|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Common|
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Enchantment — Aura
When Urban Utopia enters the battlefield, draw a card.
Enchanted land has ": Gain one mana of any colour."
Urban Utopia Discussion
1 month ago
The good news in losing Estrid however, is that it gives you a good excuse to cut blue entirely.
With only basic lands in your mana-base, playing three colors is hard. I know you have Realmwright to help out, but with only two colors, you wouldn't even need to rely on its mediocre ability. ( Urban Utopia is still at least playable with 2 or 3 colors, but they could be Abundant Growth which is actually decent.)
That leaves Ordeal of Thassa as your only good blue card, making the cut pretty easy.
On a sidenote, if you want enchantment to be good in modern, you probably shouldn't go for the midrange route, as it invites you opponent to two for one you, making you lose the value you are trying to gain.
But hey, good and decent are two different things, and depending on your playgroup, you may not be in need of an actually good deck to compete.
Just know that if you want to make improvements, I'd be happy to help :)
6 months ago
Utopia Sprawl Urban Utopia Wild Growth Dawn's Reflection and even Overgrowth if you're feeling saucy. They all synergize with estrid's ability to produce a ton of mana and also ramp you in the early game.
7 months ago
for your consideration
9 months ago
i think these would fit well with the theme, and help cover your deck's blind spots.
9 months ago
10 months ago
Knight of Autumn Nylea's Colossus Aura Shards Alms Collector Avacyn's Pilgrim Llanowar Elves Elvish Mystic Fyndhorn Elves Boreal Druid Birds of Paradise Arbor Elf Utopia Sprawl Gift of Paradise Urban Utopia Ramunap Excavator Fierce Empath
11 months 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!
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