|Commander / EDH||Legal|
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|Aether Revolt (AER)||Uncommon|
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Creature — Elf Warrior
Revolt — Narnam Renegade enters the battlefield with a +1/+1 counter on it if a permanent you controlled left the battlefield this turn.
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Narnam Renegade Discussion
8 hours ago
Check out the Little Kid deck, then. You're already playing most of the cards in your deck, you just have to trim down to 60 cards and get rid of the lands that always come into play tapped.
So (from your current card pool) your deck would look like:
2x Ajani's Pridemate
1x Archangel of Thune
2x Fleecemane Lion
2x Loxodon Smiter
2x Narnam Renegade
3x Qasali Pridemage
2x Renegade Rallier
3x Soul Warden
3x Soul's Attendant
1x Voice of Resurgence
4x Wilt-Leaf Liege
The easiset way to improve this would be to add:
...and take out:
Your sideboard would be:
2 days ago
xaerusbladeI just want to say thank you for all of the responses I have been getting, they have been really helpful. So what I picked was an aggressive deck with tokens. I added most of my life gain cards to my sideboard, if not getting rid of them. I moved both of the Nyx-Fleece Ram to the sideboard, as well as Grazing Gladehart but I might just get rid of him. I also thought I could keep Nyx-Fleece Ram on the main board and use it to bulk up Ajani's Pridemate. I took a look at the "Little Kid GW" Deck and I saw a couple cards I really enjoyed, which also helped fix my mana curve, including 4 Watchwolf and 2 Narnam Renegade. I did pick more multi-color lands and also got some fetchlands including 3 Knight of the White Orchid. I did also add 2 Renegade Rallier for Revolt with Beast Within As well as using Knight of the White Orchid to get the land back. Now I would like more ways to get more land back, so I would like some more fetchland ideas if anyone else has any other, but I am still wondering if I should go the route of Landfall. That will also decide if I should keep Emeria Angel. I also got rid of Kemba, Kha Regent with the equipment. Now I did add 3 of the "Soul Sisters" I really like this as the life gain due to the fact that it is supposed to be a token deck and having that will help. Now I have a question about my planeswalkers and if I should keep both of them, none of them, or one, or replace them? A creature I have also been on the fence with is Lone Rider Flip. My deck is really not so much into lifegain now so most of it is moved to the sideboard but idk if it is even necessary to do that. Now this deck was originally designed to be a token deck, with spells such as Selesnya Charm, Call of the Conclave, Gather the Townsfolk, and Retreat to Emeria. But idk if that would even be the beast strategy at this point. I think that I need to either pick Landfall or token but I would really like some help in that regard. What should I do with Qasali Pridemage? It seems kinda out of place. And I wanted to move him to my sideboard. But I do like the Removal
Now an idea I had come up when I found the Beast Within card. My idea was I could use it to get rid of a land, which in turn would activate Revolt. Then after that put down a land, or use a fethland to get the landfall which could, in turn, get me more creatures through, and other Retreat to Emeria. Idk how well that would work but its an idea that popped up in my head
Again I want to thank you all for the suggestions and I really appreciate it
2 days ago
Yeah thats what I meant by finisher... a 4/4 menace deathtoucher is a nice way to close out games. The life loss just gets you there a little quicker.
I think I am going to try and put something similar together soon so I will let you know if I get a chance to play it at my shop. Holidays coming up though make free time a commodity.
I know I will be running one or two Prowling Serpopard main board simply because there are at least 2 Approach of the Second Sun decks every week that do nothing but counter. I may also cut back on the "creature dependent" removal main as well... i've got some Fatal Push sitting around or I may drop a few pump spells to make them regret not blocking my Narnam Renegade :) I really like the idea of casting Gift of Strength in response to a Glorybringer swing.
2 days ago
Its all good, questions are very welcome!
I'd say that this deck can perform fairly well with sub-optimal hands, as long as you can get a creature to stick on the board for a few turns. Having at least 1 creature with deathtouch on the field is the most important thing while playing this deck. And having deathtouch on all your creatures does help, especially psychologically. From playing this deck at my LGS, people are generally less likely to attack you since they don't want to deal with really unfavorable blocks.
