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Best Build Search: Naya Midrange (Arena Bo1) (Standard)

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Looking to build the best Bo1 midrange decks for each three color pairing. My goal is to build balanced decks that are strong without the use of sideboards. This means the deck must: deal with enchantments, destroy creatures, have some form of mass removal, have aggressive and powerful creatures, protect its creatures, gain life, and draw cards. It is a big list, but I believe the best decks for B01 are either very linear fast decks or decks that can go over the top of those decks while also having answers for going wide or direct damage.

Why Naya?
Naya checks many of the boxes you want for Bo1.
It offers very overpowered creatures and efficient answers.
*I played Boros midrange flyers in the last standard and it did very well, Naya is just the next evolution of the deck with the addition of more shock lands.

Key Cards:

Sweeper

1) Deafening Clarion.
*this was my starting point. I want a sweeper to deal with the decks that go underneath or snowball. I actually tend to have problems with these decks on Arena because I'm so use to playing my go wide answers in the sideboard. The problem is sweepers can also be dead cards in the main. Gaining a crap ton of life is also a relevant option and is in some ways a wincon, as you can swing freely without worry of a back swing.

Flying Package

2) Lyra Dawnbringer
It's big and boo and scary, but a friendly monster too (if you are in your 30's you get the reference, maybe lol). Hard to kill, major attacker, and swings games back in your favor with lifelink.
great with the Angel package.

3) Aurelia, Exemplar of Justice
*I played the crap out of Aurelia in the previous standard and was quite happy with the results. She is a beast on her own, pumps something else when she enters the battlefield, pumps on attacks, and is a sweet toolbox card.

4) Shalai, Voice of Plenty
my new favorite use is as burn protection. If you survive to play her turn 4, turning off a red decks removal and direct damage usually locks up the opportunity for you to stabilize.
protects other creatures from spot removal.
answers Settle the Wreckage
everyone always forgets the anthem pump, a big mana sink if a board does stall.

5) Rekindling Phoenix
just so hard to remove.
if I'm playing midrange and red then x4 of these are a lock.
*fails the Clarion test, but still forces them to use removal to finish it off. Most games you would play Clarion turn three and then follow it up with Phoenix. Big game swing there.

3cmc Aggressive Toolbox Creatures

6) Gruul Spellbreaker
big body on turn three
has hexproof on your turn, nice to have more evasion.
another answer to Settle the Wreckage.
answer to burn on your turn (only a minor relevance)
haste option is great to close out games.
survives Clarion.

7) Knight of Autumn
4 power on turn three is really good.
life gain option is a great answer to aggro and burn.
enchantment removal is looking to be very important for the next bit of standard.
unfortunately fails the Clarion test, however I still like it better than Thrashing Brontodon.

2cmc Creatures

8) Adanto Vanguard
still hard to kill and block in combat. Just makes people uncomfortable.
survives a board wipe from Clarion.
*we play a ton of life gain, helps offset keeping Vanguard alive.

9) Hero of Precinct One
the deck plays 16 multicolored cards to trigger Hero's ability. I'm not sure yet if that is a high enough number to warrant its inclusion. I need to test this a bit to see how often it pays off.
if this just plays out to be a bear most games then this is a card that could be replaced.

Support Cards

10) Lava Coil
*the best removal that the deck can play.

11) Vivien Reid
I wanted the deck to have more removal and card draw, Viv supplies both.
This is a flex slot to try out some different cards, but I want to give Viv the first chance. The slot will be filled by what the deck feels like it is lacking.

12) Thrash // Threat
I wanted some removal that was not a dead card when the opponent has no creatures to target.
4/4 trampler is relevant and passes the Clarion test.

Other Cards Considered:

a) Rhythm of the Wild
*I've been forcing this hard on Arena. The results are mixed. Games when I go Elf-Rhythm I feel like I'm living the dream. Games without Elf you play an enchamtment on turn 3 and pass. Those games tend to not go as well.

b) Llanowar Elves
*I'm not a one drop guy. I get it is taking a turn off, but I'd rather have the creature be the gas rather then supply it.

c) Pelt Collector.
*this may be a one drop worth including, but it is still not a great top deck.

d) Growth-Chamber Guardian
a strong chance to be the Hero of Precinct One replacement is it does not produce strong results.
you have to work hard for the card advantage with this one. A lot easier in decks that run Rhythm of the Wild of Hadana's Climb.

e) Adventurous Impulse or Light up the Stage
*I would like 1cmc card draw. Light up the Stage is for a more aggressive deck, but Impulse could be the turn one play the deck is lacking.

f) Justice Strike, Seal Away, Lightning Strike
*all possibilities to replace Thrash // Threat if the deck feels like it needs a removal switch.

Overall Opinion of the Deck:

*I feel it is a very powerful deck that checks many of the boxes of what a Bo1 deck must be capable of doing to have a good win loss on Arena. It can survive burn and aggro while having the tools to go toe to toe with any midrange deck. It also has plenty of evasion to be a problem for any controlling decks you may play.

*I'd love to have more creatures with etb removal. There are just not any worth playing in these colors.

*Card draw is an issue. If you get to a point where you are top decking then you are at the mercy of the top deck gods.

Tags

This deck appears to have been legal in Standard (Season Oct 2018 — Oct 2019).

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