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LRW / MOR / LRW - 2017-06-14

Limited* RGW (Naya) Tribal

JakeHarlow


Maybeboard


Auto-generated from draft simulation

(cards in the maybeboard are the rest of the card pool I drafted that I didn't include in the deck)

Lorwyn/Morningtide/Lorwyn four-player draft, for multiplayer. Tribal Giants in Naya colors is the archetype. A fat curve can make things awkward, but some decent disruption can discourage the table from ganging up on me. Giants will typically be the biggest creatures around, apart from Treefolk, so overpowering the board once we hit 5-7 mana is pretty easy to do. A few white Giants are included and this kind of makes our mana awkward, but a dash of fixing is built in to help mitigate this. The general idea is to lay down enough threats to create an inevitable board state while attacking the weakest opponent (to reduce the opposing field to make the endgame easier).

Garruk Wildspeaker is the obvious powerhouse here, but laying down fat Giants that have good synergy with a lot of our cards is usually enough to win the game. Expect the other three players to pool resources against you early if you come out strong in early games. It's tough to win against that, but it's still fun to try.

Card Choices

Creatures

Elvish Handservant: Our curve starts with a pair of these. They're fine mid-game as filler or even late-game as blockers, but they are incredibly strong if you lay them down early (I've seen them get bigger than the actual Giants in the deck). Not only do they trigger from 10 of our 14 creature spells, but they also trigger whenever anybody else casts a Giant spell. Superb early threat.

Flamekin Spitfire: This is our only creature card that doesn't have any synergy with Giants, but that's fine because it's really strong on its own. We don't have much card advantage in this deck, so late-game we will be struggling to spend mana on things. This creature gives us a useful outlet for unspent mana and can advance the clock against opponents, or help to remove opposing creatures. This is especially strong against tribes with smaller creatures like Elves, Goblins, and Merfolk. A great uncommon for red.

Stinkdrinker Daredevil: We don't have much in the way of mana acceleration in this deck, and it's something that we sometimes sorely need to outpace hostile board states and disruption. This creature is very good for that, and can allow us to easily lay down a Giant and hold up removal, or even lay down two Giants a turn. Too bad we didn't see more of these in the packs.

Cloudgoat Ranger: With its double white mana cost, this is the hardest Giant for us to cast. However, with its built-in evasion option and its "enters-the-battlefield" ability made it worth it to splash for. Getting four bodies for five mana is good, especially in multiplayer. Great for stabilizing and allows us to block fliers if we need to.

Game-Trail Changeling: Counts as a Giant, and a 4/4 body with trample for five mana is solid. This deck doesn't have very much evasion, so a pair of these is both welcome and frankly needed.

Giant Harbinger: Not exactly card advantage, but it does fix our next draw. Allows us to look for another threat, a card to help us stabilize like Cloudgoat Ranger, or something to help end the game like Boldwyr Intimidator. Since we have two of these, I prefer to tutor for the other copy first when able, just to string out some Giants onto the board three turns in a row. Be careful though, since this powerful sequence of plays puts a big target on your head. Choose wisely, because timing is key.

Axegrinder Giant: Our biggest beater, and we have two of them. The 4 toughness makes it more fragile and prone to combat tricks, but it trades with almost everything and beats down weak opponents rapidly. Oh, and it's a Giant.

Lairwatch Giant: One of the other reasons we splashed white was for this Giant (and we have two). It's a very powerful defensive card, and gets even stronger if we play some sort of instant speed damage effect on an incoming attacker to ensure that both blocked creatures die to first strike damage. At 5/3 its body isn't the most impressive, especially at 6 mana, but it's big enough to pose an offensive threat. Its defensive ability makes it more than worthwhile to play, especially in multiplayer.

Boldwyr Intimidator: Topping our curve at 7 mana, this is probably the best creature in the deck. Its 5/5 body coupled with its powerful evasive and political abilities make it a mighty contender at the table. Paying to turn something into a Coward is a powerful ability, especially when fully 9 of our own cards (including one instant spell) put Warriors into play. For those of our creatures that aren't innately Warriors (only six of them, plus Garruk Wildspeaker's and Cloudgoat Ranger's tokens), we can make them so. These abilities are also useful as a political tool in multiplayer, since you can affect other players' combats (even without consulting them!) by messing with their attackers and blockers before the defending player advances to the "declare blockers" step. Obviously this card can allow for massive unblockable swings to simply smash opponents out of the game, which is honestly its primary use. Political applications are still worth mentioning though.