Also deathtouch gives the deck a bit more power especially against other aggro decks where you can do stuff like trade your Narnam Renegade for a big creature such as Carnage Tyrant or a The Scarab God (plus you can cast Return to exile Scarab God from their graveyard before it returns to their hand).
This deck wins mostly by keeping the board clear of your opponents creatures, and chipping in with your own creatures. Deathtouch makes people less likely to block as well, since they'd rather keep their creatures to attack you. This plays into your favor as you can remove their creatures fairly easily. Normally the deck only has 2-3 creatures out when I win.
Dire Fleet Ravager I've found to be pretty solid in the deck, but I wouldn't say its a great finisher. It speeds up your gameplan of "beat my opponent's face in" but when I put the card in the life loss seemed more incidental, and I was more interested in getting a 4/4 with menace and deathtouch. Normally the ability just pressures your opponent to block your deathtouch guys, which makes the board more clear to swing with more creatures later.
3 days ago
Spelling the link to your deck right, would probably lead to more comments, awesome or otherwise in nature. Making it a real link, even more so.
Played much edh, have you? so many 1-ofs...
If you want to play aggressively, you have to reduce the amount of 4, 5, and 6-cost creatures, and add more 1 and 2 cmc creatures instead. Buff up the best cards you have for the first 3 turns to a full set. Consistency is the keyword for this: Having 4 enchantments and 1 Ajani's Chosen is the opposite. It is unlikely that in any game you'll get to play an enchantment while you have ajanis chosen on the table. Grazing Gladehart is also a mistake in an aggressive deck - 3 mana for a 2/2, and then you have to wait for a land in order to gain life (which is a very non-aggressive thing to do). Actually: forget about lifegain, unless you use it for something (soul sisters is an example of a deck, that uses lifegain for something (other than just having a lot of life). In many games, you'd rather have cards that attack or disrupt your opponent, rather than give you a bit of life. Aggressive creatures for a selesnia deck, could instead be something like Strangleroot Geist or Dryad Militant. Qasali Pridemage is also a solid creature in selesnya decks, and Voice of Resurgence too, if you don't mind spending a bit on your deck.
Terra Stomper, Arctic Nishoba, Felidar Sovereign, and Jedit Ojanen of Efrava could be removed, to make room for 4 Wilt-Leaf Liege. Probably you can point to games that these 4, big beefy creatures have won for you, or could have won "if only...", but reality is that modern games are over long before you get to play them (including games vs UW cotrol, although they might spend 15 turns actually killing you). You could let go of all 4 enchantments, to make room for 4 Path to Exile - this might look like a boring exchange, that makes your deck predictable. And it is. But it is also the best removal you have in selesnya, at the best cost.
You have a pile of things with landfall. And that is fine. But... landfall isn't really a good mechanic in modern (with a few exceptions, like Steppe Lynx), and it is certainly not good without fetchlands (I know... stupidly expensive pieces of cardboard). Fetchlands also enable revolt, for something like Narnam Renegade and Renegade Rallier.
Lands: You need lands that give both colors of mana, and which enters the battlefield untapped. Brushland, Razorverge Thicket, Sunpetal Grove, Temple Garden, and probably more, have the possibility of coming into play untapped, and definitely improves your deck. Stirring Wildwood is useful in another way, same as Gavony Township.
You have to make a decision with your deck: aggressive, lifegain, or landfall. but currently it loses to lack of focus. I'd say go with GW aggro - it's a good deck for starters, have some good options for sideboard, and you can upgrade from budget cards to more expensive cards as you go along.
2 weeks ago
It seems like you're going to have a hard time reliably getting delirium for Gnarlwood Dryad; Narnam Renegade might be a better choice with slightly better base stats and a bonus that you can trigger more easily and earlier.
1 month ago
This one is a bit of a silly suggestion, but what do you think about running Rashmi, Eternities Crafter as a value engine? You could combine her with Nissa, Steward of Elements and end up with explosive turns, such as Carnage Tyrant into an Angel of Invention!
1 month ago
i think Growing Rites of Itlimoc Flip is better with revolt cards like Greenwheel Liberator, Narnam Renegade, Hidden Herbalists and Renegade Rallier. Top the curve with Vizier of the Menagerie and you get an explosive deck.=)