Narnam Renegade

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Narnam Renegade

Creature — Elf Warrior

Deathtouch

Revolt — Narnam Renegade enters the battlefield with a +1/+1 counter on it if a permanent you controlled left the battlefield this turn.

Slashdance on Don't Let Em Breathe (Quick)

2 weeks ago

Thank you so much for the speedy reply!

I did pull Narnam Renegade's for some Young Wolf already in my list, simply because I had Young Wolf already, so now I feel better about trading in the fetch lands for some forests. That was good tech that I didn't even see, lol. I do have some fetch lands I was planning on possibly adding to thin the deck if I felt I needed it, but now I'll consider Narnam more seriously for his ability than I did before and think about it all together.

To replace some of the land, I'm thinking of 2x Llanowar Reborn, 1x Oran-Rief, the Vastwood, 1x Pendelhaven since I had them. Right now I'm unsure, because some come into play untapped and feels slow for this deck, but I see your recommendations also have some that come in tapped.

Thanks for the ideas on the sideboard!

I'll take all of that into consideration as I tinker with the deck. I hope you don't mind, I listed my own version here but linked back to you and this deck for credit, so I hope more people find yours. =) Woodland's Wrath

StoryArcher on Don't Let Em Breathe (Quick)

2 weeks ago

Slashdance (love the name btw)

I appreciate the kind words. The fetch lands are there to make sure I get a trigger on the Narnam Renegade and to thin out the deck a little so that any draws I get from Werewolf Pack Leader get the most bang for their buck. You could probably go with straight forests to save some cash, but if you do I'd probably pull the Renegades for +1 Experiment One, +1 Pelt Collector and 2x Young Wolf. Going with more basic lands will protect you a bit from cards like Blood Moon and Magus of the Moon as well.

As far as some other budget options, Boseiju, Who Endures is also a very expensive, fairly new card. It's a very strong addition for what it does but is in no way necessary for the deck to operate. That could easily be a Forest as well. If you go all Forests, consider adding in a couple of Treetop Village or Lair of the Hydra and maybe a Dryad Arbor.

Sideboards are largely a product of your local meta and the one I have listed is just a handful of quality generic options. Prowling Serpopard, Scavenging Ooze, Beast Within, Damping Sphere and Grafdigger's Cage are just a few budget options out there, depending on what you're trying to stop.

StoryArcher on Don't Let Em Breathe (Quick)

3 weeks ago

demonicgrizzly I have, with pretty good success thus far. I was running a different version of mono-green before, with Hierarchs and a very heavy 3 CMC creature presence - lots of big threats like Yorvo, Rhonas, Old-Growth Troll, Augur of autumn, etc. It rolled in big threats, had a great card draw engine... and just didn't seem to work. My Hierarchs inevitably got bolted, darted, pushed or whatever and that slowed me down for the first two rounds, letting my opponent get his own gameplan going. This version has proven to be a much more consistent threat with fewer instances of stumbling out of the gate. Still tweaking it at the moment but pretty happy thus far.

The main thing I'm considering is whether I should drop the set of Narnam Renegade and the fetch lands and instead pull in a 2-3 Boseiju, Who Endures, another Lair of the Hydra and find a different 1 CMC creature, maybe Young Wolf?

jethstriker on Zoo: Is Obosh, the Preypiercer …

1 month ago

If you're going the one drop bushwhacker route, some of the recommendations I may add:

-Play more fetches. This is so you can power Kird Ape, Loam Lion, and Wild Nacatl more consistently and effortlessly.

-When you are already playing fetches, Narnam Renegade is a better version of Ape and Lion.

-Atarka's Command can provide burst of unexpected damage in a single turn since you are planning on going wide with one drops.

zapyourtumor on Gruul Aggro

8 months ago

This seems a bit like a combination of RG midrange and RG aggro.

Specifically, Bloodbraid Elf, Bonecrusher Giant, and Ignoble Hierarch are some pretty solidly midrange cards.

Some other cards are a bit higher cmc like Gruul Spellbreaker, Steel Leaf Champion, and Domri, Anarch of Bolas.

Bonecrusher is OK, but Ignoble is really not what you want if you want to be swinging with creatures every turn. Currently you have way more 3 drops than 1-2 drops which isn't great. I'd cut basically all of these cards, the best one out of them might be Domri.

More 1 drop threats: Narnam Renegade, Kird Ape, Monastery Swiftspear (If you add more spells)

2 drop: Hidden Herbalists, Eidolon of the Great Revel, Reckless Bushwhacker You definitely need 4 Bushwhackers. Burning-Tree into optional 2nd Burning-Tree into Reckless Bushwhacker is probably the strongest turn 2 play you can make. Add in Hidden Herbalists, and you can do stuff like Hidden Herbalists into Burning-Tree into Bushwhacker. Eidolon is a weirder choice but I've tried 4 before and it can be pretty good.

3 drop: Generally you want something from your 3 drops thats more than just a big stompy body like Steel-Leaf. Seasoned Pyromancer is a great 2 of, since you're casting 3 drops mid game and it lets you draw into more gas.

Spells: 4x Atarka's Command hands down. Card is cracked. Light up the stage is pretty decent but you could maybe try cutting down a few if you need space. 1-2 Savage Swipe is pretty funny, since you have a lot of 2 power creatures and it can put in extra damage while removing an opposing creature. If you decide to run 4 bolt 4 atarka 4 light 2 swipe then Swiftspear is a consideration.

