back then. Speaking of 'more relevant back then', Erhnam Djinn was much more impressive in the old Standard than he seems today. Not much could kill him, he presented four power, only cost a single colored mana, his drawback was easily negated, and it was a piece of cake to drop him on turn three. All-in-all a solid threat.
Speaking of solid threats, check out this card from Shards of Alara:
One of the keys to success with the old Erhnamgeddon deck was to quickly develop an advanageous board position prior to the casting of Armageddon. We don't have Armageddon, but we do get Realm Razer - which is sort of like Erhnam Djinn and Armageddon rolled up into one. this brings some positives and some negatives. On the plus side, Realm Razer is a four-power threat all by itself. If you have a 4/2 in play and have blown up all of the lands, then that's usually a pretty decent step towards "developing an advantageous board position". Throw in a few more beaters and we should be all set to race our opponent to the end.
The most obvious downside is that your land destruction is effectively undone if your opponent manages to remove your Razer. This obviously hurts your strategy, but thankfully your opponent will have limited ways to deal with your Realm Razer - he or she will have to do it under heavy mana constraints. If they have Incinerate then it's two turns away. Oblivion Ring is a minimum of three turns away. The other obvious drawback of Realm Razer is that it costs six mana across three different colors, but thankfully mana is very easy to generate in today's Standard environment.
How about something like this for starters?
This idea here is to power out an advantageous board position with the non-land mana producers: Birds of Paradise, Bloom Tender, and Steward of Valeron. Wooly Thoctar, Kitchen Finks, and the Rip-Clan Crasher can all be used to apply some early pressure while accelerating into Realm Razer.
After clearing away all of the lands, your mana producing creatures will continue to function while your opponent struggles to rebuild. Garruk Wildspeaker can end the game quickly from this position, as can any of this deck's fifteen or so efficient beaters.
While proof-reading this article, one of my buddies pointed out that Bennie Smith has also been developing a deck based on Realm Razer. His deck uses a different strategy than mine:
Bennie's list favors a fuller set of aggressive creatures (Nettle Sentinel, Twinblade Slasher, Wilt-Leaf Cavaliers, Wilt-Leaf Liege, etc.) over the non-land based mana accelerators that I used. His deck relies on a fast start and the post-Realm Razer reapplication of pressure via many cheap creatures to win.
Both of these ideas seem valid to me, and it's going to take some testing to really nail down the positives and negatives of these two strategies.
Here's a third way to think about this idea:
I made this deck as efficient as I could, and then stuck in four copes of Realm Razer. Basically it's a typical Red Deck Wins/burn deck with Realm Razer included way above the top of the curve. Here's what the mana curve for this deck looks like:
1 mana: 12
2 mana: 8
3 mana: 12
6 mana: 4
Definitely odd for an aggressive strategy. The playset of Realm Razer clogs the deck up a bit with six mana creatures, the only cards in the deck that don't consistently hit play within the first three turns. On the positive side, Realm Razer allows a deck like this to compete more effectively in a topdeck war against control builds. Decks that thrive in the late game typically struggle early on - doing their best to stay alive, build up resources, control their opponent's development, and then deploy a powerful threat to close out the game.
Realm Razer seems like a great tool against this strategy. If the aggressive deck can put this big guy into play, then the control decks lose out on a lot of the resource development that they've been counting on through the early part of the game. Wooly Thoctars and Boggart Ram-Gangs are a lot scarier when Akroma is suddenly eight more turns away.
This deck may look more like something post-sideboard, but still seems like a fun thing to try.
A Few Words on Casual
One bummer about the decks above is that they will not make any friends in the casual room. A lot of discussion goes on about what exactly qualifies a deck as 'casual'. Land Destruction is very much frowned upon and definitely tends to fall on the non-casual side of things. This seems like kind of a bummer to me since it disqualifies pretty much any deck with Sundering Titan, Deus of Calamity, or in this case: Realm Razer. What a bummer. These cards all seem like a lot of fun to me. It's not like we're casting Stone Rain, Stone Rain, Demolish - but to lots of people land destruction is land destruction, taboo any way you look at it.
The same casual dislike holds true for countermagic, although it is not as hated as land destruction. The only thing people hate more than having all of their spells countered is not being able to cast them in the first place. There are a whole bunch of other potential no-nos in the casual room: nonbasic lands, rares, Wrath of God, Umezawa's Jitte, Tarmogoyf, Counterspell, etc. The real problem is that every single player has a different definition of the term 'casual'. Name a card, and chances are that there's someone out there who doesn't consider it 'casual'.
I really think that everyone would be better off if we could agree on which decks exactly should be played in the casual room so that game drops and arguments could be kept to a minimum. That way we could all focus on actually just playing Magic and having fun. Doesn't that sound great?
