If you've seen my Naya Giant Fires deck, then you know that I'm all about value and this time we're turning the value up to eleven. For this build, we will be focusing our attention on enchantments and some creatures that synergize well with the enchantment meta.
Try not to cream yet, we're only getting started. I've wanted to work a playset of these into a deck for so long and I think we're finally able to do so with the returning Constellation mechanic. The highlighted Constellation superstar Archon of Sun's Grace is going to help spill out even more value from these enchantments by creating a 2/2 Flying body that is given Lifelink if our Archon can stick around. Speaking of bodies, Outlaws' Merriment is going to churn out a random creature that can either ping, life gain, or push damage. Regardless of the coin flip, these creatures will gradually apply pressure to your opponent. I run four copies of this card because it beautifully fits in our 4-Drop slot.
Theater of Horrors is going to peel off the top card of our deck each turn and keep it in exile. So long as our opponent takes damage, we are able to cast the exiled cards that turn. It also has an ability that lets us ping the opponent for one damage if we have R(3) mana available. This card was made for a Fires of Invention deck. It allows you to snipe off planeswalkers with one loyalty remaining easily, but more importantly, it allows you to tear through the deck by essentially drawing an extra one, two, three or even four cards per turn. Ideally, we wouldn't have more than two Theaters on the board because it is possible to deck yourself, but I do recommend running a playset of both Theater of Horrors and Fires of Invention because they are so essential to the deck.
Ahhhh yes. The bread and butter of the deck. I've already mentioned what a blessing Archon of Sun's Grace is, but this card really does shine here. Especially once you find yourself with multiple copies on the board, it's essentially GG. Elspeth Conquers Death is one of my favorite cards in the deck during the late game. Its ability to exile the pesky indestructible and escape cards and then bring back an old body two turns later is a very valuable tool. Elspeth Conquers Death pairs exceptionally well with Cavalier of Dawn. If you have either one of these two cards in the graveyard, you are able to loop them to generate a 3/3 Golem by targeting the Cavalier of Dawn with the enter the battlefield trigger, and then bringing back Elspeth Conquers Death to hand. The Elspeth saga returns a creature to the battlefield on Lore Counter III, rinse and repeat. If an opponent doesn't have the ability to exile one of your toys, then this combo can be pretty oppressive.
Two alternate win conditions of the deck. Cavalier of Flame has proven his place in Fires of Invention decks, and what better way to pump up your many small little guys created with your excess mana from Castle Ardenvale or the those given to you for free by Outlaws' Merriment? He can win the game on the turn he comes down, so I run two in the deck so I don't flood out with them, but pull them when the moment is right. Dreamshaper Shaman is just a fun card I add for flavor, besides when nearly all of our nonland permanents generate us value, who wouldn't want to cheat in an extra spell each turn? (Yes that's right! We can get around the two spell limit created by Fires of Invention with this ability!)
And so we've reached the final nonland cards to discuss. These are by no means the weakest, as they often save the day against the aggressors. Birth of Meletis as everyone has seen by now possesses insane early game value. It's a beautiful turn two to fetch the second source of white mana for a hard cast of Outlaws Merriment, Shatter the Sky, or Archon of Sun's Grace. If you are matched against weak/fast aggro, then an insanely satisfying turn three is to Deafening Clarion the board. The nice thing about running creatures with 4+ toughness is that we keep our board while wiping their's clean. Whenever one Clarion or even two Deafening Clarion's don't get the job done, then we turn to plan B: 2x Shatter the Sky. This is only a two of because resetting the board when I have 5 flying Archons with lifelink feels really bad, but sometimes it must be done! When multiple Outlaw's Merriment's are on the board, the board wipe is very useful as we immediately spill out more creatures with haste for free.
For the lands just take whatever you can afford/posses. You can run what I've listed or adapt the colors to your preference. I think 24 lands is fine, with Birth of Meletis being able to fetch a Plains, it essentially feels like 28 land cards.
Overall, this is a really fun deck to play with. It has quite a bit of outplay potential and if you pull the right hand, you typically have a nice mix of answers and big value. There is a more competitive way to make this deck, but I'll leave that to you. I wanted to make this deck for fun, and it seems to hold well against the current meta so I thought I'd share this before we see the next set drop!
Creature (10) | |||
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$6.82€5.040.02 | |||
$0.85€0.500.02 | |||
$1.96€1.670.02 | |||
$0.20€0.120.03 | |||
Instant, Sorcery, Enchantment, Artifact (25) | |||
$0.75€0.540.02 | |||
$0.35€0.160.02 | |||
$0.56€0.550.02 | |||
$0.25€0.220.03 | |||
$0.30€0.210.02 | |||
$0.40€0.240.02 | |||
$0.35€0.200.02 | |||
Land (25) | |||
$0.48€0.450.02 | |||
$15.33€14.820.92 | |||
$5.81€4.100.15 | |||
$10.46€9.910.07 | |||
$18.18€15.020.76 | |||
2
Mountain
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2
Swamp
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5
Plains
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$0.49€0.300.03 |
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