How to Build Three Naya Decks Without Being A-Naya-ing

by
Arnaud Gompertz
Arnaud Gompertz
How to Build Three Naya Decks Without Being A-Naya-ing

Naya CharmNaya Charm | Art by Jesper Ejsing

Greetings and salutations my dear brewers, and welcome to yet another instalment of Branching Out, where I try to find interesting ideas for rather underplayed commanders or weird mechanics.

Today, I'd like you to join me in a journey towards murky jungles and fiery beasts, a place where violence is the word, where only the strong survive while the weak cower. I'd like you to join me in Naya.

is a fun color combination. While not exactly the subtlest in all of Magic's history, it's a Fertile GroundFertile Ground for spectacular plays and wow effects all around.

Before getting more acquainted with today's companions, let's take a look at the most played commanders in these colors:

Before proceeding any further, there are a few considerations to make here. The density of Kindred decks - Dinos, Elves, Cats, and Dogs - is impressive. Dinosaurs especially, given that two of the five most played commanders are indeed saurians themselves.

I also find it rather funny that Rin and Seri Cats decks outnumber Dogs by a 7:1 ratio. Good boys never stood a chance.

All in all, the trend rather goes in the direction I had foreseen: Aggro strategies, focused on going tall and/or wide, with major value enablers.

Let's take a look at the most popular themes:

An interesting newcomer in this list. Lands Matter sees play mostly in Yuma, Proud ProtectorYuma, Proud Protector (3,042 decks) as well as Hazezon, Shaper of SandHazezon, Shaper of Sand, both featured in Commander precon decks.

With all this info in mind, let's try finding some underdogs.


Jared Carthalion, True HeirJared Carthalion, True Heir

Jared Carthalion, True Heir

Let's begin with the most played commander for this session. I love this one for a variety of reasons.

First, the flavor: Jared comes from Dominaria, and was featured in various stories since as early as 1995. While not as notorious as the Power Rang... sorry, the Gatewatch, his tale is epic in its own right and worth checking out.

Second, the set: the original Commander Legends is hands down my favorite set of all time, packed with fantastic ideas (not to mention great reprints), back when a Draft box of boosters was still somewhat affordable.

Third, the mechanic: playing around with the monarch is not only a bullseye in terms of backstory, but it also makes for a very interesting base. There are only two creatures that give the monarch in Universes Within, and eight when including Universes Beyond as well. I'm a big fan of the Rule Zero setting where the crown is there to be taken by the first blood when the game starts.

So what do you do with this unseated aristocrat?

The way I see it, this is the perfect spot to build a "Stop Hurting Yourself" deck, assorted with a pinch of mass burn.

The base strategy follows this pattern:

  1. Play Jared as soon as possible, ideally with some protection in hand. Give the monarch to the least advanced player.
  2. Reclaim your crown, and keep it safe.
  3. Play spells that burn all creatures, including your own commander, to make it huge.
  4. Finish the game with massive swings or by indirect slugging.
  5. If your commander is taken out, use some alternative outlets that hit back when harmed.

It's a rather simple plan, but it's fun to execute. And with the right setup, the growing horror of the rest of the table as they realize what's going to happen is worth its own salt. It's also a wonderful place to play those redirect damage spells that lie dormant in your binder.

Blasphemous Act
Archon of Coronation
Pariah

To make this work, you'll need:

  • Monarchy: Don't simply rely on combat damage to take the crown. There are several fantastic outlets that will hand it to you on a silver plate.
  • Tasty removal: There are two forms of removal that make wonders in this deck.
    • First, the big bad board wipes. As long as you're the monarch, Chain ReactionChain Reaction, Blasphemous ActBlasphemous Act, Solar BlazeSolar Blaze, or Chandra's IgnitionChandra's Ignition will raze the field while leaving your commander intact.
    • Second, fight. Wayta, Trainer ProdigyWayta, Trainer Prodigy will double the counters on Jared while sending him out repeatedly to confront other creatures. Ulvenwald TrackerUlvenwald Tracker does basically the same. Don't be skimpy on these. Removing threats is an efficient way to keep the crown.
  • Damage redirection: Jared will be removed, so you need some plan Bs. Phyrexian VindicatorPhyrexian Vindicator may cost a hefty , but is a pain to remove with damage. Boros ReckonerBoros Reckoner, Stuffy DollStuffy Doll, and all the ever-growing clique of what I like to call Reflective creatures will be more than happy to send any damage they receive back to another face.
  • Big power value: With big power comes big responsibility. The new Bre of Clan StoutarmBre of Clan Stoutarm will give you immense value. Rishkar's ExpertiseRishkar's Expertise will fill your hand to the brim and more. Grothama, All-DevouringGrothama, All-Devouring will be excellent fodder, not to mention a great way to trigger the aforementioned Reflectives. I wouldn't play Return of the WildspeakerReturn of the Wildspeaker though, since Jared is actually a Human.

You will like this deck if: 

  • You like big creatures synergies.
  • You enjoy having a scary commander...
  • ...but are also content to win the game without him.
  • You believe the monarch is a sorely underrated mechanic.

You won't like this deck if: 

  • Burning down the table repeatedly isn't your jam.
  • You don't enjoy attracting too much attention.
  • You're not a Burn player at heart.
  • You're here to take the crown, not give it away!

Rienne, Angel of RebirthRienne, Angel of Rebirth

Rienne, Angel of Rebirth

Let's dive deeper. This beautiful Angel helms a puny 740 decks. And it's a shame, because as underplayed as she is, Rienne has the potential to unleash massive value on the field.

