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Tana, the Bloodsower and Sidar Kondo of Jamuraa Naya Tokens (EDH / Commander)

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The idea of the deck is to utilize the Tana Sidar synergy to create 1/1 tokens, most of the deck is focused on generating as many 1/1 and 2/2 tokens as possible to finish the game with a mass pump

Combos in the deck: Breath of Fury with either Legion Warboss or Loyal Apprentice to win with infinite combats.

Currently looking at a way to add Sun Titan back in,

GRN Update 9/25/2018 :
Cuts: Thunderfoot Baloth, Sun Titan, Slate of Ancestry, Goblin Rabblemaster, Psychotrope Thallid.
Adds: Ashnods Altar, Camaraderie, Divine Visitation, Grenzo, Havoc Raiser, Legion Warboss

DOM Update 8/30/2018
would like to thank /u/Presenex for his advice and help.

1st thing that we did was add back in the Breath of Fury combo with Loyal Apprentice and with Goblin Rablemaster and Sidar. With the addition of a few tutors, this combo became very easy to fetch out.

In Loyal Apprentice and Breath of Fury out Hero of Bladehold and Jazal Goldmane

2nd thing was finding effective ways to deal with the decks 2 weaknesses: Flyers and Boardwipes. This was a bit more difficult as the list is getting tighter and tighter

In Eldrazi Monument and Elesh Norn, Grand Cenobite out Ulasht, the Hate Seed and Spidersilk Armor

3rd thing was adding another tutor and another way to close out the game once I have a strong board presence. Easy cuts here.

In Throne of the God-Pharaoh and Eladamri's Call out Mana Echoes and Shivan Harverst.

After about 10 games I have concluded that these changes improved the deck and sped it up.

From testing I’ve found:

Spidersilk Armor was absolute garbage. It helped a bit but felt like the most underwhelming card in the deck.

Hero of Bladehold was a good card but it felt out of place, it pumped the creatures but by only a little bit at a time making them blockable.

Jazal Goldmane was a hard cut. It works well with the strategy and can be lethal for only 5 mana. In testing it might make the cut back into the deck.

Mana Echoes was pointless. It only helped when I had Mentor of the Meek out and that is not enough to keep it.

Shivan Harvest is another card that in testing may make it back into the deck. There have been times when I want to answer someone’s land and just can’t. Could be a meta call.

Ulasht, the Hate Seed… Man this was tough. I’m rarely happy drawing him, but sometimes he just comes down with 15 counters on him and is immediately a focus of everyone on the table. He is both removal and a token generator. With the cutting of Cathar’s Crusade, he is no longer a combo piece, so he feels off now. Maybe someone can convince me otherwise.

New additions:

Loyal Apprentice, I didn’t even realize what this card did until /u/Presenex pointed it out. It is both a combo piece and a way to deal with flyers. For 2 mana, she is too good not to run.

Breath of Fury, while not a new card to the deck, the changes made it much better. We no longer need a haste enabler to combo with it, since both creatures that it combos with produce haste tokens.

Eldrazi Monument, for 2 more mana and no color requirement this was a no brainer for the deck. Pumping my creatures, giving them flying and indestructible is exactly what was needed. Hopefully it performs up to my expectations.

Elesh Norn, Grand Cenobite, I did not want to add her in because people in my meta complained a lot of people playing her. But if I am working on the best possible version of this deck, she is an auto include. The fact that she lowers the power of my opponents’ creatures is great since it can also deal with flyers, especially decks like Breya that generate flying tokens nonstop.

Throne of the God-Pharaoh, it does exactly what this deck wants to do. Deal damage that is difficult to deal with. If it goes unanswered, you win.

Eladamri’s Call, it’s a 2 mana instant speed creature tutor. It is too good not to run and is able to fetch me answers to my opponents.

Overall the deck is still a ton of fun to pilot. It can be inconsistent from time to time, but that is the nature of Naya and until we get more way to make the deck consistent we will just have to deal with it. Just know, if you are piloting this deck, the two cards you never want to see are Balefire Dragon and Steel Hellkite. They will devastate you.

DOM Update 8/20/2018:
The only card out of Dominaria that I added is Grand Warlord Radha, she is a really sweet addition to the deck, and even at a 4 cmc, she is not competing with Tana, because Tana is generally out by turn 3 so I don't have to cast Sidar just yet.

New additions to the deck since the last update are:

  • Reclamation Sage + Aura Shards - I don't know why I haven't done that yet, but it is self explanatory.

  • Sylvan Tutor + Chord of Calling - Instant speed and puts the creature directly into play, can count as an additional Heroic Intervention if I fetch one of my creatures that can give indestructible to my board. Convoke is a massive benefit!

  • Thelonite Hermit + Collective Unconscious - Deck needed more card draw and Hermit has always been underwhelming.

  • Rith's Charm + Fell the Mighty - 3rd boardwipe was needed. I get stuck dealing with flyers that just block the most important creatures, so blowing them up and swinging with tokens after just seems nice. The charm is good but, there is something new in the deck that I think may be better.

  • Ovaiya Pashiri, Sage Lifecrafter + Vexing Shusher - While Ovaiya is good and can generate huge creatures, she feels like she does not fulfill any of the roles that are needed. On the other hand, Shusher offers something that this deck needs. Protection. I've been blown out by counters quite a few times, especially on an empty hand when casting something like Collective Unconscious or Craterhoof.

  • Breath of Fury + Frontline Medic - I've played this deck for the past year and only pulled the combo off 3-5 times. It's fun and a good way to close the game out, but it really is not what this deck needs. If any of you ever decide to pilot this, give the combo a go, and let me know what you think. Adding in the medic ups the number of ways I can make my board indestructible to 7 and it recurs with Sun Titan just like the others.

  • Fires of Yavimaya + Mountain - With the removal of Fury, there really is no need to spend mana to give your creatures haste, adding in another mountain will help earthcraft have a basic to untap.

  • Precinct Captain + Shivan Harvest - Now I had no idea this card existed until one of my friends showed it to me. I've yet to play a game with it, but I can see it doing a lot of work, especially in combination with Grand Warlord Radha. No words on cutting captain, he was just extremely underwhelming.

  • Cathar's Crusade + Vigor - So after many games I've concluded that crusade is a win more card that does not really help the deck much, except make my creatures blockable, which has backfired on me quite a few times, other times it was just sitting dead in my hand. I've yet to test Vigor but having another tutorable way to protect my board feels nice.

  • Primal Vigor + Spidersilk Armor - Creatures with flying are a problem. My grounded tokens had no way to deal with them, so my planeswalkers were always under fire. Giving my creatures reach solves that problem. Primal Vigor is good but with all the Atraxa decks I keep coming across, it was giving my opponents way too much advantage.

  • Aura Mutation + Heroic Intervention - With the addition of Aura Shards, I see no reason to keep the mutations around. Just like the other too, intervention is a good way to protect my board once I have some control.

  • Artifact Mutation +Grand Warlord Radha - Nothing much to say here. Mutation was not needed anymore and Radha brings a lot to the table, especially when combined with Mirror Entity

As always, no budget restrictions and no house rules. Let me know what you like, what you don't like and lets see if we can tune this deck any further!

Post Discussion Edits:

Cut Mana Echoes and Shivan Harvest for Eladamri's Call and Throne of the God-Pharaoh

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