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Creature — Beast
Whenever Meglonoth blocks a creature, Meglonoth deals damage to that creature's controller equal to Meglonoth's power.
Price & Acquistion Set Price Alerts
1 week ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
1 month ago
MokraMrkva, yeah, those are good suggestions, and definitely more optimized. (partly why I have them hanging out in "maybe") Double-black is motivating to drop Urge to Feed, but I wanna give it a shot before it goes out. Righteousness is in a similar situation - I'm looking forward to dropping that on a lifelinking blocker, but it might get cycled for something more consistent as well. I mean, it's not Meglonoth-level synergy. ;) haha. You're right about Exquisite Blood; the price tag is the only reason I don't have it in main. Might drop the money at some point, but I don't think I'm there yet.
Thanks for your comment and suggestions!
1 month ago
I’m not sure if Meglonoth fits the bill for you since you deal the damage when it’s blocking not attacking, but Vigilance so you don’t have to choose!
There’s always Mage Slayer!
enpc on EDH infect
9 months ago
Flesh / Blood is a dumb finisher. Eat a creature from a graveyard, buffing one of your infect creatures. Then deal direct damage with the creature. Because Blood specifies that the damage source is the the creature, not the spell, the infect carries through. Soul's Fire is the same thign at instant speed.
1 year ago
Upgrading the quality of the deck a bit!
- Skyshroud Claim
- Nature's Lore
- Spirit Mantle
- Chariot of Victory
- Far Wanderings
- Seal of Primordium
- Assembled Alphas
- Linvala, the Preserver
- Sundering Growth
- Karmic Guide
- Rakeclaw Gargantuan
- Vagrant Plowbeasts
- Naya Charm
1 year ago
1 year ago
Much appreciation for the comment and vote, Snydog17! I've always been a bit of a flavor junkie myself.
1 year ago
Most important thing in modern? manabase. You can't afford mana screw the first three turns unless you have a very weird deck. For budget lists I tend to stick to monocolour- I have some neat mono-black lists that kick butt. Knotvine mystic, as much as I love it, will not survive the turn it is played, and as much as I love Meglonoth and Godsire you will never be able to cast them against any deck playing removal (read, every deck bar some extreme aggro strats).Card advantage and board presence are big things in modern, and broadly speaking you have three strategies- aggro, which runs a lot of 1-drops and just kills turn three/four. Look at Goblin Bushwhacker/Reckless Bushwhacker, Loam Lion, Kird Ape and co if you want to try this. Cards like Vines of Vastwood to protect your creatures. For midrange, you want removal spells like Path to Exile, Condemn and so forth for the first few turns, alongside some acceleration into cards that trade two or three for one, to take out an opponent in those middle turns of the game. Some strategies include Troll Ascetic, Thrun, the Last Troll, Witchstalker or planeswalkers, or a more focussed strategy like Avalanche Riders type land destruction or Demigod of Revenge reanimation. Control decks basically just run removal, card draw and a couple things which eventually win. Its pretty rare to see one of these in naya colours.
Haste is a wonderful ability for your larger cards, and cards with it only rarely break the bank- a Stormbreath Dragon will soon dodge almost all relevant removal in the format, often closing out the game. Cards like Fatal Push, Path to Exile, Lightning Bolt, Abrupt Decay are all there to watch out for.
For mana cards the important thing is those first three turns. that means that lands that come in tapped are a major disadvantage. While on a budget, cards like Battlefield Forge, Inspiring Vantage, and so forth that are cheap, are untapped, but unfortunately don't pump Wild Nacatl and co.Biggest peice of advice? cut it to two colours or to monocolour if you're working on a budget, as lands and mana consistancy is where budget decks struggle, focus on three or four cheap, efficient cards that you want to cast every game and just build your deck to do that. Mayael's Aria/Greater Gargadon for example, and build the rest as manadorks and removal to achieve that. Lightning Helix/Condemn as removal/lifegain, for example.Good luck, have fun brewing, and test your decks before you buy.