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Nayan Might Deck (Casual)

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The deck is centered around a really basic strategy I learned when I first started playing: Build as fast as you can. The idea is to get one of your creatures to 20, meanwhile laying down a heavy barrage of attacks against your opponent.

Mayeal's Aria has three powers that level as the game progresses. At 5+, all creatures will begin to get +1/+1 at the beginning of your upkeep. At 10+, you will add +10 Life to your Total while still roiding your summons. You win at 20. There are 3 in this deck. It insures that you will always get at least 1 in any game but it does not drown you in them.

While the Aria is the ultimate goal, most game end way before I have a chance to get there. Why? A favorite combo of Meglonoth, Mage Slayer, and Knight of New Alara. Adding a Giant Growth/Might of Oaks/ Titanic Ultimatum for laughs. Mage Slayer does direct damage to the player when he attacks, then they have to stop Meglonoth. If they attack, he deals damage directly to player. Knight of New Alara gives him +3/+3, with enough copies for him to reach 18/18(not including Sorcery or Instant additions).

While powerful, these cards can tend to get expensive, which is why I incorporated several early game elements that allow you to quickly ramp up the damage. Wild Nacatl is a one drop that can become a 3/3. Woolly Thoctar is a inexpensive 3 cost 5/4 that also benefits the +3/+3 bonus of Knight of New Alara(s).

Enlisted Wurm (which gets +2/+2 from KoNA)is a 5/5 with Cascade. Pulling a Woolly Thoctar and playing it for free anyone? Only cards that Cascade does not allow you to pull are a copy of itself, Meglonoth, or Titanic Ultimatum.

Drumhunter is a multi-utility card. Allows me to draw cards at the end of my turn, allowing me to pull more playable options or sometimes a much needed additional mana. It can also tap for 1 colorless, making him invaluable for getting big creatures out earlier in the game. His buddy is the Cliffrunner Behemoth, very useful for surprise additional attacks thanks to Haste, and has Lifegain just in case.

Utility spells are simply Naya Charms. They are multi-purpose depending on which situation you find yourself in. Adding additional damage to kill a particularly tough bastard, getting a nice card back from your grave, or tapping all of their creatures and buttfucking the other player(usually ends the game honestly.

The Mana is pretty evenly distributed after VERY through playtesting, I have found that this combo is most effective: 6 Forest, 4 Mountains, 6 Plains. Very few really, but then you have Jungle Shrine. While it does come into play tapped, it can tap for Red, White, or Green. I added Trace of Abundance, a very inexpensive card that enchants a land to tap for an additional mana of any color for more versatility. I find I rarely do not have the required mana combinations to play what I need, and thats mostly an early game chance. Shuffle better.

Of course, there are downsides.

  1. Easy to chump block if they have the numbers.
  2. Flying creatures can be somewhat of an issue sometimes.

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