Here's my idea: Everyone should just play whatever they want in the casual room. Anything. Bring land destruction, counterspells, Affinity, Faeries, whatever you want. Every player is allowed to concede at any time and move onto their next game - no problem. If you're up against a deck that you're not interested in playing, then just concede and move on with your life with no hard feelings. If you're interested in avoiding a specific archetype, then use the comment field to specify the type of game you're interested in. Try something like: "no counterspells", "no tribal decks", or "testing a new deck". Simple!
This is not something worth getting all upset about.
Back to decks.
Naya Zoo
Here's the little common that aggro players are so excited about:
Wild Nacatl is a very powerful creature, and a perfect fit for Extended Zoo decks and their fetchland-heavy manabases. This creature will almost always come down as a 2/2 on turn one and then attack as a 3/3 on turn two with no additional investment. In just about every respect it is a strict improvement over perennial beatdown favorite Kird Ape. That extra point of power can go a long way towards taking down your opponent.
The only downside of Wild Nacatl (when compared to Kird Ape) is that the Kitty comes down on turn one as a 2/2 and the Ape comes down as a 2/3. If your opponent has a Shock or Tarfire, then Wild Nacatl will hit the graveyard while Kird Ape hangs tough. Not a huge downside, but definitely worth keeping in mind.
This is a hyper-aggressive Zoo build for the new Extended. It runs eleven fetchlands, nine mana-producing lands, twenty burn spells, and twenty creatures. It's a classic 20-20-20 deck from the deck building advice handed out by experienced spellcasters around the days of Unlimited. I'm not really sure how good this deck is (I haven't tested it yet), but it's certainly very powerful - and a solid starting point for Zoo decks in Extended moving forward.
Adapting this strategy to Standard means a pretty big drop in power for all of the obvious reasons, including the fact that Wild Nacatl is no longer a slam dunk 3/3 attacking on turn two. There is really no replacement for the dual/fetch lands in standard. The closest thing that we currently have are the new Panorama lands released in Shards of Alara - along with Terramorphic Expanse.
Unfortunately, I just don't think the Panorama lands are very good right now - they're just too slow. It's nice that they tap for a colorless mana, but in a world of three color decks that often doesn't do us a whole lot of good. If some sort of dual lands with the basic stamps come along, then that will probably change my mind. This sort of reminds me of the set of Vivid lands - at first I didn't really think that they were so great, but then Reflecting Pool alongside the full set of filter lands changed everything.
There are three cards in the Naya shard that really care about Plains, Forests, and Mountains:
I spent a while trying to make a deck based on getting a quick 3/3 Wild Nacatl into play and surprising foolish attackers with Qasali Ambushers, but by the time I had the necessary lands the creatures were just no longer impressive. I think that the smart thing to do with a Standard Naya Zoo deck is to just focus on strong cards without worrying assembling a set of Forests, Mountains, and Plains.
This deck is pretty much straightforward aggro with twelve burn spells for reach if the early aggro rush doesn't finish the job. Gaddock Teeg is the deck's only real form of disruption unless you count the burn - which you probably don't. The only bummer about Teeg is that he prevents you from casting Flame Javelin, but that's the only card in your deck that he shuts down. I guess we could run some other burn in that slot (Shock?), but Flame Javelin just seems too good not to use.
I'm going to call it quits for Naya right now, but hopefully these decks give you some ideas about what Alara's green-red-white shard is capable of.
Some Final Ideas
To close out this Shards of Alara set review, I'm going to just run down a few cards/combos that I didn't manage to fit in anywhere else.
This guy reminds me a lot of Reya Dawnbringer. One plan for reanimator decks in the past has been to:
- Dump a bunch of creatures into the graveyard.
- Reanimate Reya Dawnbringer.
- Use Reya's triggered ability to bring everything else from your graveyard into play.
Could this same sort of strategy work with Sedris? There are a few major differences here:
- Sedris requires mana to bring guys back to play.
- Sedris can reanimate multiple creatures per turn.
- Reya is able to reanimate the same creature more than once. When a Sedris devotee dies, he's gone for good.
Evoke creatures would go straight into this deck, and there are plenty of good ones in color (black and blue). Evoke a Mulldrifter and then get him back again for 2B? Seems pretty exciting. Even better if you manage to get a River Kelpie into play.
The major issue here is that Sedris costs six mana across three different colors, but there are ways to get around that. We could always discard him and then use Makeshift Mannequin to return him from the dead at instant speed. Bring him into play at the end of your opponent's turn and then untap and unload your graveyard? Seems like an idea worth exploring. There are already a bunch of decks that run lots of Mulldrifters and Shriekmaws; it doesn't seem crazy to run this guy as a singleton for a serious late gameadvantage.
