Instant, Sorcery, Enchantment, Artifact (23) | |||
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$0.18€0.070.03 | |||
$0.31€0.360.03 | |||
$0.25€0.130.03 | |||
$0.25€0.160.03 | |||
$1.15€1.520.03 | |||
$0.40€0.250.02 | |||
$0.24€0.090.03 | |||
Creature (13) | |||
$0.25€0.190.03 | |||
$1.19€1.000.02 | |||
$0.75€0.400.02 | |||
$0.25€0.130.03 | |||
Land (24) | |||
$2.83€2.180.03 | |||
$5.68€4.040.15 | |||
1
Forest
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1
Mountain
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$2.69€1.760.02 | |||
$11.57€9.790.24 | |||
1
Plains
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$1.16€0.740.02 | |||
$18.78€14.920.76 | |||
$11.66€10.180.88 |
$0.39€0.270.02 | |||
1
By Force
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$0.15€0.070.04 | |||
$0.25€0.130.03 | |||
$0.17€0.110.03 | |||
$0.40€0.250.02 |
$0.520.02 | |||
$4.59€3.520.02 | |||
$0.25€0.170.03 |
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Learn more Download For WindowsThis is a Historic-ready import of the Naya Feather deck that was present in the War of the Spark and particularly M20 meta.
Quick disclaimer before we get too far in, this deck is far from top tier and we'll talk a bit about why soon. However, it can hold it's own and has insane burst potential which makes it extremely fun to play for me, if you've got the cards already or have the wilds to spare go for it but think twice if not and you want >50% winrate in ranked Bo1.
The deck is relatively straightforward but it can be easy to get over eager and leave your Feather or Legionnaire without removal protection. Creatures can take a while to draw if lost so make sure you have a safe window to cast and keep them alive.
An ideal hand would have a Feather, the Redeemed, a Paradise Druid, and a protection spell so you can cast all by turn three. A hand with Tenth-District Legionnaire and Season of Growth works similarly as this also has the effect of keeping your hand full.
Typically you won't need the draw of two Season of Growth's at once, if one on the board is at risk of being removed hold onto it but otherwise scry away if you can. It's typically better to cast two 1-mana instants than a second Season.
The deck is built around a several key cards we want to see in every opening hand as described above. Hence Mulligan strategy is important. It's typically worth mulling once if you don't have one of the ideal hands mentioned above (mostly keepable without a protection spell). Don't keep any hands without a single creature, even if you do draw one 4 turns in you'll likely be too far behind to catch up again.
The two big weaknesses of this deck are Thoughtsize and similar hand disruption, and a somewhat stretched manabase.
Gaining access to Blossoming Defense pretty much single-handedly solves the latter by eliminating the old reliance on having three white sources on turn four to cast and protect Feather.
Defending against hand disruption is much more difficult and is really only done by sideboarding to the meta. Currently, the most common meta decks to run Thoughtsize are Sultai midrange/control and Rakdos discard aggro. Both of these utilise their graveyards making Rest in Peace very valuable since these decks don't usually have good answers. The card is also critical against Kethis, the Hidden Hand/Emry, Lurker in the Loch decks and most Paradox Engine decks.
Cindervines is a brilliant card against any control or artifact deck.
Authority of the Consuls and Moment of Triumph are excellent for aggro matchups to slow them down and repeatable lifegain. The extra copy of Defining Clarion will be most useful here too, especially when you have a creature to give lifelink to.
Stonecoil Serpent can prove a big problem for us as our only reliable maindeck answer is Reckless Rage. The additional Soul-Scar Mage's ease the reliance or if you feel a matchup needs more creatures. The -1/-1 counters they give are one of our few ways to get through indestructible, or otherwise very large, enemy creatures, which widens their use.
Bring to Trial is mainly to deal with Ulamog and other huge creatures the deck would otherwise have trouble with. It is one of the weaker sideboard cards and you could opt for artifact removal and hope you can kill them before Ulamog comes out.
Light of Hope is also on the less powerful end but does provide some of our only enchantment removal alongside cracking a Cindervines. One extra Domri's Ambush helps a lot against planeswalker and big creature decks where we can run into trouble if the game goes long.
I've included a couple of less aggressive potential replacements for Aurelia although her trample can win games. Maybe a Lyra in the sideboard to swap if you expect to be defending at the start could be good. Collision//Colossus would be best spell for repeatable trample but the 2-mana cost is more than this deck wants to pay.
The deck works great as a Bo1, I would put By Force in the maindeck for the God's Willing for the silly amount of artifacts going around if you do.
Thanks for taking the time to read if you got this far! I will say this deck isn't too tier due to the weaknesses discussed but it can be very powerful and explosive when piloted well making it very fun to play: swings of 20+ damage with two creatures are pretty feasible!
1 comments
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