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Best Build Search: Rhythm of the Wild (Naya) (Standard)

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I've been taking a look at the Ravnica Allegiance spoilers closely and a few individual cards have stood out. The fun part of this set is that it opens up equal possibilities to all mana bases, so deck builders can really explore and experiment. I'm going to do a series of "Best Builds" where I attempt to take a card I find interesting and find it a home.

Best Build Card #1: Rhythm of the Wild.

I have seen multiple pro's use this card to build gruul decks over the past week. My logic is that with this mana base we do not need to limit ourselves to two color decks. Three colored decks are easily made with the release of RA.

My first attempt is Naya.

Why Naya?
*Adding white opens us up to having access to multiple powerful creature spells and some nice sideboard options.

Deck Construction:

a) Rhythm of the Wild
*the deck is built around maximizing this card, however I do not want to play a full set. While the card is not wasted in multiples, you still would rather see more creatures over a second copy.

b) Llanowar Elves
*my past experience playing stompy aggro (an archetype that I do very well with) is that games that you play a 1cmc mana dork and it is not killed before you get to use it on turn 2 have a far better win percentage then games where you don't draw it or it is killed. I don't have the exact numbers on this, but it feels significant.

c) Growth-Chamber Guardian
I'm on the bandwagon for its inclusion in any deck that can easily put +1/+1 counters on it, and Rhythm does that. Getting 3/3's that get you another copy for your hand without extra work is pretty sweet.
At worst it is a bear that has the potential to draw another bear as a mana sink mid to late game.
*GCG is one of those sweet combat trick creatures that can keep an opponent on edge during attacks, they always have to consider the pump when blocking if it has no +1/+1 counters.

d) Gruul Spellbreaker
having its own riot is nice, especially since it stacks.
shutting down opponents removal on your turn is exactly what stompy decks need (especially Settle the Wreckage).

e) Kraul Harpooner
*at first I was looking at this as a sideboard card, but it has so much potential in this deck. The format is heavy with flyers, making this not only strong removal but also a card that can pump itself. A Harpooner with haste could be a very big unsuspected swing for only a 2cmc commitment.

OK, to this point the list is pretty stock with other lists I've seen online. here is where I move into my own direction.

  1. I'm not playing Pelt Collector. I'm not a huge fan of playing 1 drops in stompy decks. PC does grow and has the potential to hit 3/3 consistently and sometimes grow even bigger, however it is an awful top deck. I'd much rather play x4 copies of a real threat on an increased curve. I want to maximize Llanowar Elves by hitting a 3cmc creature into a 4cmc creature as often as possible.

  2. I'm not playing Steel Leaf Champion. It is powerful but I want to have more flexibility to play certain 4/5cmc creatures. SLC is a serious strain on the mana base.

  3. Thrash//Threat is a card which has its uses, but the token does not work with Rhythm. I'm avoiding all token generators (apologies also to Regisaur Alpha).

  4. No Carnage Tyrant in the main. I prefer to cap out at 5cmc in stompy. That is just how I prefer the decks to play.

Now for the rest of my list:

f) Rekindling Phoenix
*even better in this deck. Hello haste. Oh you killed it...hello 5/4 with haste.

g) Lyra Dawnbringer
do we need to discuss how much stronger this gets with haste. 6/6 body is also powerful in its own right.
the deck plays 12 shock lands, Lyra helps make up for that fact.

h) Aurelia, Exemplar of Justice
haste with mentor is very good.
giving red creatures trample is very nice
there are enough white creatures for vigilance to be relevant
+2/+0 is excellent, especially when creatures get haste.
*just explodes when followed by Lyra.

i) Knight of Autumn
helps us stabilize against aggro (especially since the deck plays 12 shock lands)
removal for troublesome enchantments and artifacts, which there will be a few lurking around (cough...opponents Rhythm's)
*an over-powered creature on curve gets even deadlier with haste or another counter.

*I have 5 remaining slots available to bolster the decks removal. I would prefer that these slots be versatile, having an alternate purpose other than being spot removal would be nice.

*I also want removal that can kill three creatures in particular in the early game: Tocatli Honor Guard, Wildgrowth Walker, Adanto Vanguard.

j) Lava Coil
*it is still the most dependable way to kill of the trouble cards early in games, while also offering utility in killing of a solid number of mid game threats as well.

k) Thrash // Threat
So i said i wasn't going to play this card, but I need unconditional cheap removal. This depends on me having a decent size creature, which I should, so it is as close to unconditional removal as I will get at a fair cost.
Even if the token does not get riot, having the option for a 4/4 trampler as a second option in situations where you do not need removal is certainly a fair option.

Sideboard:

1) Replacement for Lava Coil
*In this format even the control decks play a decent amount of creatures. I want to be able to reach higher than Lava Coil to target Doom Whisperer and Niv-Mizzet.

Replacement- Collision // Colossus
Collision has targets in a ton of decks and kills any flyer you will face.
Colossus offers versatility as it can finish off a game or even save your creature with a timely pump.

2) Deafening Clarion
*the save your butt option against pure aggro and tokens decks.

3) Deathgorge Scavenger
really strong in this deck with the possibility of haste as you can trigger it twice on entry.
graveyard shenanigans exist in the format, it is nice to have an option to answer it that still comes on a strong body.

4) Shalai, Voice of Plenty
extra protection against removal is appreciated.
shuts down any potential damage from red sources to you as well.
*decent mana sink in the late game.

5) Shock
*quick dependable removal with multiple purposes.

6) Shapers' Sanctuary
against heavy removal based decks this can draw you a high number of cards throughout a game.
still triggers with targeted exile removal, important that it does not use phrasing that involves dying.

7) Ixalan's Binding
*it is nice to have a catch all in your back pocket.

8) Banefire
*a control finisher (I expect control to be everywhere in the new format).

9) Settle the Wreckage
I thought hard on whether or not to include Settle. My goal is to be fast and hit the opponent hard, and Settle does not fit that model. Right now I'm not certain which direction the format is heading in as far as creature size. If I'm looking at facing down a lot of other G/R/X decks then having Settle may be the trump card that puts you over the top.
It is also a solid answer against Golgari and black creature decks as it exiles.
*The deciding factor for the inclusion of Settle is Carnage Tyrant (and to a lesser extent Nullhide Ferox and Vine Mare). Naya is not offering much in the way of dealing with hexproof, and Settle is the best sweeper option available.

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¡Este mazo parece haber sido ser legal para Standard (Temporada Oct 2018 — Oct 2019)!

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