Manaplasm was originally spoiled at 1G with trample, which had players all over sitting up to take notice. Who doesn't love a two mana cost beater who gets bigger every single turn just by playing Magic? 1G and trample is certainly much, much better than 2G without trample - tournament players quickly soured on the card with the new casting cost, but there's still something fun and exciting there. Tower Above (and each of the other 2/X 2/X 2/X casting cost cards) has a converted mana cost of six, which is pretty exciting when combined with Manaplasm.
Tower Above turns Manaplasm into an 11/11 trample, wither, mini-Lured nightmare for your opponent. If you can accelerate into two copies of Tower Above then Manaplasm becomes 21/21. Flame Javelin plus Tower Above gets you a 17/17 Manaplasm with four points of direct damage.
Turn one: Forest, Bird
Turn two: Forest, Elf
Turn three: Mountain, Manaplasm
Turn four: Mountain, Tower Above, Flame Javelin, swing for the win?
Seems exciting? Pretty janky though.
Here's a combo.
If you have Sharuum the Hegemon in the graveyard and a second copy in your hand, then summoning the second Legend will create an infinite loop. State based effects (including the Legend rule) are checked before the 'comes into play' abilities of the Hegemons go on the stack - so these two copies of Sharuum will be able to destroy/resurrect each other a potentially infinite number of times.
Thankfully the triggered ability on Sharuum the Hegemon is optional, so you're able to stop cycling whenever you want. What do we do with this huge cycle? One idea is to create a gigantic Glaze Fiend or Mirrodin's Vermiculos. An Extended legal idea is to use Bitter Ordeal to remove your opponent's entire library from the game. Disciple of the Vault deals an infinite amount of damage. Where Ancients Tread creates infinite damage in-block and only requires five more mana and a fourth color! Vicious Shadows does the same for seven additional mana.
I'm sure that there are plenty more ideas to abuse this infinite loop.
Set Review Done!
All right, that covers every shard of Alara! We went through a whole bunch of decks and tons of different ideas. I definitely learned a whole lot about the new set, and hopefully you learned something also. It'll be interesting to see how three color shards and mythic rares end up playing out as more players get their hands on the new cards.
Thanks for reading!
Steve Gargolinski
spgmtgo@gmail.com
11 Comments
realm razer dies to 1 mountain and a shock, or 2 swamps and a terror, or one plains and a condemn, or one island and an unsummon... it's hardly locking someone out of the game. i'd consider realm razer to be one of the most casual cards available. it's almost unplayable in tournaments
The mention of Lush Growth is to satisfy the requirements of having a plains, a forest and a mountain. Fertile Ground, Wild Growth and Llanowar Elves won't satisfy the requirement and make Wild Nacatl 3/3 on turn 2.
Are you Charlie from Lost?
I liked the article, but you failed to mention the effect of Lush Growth on the three cards that look for a forest, a mountain and/or a plain. With a single land, you can meet that requirement...
Oh man do I agree with the casual comment. I find playing land destruction fun. But I don't dare to try it because I don't want to be seen as the corpse squatting griefer in your average MMO. I also find tron or green big mana and big bombs fun. I haven't seen anyone drop when I cast Scapeshift for a bunch of Cloudposts yet, fortunately.
... so of course I also like the Nayageddon strategy. :)
@ the previous poster: Lush Growth is horrible. Wild Growth can pay for itself on the same turn by placing it on an untapped Forest and then tapping it. Fertile Ground takes an extra turn to pay for itself, but it gives you any color. Llanwar Elves have summoning sickness, but introduce the usefulness and vulnerabilities of having your effect tied to a 1/1 body, Lush Growth is the worst of both. Unless you have a lot of domain cards you might as well just throw some equipment or an aura on the Wild Nactal if that's all you're using Lush Growth for.
For the most part I agree with you. The tough problem that we have here is that one person's misery is another person's fun. There are plenty of people out there who love to play control-on-control. There are people who love to play burn, and people who love to play junk rares. Some people will only play Vintage, some Pauper. There are a billion different types of fun for a Magic player to have.
The 'casual room' on MTGO currently needs to cater to all of these different players. This is the reason why I'm all for people playing whatever they want, and just using the comment field in their game to make sure that they sit down next to an opponent looking for the same thing. There's no penalty to quitting in the casual room, so if you're matched up with a deck and you're not having fun - then just move onto the next opponent.
I think that 'casual' is a poor label for MTGO to use, when the only other real option is 'tournament practice'. Whenever I take a non metagame deck into the Tournament Practce room, I get dropped games all over the place from people who just want to test against stock Faeries/Elves/whatever. I can totally understand this. After all, I'm not practicing for a tournament, I just want to play a few games.