The word here is: resilience. You want to resist, and to recast your stuff over and over again. Not only will this provide a solid wall of defense turn after turn, it will also provide significant value with various enter the battlefield (ETB) effects, provided you choose your candidates wisely.

You could actually take this build a step further by resorting exclusively to multicolored spells. While this will make your ramp rather clunky, there are still more than enough outlets out there to make this work. But I digress.

The idea is rather simple: build a solid mana base, cast your commander, populate the field. Then either get rid of your cheap fodder by either sacrificing it, sending it to the fray, or using it as a chump-blocker. Recast it next turn, rinse and repeat.

What this provides is an endless swarm of multicolored creatures that your opponents will have trouble dealing with. Add some juicy triggered abilities, and you'll be a force to be reckoned with.

Vibrance
General Ferrous Rokiric
Saffi Eriksdotter

To make this work, you'll need:

  • A bunch of ETB effects: Since you'll be casting and recasting multicolored cards again and again, you might as well make them do stuff.
  • Protection: Rienne will make sure your stuff goes back to your hand, but who's protecting Rienne? Dauntless EscortDauntless Escort, Saffi EriksdotterSaffi Eriksdotter, and Hajar, Loyal BodyguardHajar, Loyal Bodyguard are fantastic ways to deter wasting removal on your commander.
  • Hefty ramp and/or mana cost reduction: Rienne is rather important to the strategy and will cost a bunch of mana. So make sure you're adequately armed to cast her early and keep her around. And you want your spells to cost as little as possible, since your hand is likely to be packed with cards.
  • Finishers: Getting value is good; ending the game is better. There are a few excellent ways to close the game: Gisela, Blade of GoldnightGisela, Blade of Goldnight and Aurelia, the WarleaderAurelia, the Warleader basically double any damage output from your creatures; Blade HistorianBlade Historian does a similar work. Ghalta and MavrenGhalta and Mavren, Anzrag, the Quake-MoleAnzrag, the Quake-Mole, or Zacama, Primal CalamityZacama, Primal Calamity can end games on their own.

You will like this deck if:

  • You want your opponents to feel like hitting a wall of pillows.
  • You live for value.
  • You enjoy being in charge of threat assessment.
  • You fancy playing Naya control.

You won't like this deck if: 

  • You don't want to focus on protecting your commander.
  • You don't wish to play the same cards over and over again.
  • Resilience is for the weak. Adapt, renew, conquer.
  • You don't want to discard at the end of turn.

Mazzy, Truesword PaladinMazzy, Truesword Paladin

Mazzy, Truesword Paladin

Let's end this selection with what probably will be the most controversial choice. I can already see the comments saying "Why are you playing Mazzy when you could go for SythisSythis?". 

The answer, my friends, is rather simple. Yes, Mazzy is basically an Enchantress deck, but it's not a commander your pod will be used to seeing in the zone. With 2,244 decks, it's not like it's seeing no play at all. But it's also one of the most fun and resilient builds focused on Auras I have played against. Not only will this commander make it hard for your opponents to get rid of your Auras, with the right setup it will also make your board very resilient. The +2/+0 is nice, but giving trample is even better.

Also, and more importantly, Mazzy brings to the fray. And while the additions will be rather sparse, they can be decisive. The combination of red and white can bring a significant oomph to combat, while red and green have several outlets focused on modified creatures.

Alternatively, you could also go down the goading route. There are a lot of Auras that goad creatures. Remember, Mazzy buffs any enchanted creature that goes against one of your opponents, not only your own.

Is it absolutely necessary? Probably not. Is it more powerful than Sythis, Harvest's HandSythis, Harvest's Hand. Definitely not. But can it enable some fun synergies? You bet.

Hyena Umbra
Season of Growth
Chishiro, the Shattered Blade

To make this work, you'll need:

  • Resilient, protective, and buffing Auras: This is the core of the deck. Not only will they provide a significant buff to your army, they will also draw you a ton of cards with the right outlets. I'm especially fond of all the 12 Umbra Armor outlets available. Most of them are very cheap to cast, will rather efficiently protect a creature, and will be available to protect something anew if they're removed. Generally speaking, I'd stick to Auras costing at most three mana, to make sure you can recast them without overcommitting.
  • Enchantresses: The other half of the deck, basically enabling you to draw a decent chunk of your deck. And don't forget Wildsear, Scouring MawWildsear, Scouring Maw.
  • Aura matters enablers: This is where the addition of red truly shines. Koll, the ForgemasterKoll, the Forgemaster provides a decent buff and excellent resiliency for its cost. Reyav, Master SmithReyav, Master Smith is a great way to close games. Faith Healer could net you a decent amount of life. Uril, the MiststalkerUril, the Miststalker can become lethal surprisingly quick. Legion LeadershipLegion Leadership will turn any unblocked threat into a killer, in addition to being a land.
  • A few sacrifice outlets: If you can manage to willingly sacrifice some cheap Auras, this could be a fantastic way to refill your hand. one card per mana spent is not a bad ratio.

You will like this deck if: 

  • You like playing around with Auras.
  • You want an underplayed three-colored commander without resorting to partners.
  • You enjoy swinging with massive creatures.
  • You like your paladins better when they can actually punch hard.

You won't like this deck if: 

  • You think Auras are too fragile and risky.
  • You're sick and tired of the Enchantress archetype.
  • You don't want to jump through hoops to get value.
  • You don't see the point in playing three colors when two achieve similar results.

Conclusion

Another one down. We're halfway through! Five more to go, before we can bring this series to an end.

I'd love to hear your comments. Any pet Naya commanders you'd like to see getting more love? Anything I blatantly missed?

Let me know in the comments, and I'll see you in two weeks!

Arnaud Gompertz

Arnaud Gompertz


Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.

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