Removal/Toolbox

Shard Volley: It isn't Lightning Bolt, but it's close. It hurts to cast this early, especially since we want to hit the top of our curve as quickly as possible. However, late-game we are perfectly happy to pitch a land, and Stinkdrinker Daredevil, Wanderer's Twig, and Garruk Wildspeaker can somewhat help to offset the pain of losing a land if we decide to cast it earlier.

Wanderer's Twig: This card is really important because it helps ensure that we play on-curve and that we can fix our colors. We only play two Plains, so this helps us grab white mana for the few cards that need it. Also thins out the deck. We can also play it early and keep it around until we know what we need to crack it for.

Hurly-Burly: This card is a lot better than it seems in this format. Elves, Goblins, Merfolk, and even Elementals are commonly-played tribes that have numerous X/1 creatures. Since most of our creatures are pretty big, this usually hurts opponents a lot more than it hurts us (we can produce some 1/1 tokens, though). Also, as a board-wide effect, it stands a better chance of hitting more things in multiplayer. I've found that this can really stem the bleeding if opponents are playing smaller creatures and aiming them at you.

Lash Out: This card is very powerful. 3 damage kills quite a few things in this format and its clash clause is an added bonus. Since we're playing Giants, many of our cards have a high CMC, giving us a good chance to win and cause some additional damage to an opponent of our choice (not necessarily the controller of the creature we dealt 3 damage to, either).

Lignify: First off, we probably don't want to play these on anybody that has synergy with Treefolk. Otherwise, it's pretty efficient disruption. We don't have much defense against fliers, so this is a good way to ground them. Finally, our curve-toppers are pretty big, so attacking into a 0/4 isn't such a big deal when we get around to trying to kill that opponent.

Weight of Conscience: A defensive Pacifism that lets us remove the enchanted creature later on. This is fairly easy to do since we have many creatures that share a type. Pretty efficient removal that played a small part in convincing me to splash for white.

Gilt-Leaf Ambush: Brings down some tokens at instant speed. This can be offensive or defensive, and the fact that these tokens are Warriors is relevant if we have Boldwyr Intimidator. We can two-for-one an attacking player with deathtouch blockers if we win the clash, which we are fairly strong at due to our choice of tribe. A solid card that becomes legitimately strong if we win the clash.

Garruk Wildspeaker: Our Pack 1/Pick 1 is very strong. We have big creatures and several double-color-costed cards, so the +1 ability to ramp and also get double colors into our pool is extremely useful. Putting down 3/3 Beast tokens is also a nice way to project power onto the board. His ultimate ability is an Overrun and is very easy to get to in terms of most planeswalkers. Given the size of many of our creatures, this can very easily be a win condition. Garruk is an obvious include, but he comes with the inevitable caveat that the whole table will try to kill him when he appears. Don't be surprised if opponents aim their evasive creatures at him the first chance they get.

Rivals' Duel: Removal that is fairly consistent for us since our creatures are pretty big. It's worth noting that we don't actually have to have any of our creatures fight in order to cast this. Two creatures controlled by a single opponent can be made to fight each other, or we can choose two creatures controlled by two different opponents. In many cases, this can be a two-for-one, so in multiplayer this card turns out to be quite strong.

Shimmering Grotto: I picked a pair of these primarily to help us fix for white mana if we don't draw a Plains (bringing us to a total of five cards that can give us access to white mana sources, which is reasonable since we only play four white cards). Otherwise, it's just a land that comes in untapped and thus doesn't usually disrupt our curve. Garruk Wildspeaker's +1 ability makes these quite a bit better.

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Revision 3 See all

(6 years ago)

Date added 6 years
Last updated 6 years
Legality

This deck is Limited legal.

Rarity (main - side)

1 - 0 Rares

6 - 0 Uncommons

19 - 0 Commons

Draft LRW / MOR / LRW
Cards 40
Avg. CMC 3.31
Tokens Beast 3/3 G, Elf Warrior 1/1 G, Kithkin Soldier 1/1 W
Folders Limited Decks
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