Hopefully in the future, MTGO will give the players more and more power to specify which type of game they are looking for - and be matched up with likeminded players. I think that is the real solution to this problem.
Thanks for the feedback!
Just to be clear, I don't advocate quitting after a few turns just because you're getting spanked (personally I never, ever do this). I think that I have something to learn from every matchup (tier 1, tier 2, tier 3, rogue, junk, strangely good, etc.) and I'm always looking for new lessons. Lots of other people get something completely different out of the game.
I don't think the real issue is "getting spanked", but rather "playing against a deck that turns Magic into something that you hate". Even if I'm getting destroyed, then I still usually get a lot out of the game. How is this guy beating me? How can I update my deck to better fight this strategy? Why did I miss this line of attack in the first place?
A lot of people play Magic Online to put together casual Elf decks and run them into casual Goblin decks. The real way to make sure that you get an opponent on the same wavelength as you is to use the comment field, but hopefully moving forward MTGO will add some more features for game selection/filtering. But right now, for better or for worse, people just click "new game" and play whoever they get matched up with.
I've seen people in the chat area of the casual room boasting about how they get concessions while playing a deck with 25 lands, 35 counterspells/bounce, and 0 win conditions. If you're playing a game with your RG Goblin pile before bed and just want to sling some spells, then I can understand not wanting to waste your time with this donkey. Instead of spending a miserable hour so that some ill-adjusted person can waste your time, then go ahead and concede.
Most cases of 'proactive concession' aren't nearly as clear as the example I described above, but there are plenty of other ways for this same situation to come up. The fact that there's constant discussion about what qualifies as casual is the perfect evidence of this. Wizards is never going to end the casual discussion, so they basically have three choices: leave things the way they are, be more clear about what is actually casual (maybe even creating more formats for the casual-room only? There's obviously baggage here.), or give players better tools toadvertise what type of game they are personally looking for.
Thanks for the feedback - I'll do my best to fight the pull of "terribly stupid"!
Great article. Anytime you can get this much discussion going, you've either done something terribly stupid or slightly brilliant. One thing I don't agree with is this conceding when you are getting spanked early on. If you are just going to lose in two or three turns, stick it out. It won't take that long, and if everyone did that, it would make the community happier as a whole. Why? Because when you are on the better end of the situation, you can get enjoyment of playing out your deck. Also, on the losing end, you could witness a cool combo or pick up a trick you may not have seen before that you can try later on yourself. Just a few thoughts I thought some people may be able to relate to.
I wish - if I was Charlie from Lost then not only would I have been to Middle Earth, but I'd also be engaged to Evangeline Lily.
Oh man do I agree with the casual comment. I find playing land destruction fun. But I don't dare to try it because I don't want to be seen as the corpse squatting griefer in your average MMO. I also find tron or green big mana and big bombs fun. I haven't seen anyone drop when I cast Scapeshift for a bunch of Cloudposts yet, fortunately.
... so of course I also like the Nayageddon strategy. :) I hope you actually build the Manaplasm deck someday. I think this is my shard.
@ the previous poster: Lush Growth is horrible. Wild Growth can pay for itself on the same turn by placing it on an untapped Forest and then tapping it. Fertile Ground takes an extra turn to pay for itself, but it gives you any color. Llanwar Elves have summoning sickness, but introduce the usefulness and vulnerabilities of having your effect tied to a 1/1 body, Lush Growth is the worst of both. Unless you have a lot of domain cards you might as well just throw some equipment or an aura on the Wild Nactal if that's all you're using Lush Growth for.
Great articles by the way.
I just wanted to comment on the casual environment and applying decks such as these to 'casual'. Personally, I don't care what someone brings to casual as long as the point of playing is for everyone to have fun. What I don't like is when they show up with decks that were obviously tuned to play tourney style, and that means the decks are built lean, mean, and simply set up locks or scenarios where the opponent doesn't get to play. Casual should be a friendly game, and with only you playing and your opponent not given a chance to play sounds unfriendly and thusly, un-casual to me. IMHO, that is closer to tourney style play.
So, quite obviously, looking at the decks they are streamlined to do just that. Allow you to play and never allow your opponent to play their game easily. Since the entire article started with an old school tourney deck as its premise, then wouldn't it also follow that by trying to mimic said deck you were also attempting to create something tourney capable?
Well, that is just my 2 mana on the matter. However, I for one don't really care about LD or counters or tourney decks, I just play when I play casual and let the chips fall where they may. After all, even a dissatisifying casual game is easily forgotten by just moving on to another game, since there are usually never a lack of opponents to play there.