TriusMalarky on Budget Mono Green Agro for FNM

1 year ago

If you're playing fetches, Landfall Zoo is strictly better than general green stompy. The price difference is in the lands.

Wild Nacatl starts you off as a 1 mana 3/3, then add Steppe Lynx and Akoum Hellhound for some insane beaters. Narnam Renegade gives you a fourth great one drop, and Brushfire Elemental and Plated Geopede put in plenty of work. Add Burning-Tree Emissary and Hidden Herbalists for some better 2 drops. Myr Superion takes advantage of the mana off Emissary and Herbalists.

Top it off with Scale Up and Become Immense for some big boi energy.

It's a bit cheaper than this solution as Arid Mesa and Windswept Heath are a lot cheaper than other fetches. Also, you get Path to Exile and Prismatic Ending for removal, as well as other fun tools like Lightning Helix , Lightning Bolt , Light Up the Stage , Ancient Grudge , Smash to Smithereens , etc.

Of course, it's an entirely different deck, so it's completely up to you -- I might have some other stuff in my back pocket.

TheMountainLion on Looking for minor help on …

1 year ago

To premise I have used this deck twice at FNM both times going 2/2/0 Any advice would be great but cheaper is better.

My list: Budget Mono Green Agro for FNM

(a lot of stuff in the maybe board is stuff I really like or have been recommended but haven't figured out where in the deck to put it)

Original list I modified: Budget mono green stompy

Thinking of taking out the Ghaltas, Millitants, and Dismembers for 2 Revenge of the Hunted and 4 Narnam Renegade (in which case I would probably run 8 fetches)

Take a look at the maybeboard and maybe you'll see something even better.

Also I could REALLY use help with the sideboard (I'm trash at sideboards)

I'm thinking of splashing black primarily for removal for example Assassin's Trophy

Thanks for your advice TriusMalarky, wallisface, Balaam__, RNR_Gaming, and DBCooper

TheVectornaut on Who dat boi - please help

1 year ago

Hey, I saw your comment. Is this an alternate account for twechsler or is this deck just inspired by theirs? Either way, I'll go into greater depth on some possible build paths. libraryjoy is correct in that if you're (mostly) mono-green, your best way to destroy creatures is often to take advantage of the abilities on your own creatures. You already have the deathtouch style shell so I'd just focus on that. But even with deathtouch, there are a fair number of options for guaranteeing that damage gets dealt. There are the bow/staff cards like I use in my artifact commander deck A Pile of Cans with the deathtouch from Sydri, Galvanic Genius . Then there's fight effects which you can see working with Wren's Run Packmaster in my wolfless wolf deck Size of the Fight in the Dog (although this strategy doesn't require DT if your creatures have high enough power). A final approach is forced combat damage. Since it's been mentioned the least, that's what I'll focus on here.

Forced block cards like Lure , Gift of the Deity , Indrik Umbra , Ochran Assassin , Roar of Challenge , Tempting Licid , Provoke , Irresistible Prey , or Tangle Angler are the core of such a deck. Most of these cards are rather costly in terms of CMC, and I'd consequently only recommend such a deck for slower casual play. It should be pretty strong in creature-heavy metas though. If that sounds reasonable, the next thing you have to decide on are the creatures and supporting cards. These choices aren't always obvious because of the many things a deck like this wants. For example, it may be better to play cheap deathtouch creatures like Deathcap Cultivator , Gifted Aetherborn , Narnam Renegade , Wasteland Viper , and Nightshade Peddler so you can start controlling the board sooner. But if all your DT creatures have low power, they'll only be able to kill 1 or 2 things off a big forced block. Thus, it may be better to instead grant deathtouch with other cards like Basilisk Collar , Deadly Allure , Virulent Swipe , Bow of Nylea , Archetype of Finality , or Ohran Frostfang . Then, you could just run creatures with high attack for their cost. Still, I think there's something to be said of looking for other abilities that interact well with deathtouch. First strike and double strike are the most obvious examples because they can let your creatures survive combat to attack all over again on later turns. Viridian Claw , Glissa, the Traitor , and Grappling Hook see play in such decks for this reason. Alternatively, you can learn from the synergy of the Frostfang that abilities triggering on face damage pair well with deathtouch. Only a fool would block your 1/1 DT with their 3/3, but if that 1/1 is drawing you a card, suddenly that trade sounds more appealing. Cold-Eyed Selkie , Dimir Cutpurse , Edric, Spymaster of Trest , Oakhame Adversary , Ohran Viper , Tomebound Lich , Fynn, the Fangbearer , and Hapatra, Vizier of Poisons are some cards that might fill this role.

I know I've just rattled off a lot of cards here. I'll try putting together a casual deck to demonstrate what I'm talking about when I find the time.

As an aside, I see that you've included Novablast Wurm as the only meaningful white spell in this version of the deck. It's too slow to see play in anything but ramp, but it can definitely be built around as a beefy Wrath of God too. Consider using something like Heroic Intervention or a Dauntless Escort sacrifice to break the symmetry on the board wipe. Also, creatures that grant boons on death like Thragtusk or Wurmcoil Engine could find a home in a self-wipe deck, although the Wurm might be outclassed then by something more traditional like Austere Command , Settle the Wreckage , Kindred Dominance , or Phyrexian Rebirth .

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