Arena Standard - Naya Feather 2.2 Core20

18 32 11
19 19 0 22
  • Deck contains 8 invalid cards for this format: Rootbound Crag (XLN), Sunpetal Grove (XLN), Reckless Rage (RIX), Clifftop Retreat (DOM), Sheltering Light (XLN), Tocatli Honor Guard (XLN), Ixalan's Binding (XLN), Veil of Summer (M20)
Main 60 cards (19 distinct)
Creature (19)
Instant, Sorcery, Enchantment, Artifact (19)
Land (22)
Side 15 cards (7 distinct)
Maybeboard 15 cards (15 distinct)

Simulating MTG Arena Best of 1 starting hand
(Simplified, true algorithm in MTGA not revealed by Wizards yet)
  • The main goal of this deck is having creatures come in and immediately swing in for huge damage or huge card advantage
  • Cool thing about this deck compared to some other Naya Feather Brews I've seen is the additional consistent scrying through Burning Prophet + Samut's Sprint in addition to Sheltering Light/Godswilling and targeting Tenth District legionaire. You scry 3 times on turn 3 by playing Sprint, Prophet and Legionnaire.
  • Prophet has 3 toughness compared to some other viable 2-drop creatures we need to avoid the problem the feather package has alone -- drawing the wrong half of the deck. 
  • While we have 2 copies of Gods Willing and 2 copies of Sheltering Light in the 75, we are valuing haste higher than protection. Instead of playing Feather and keeping one mana open to protect, we are instead coming in with a 5/5 flyer with haste and immediately secure recursion of samut's sprint to do something similar the following turn. The goal is to come swinging with lots of damage out of nowhere.
    • TBD whether we drop down some of these copies of protection. Sideboard needs more testing -- I'm new to Bo3
  • Domri's Ambush is fantastic but I could be persuaded to drop down to 3 copies
  • I have mostly seen people playing samuts sprint to play krenko on turn 4 to create 4 goblins, so I think it's worth considering adding a couple copies (potentially cutting single copies of Spellbreaker, Colission/Colossus, and/or Domri's Ambush) downside is that is pretty much just a turn 4 play (or else it gets removed easily) and we are crowding the 3 drop slot further.
  • There are 3 cantrips that I'm not particularly high on
    • Gird for Battle - You have to have 2 creatures out already to make this good and most likely 1 of them can't do anything with the counters when it comes into play (exception is a turn 3 or later tenth district legionnaire)
    • Thrash/Threat - Domri's ambush is just better. The +1/+1 is important on ambush and a worse 4-CMC version of Gruul Spellbreaker feels bad. Though I can see the appeal of split cards.
    • Shock - This is tough but I think it's the right decision to leave out direct damage. We get around this by including cards that eliminate our opponent's threats AND then still getting through with a ton of damage. For example, with an Arcanist and domri's ambush you can kill 2 creatures and finish of a planeswalker. Your opponent will rarely be without creatures AND without planeswalkers. Creatures that are too big/difficult to kill will just have to be sideboarded against with Ixalan's Binding or Lava Coil. May need to also include Prison Realm.
  • Planeswalkers
    • I've tried 3-mana Domri but it usually can't be used effectively on the turn it comes in
    • I was skeptical about Gideon but he's sticky and the keywords he offers when he comes in are pretty powerful
    • Ajani, Adversary of Tyrants I have seen people include but have yet to try it myself. 4 mana cmc seems not ideal. Perhaps with all the scrying we can reliably get 4 mana on turn 4 with at least 2 creatures out. The +1 being a Gird will probably be more affective at this point in the game.
    • I briefly played some boros saheeli and it didn't really feel all too powerful and your board isn't getting out of control like it would with Sprinted Krenko instead (still holding up 4 mana to cast either and then a cantrip to get immediate value)

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Last Updated: 04 Jul 2019
Created: 04 Jul 2019
1266 115 0

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Main/Sideboard Rarity Count
10 16 32 0 0
0 8 7 0 0
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