R/G: Nacatl War Pride

by Muktol on 02 October 2015

Main Deck (61 cards)

Sideboard (17 cards)

Instants (4)

Enchantments (1)

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Deck Description

This deck started like many of my recent decks: I stumbled upon "Nacatl War-Pride" and instantly some good cards came into my mind that might fit to it.

This deck exists only on this site and has never been played against another deck. Regardless I'm open to all suggestions and ideas that may help to improve this deck.

How to Play

The key creature to this deck is definitely "Nacatl War-Pride". Costing enormous 6 mana to play it should simply be your opponent's death. Supported by creatures like "Champion of Lambholt" or "Primal Forcemage" a single attack will often be enough to finish the game.
Another key creature to this deck is "Brighthearth Banneret" as he lowers the costs of all warrior-spells

Deck Tags

  • Modern
  • Gruul
  • warrior
  • Untested

Deck at a Glance

Social Stats


This deck has been viewed 2,102 times.

Mana Curve

Mana Symbol Occurrence


Deck Format


NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for R/G: Nacatl War Pride

Nacatl War-Pride and all its tokens are Warriors. Bramblewood Paragon will give them a +1/+1 counter each just for entering the battlefield and she also grants any creature you control with a +1/+1 counter on it trample.
Brighthearth Banneret makes warriors cost {1} less to cast.
Primal Forcemage gives a temporary +3/+3 to any creature you control as they enter the battlefield, and as the War-Pride tokens are temporary, this is awesome.

The biggest down side to Nacatl War-Pride is it requires the opponent to have creatures, the more the better. A way to solve this is to give the opponent creatures and the best cards in green that I can think of are Mercy Killing and Forbidden Orchard.

Looking at your mana base, you need to fix it as it currently only has forests in it.

Another trick with Nacatl War-Pride is to duplicate its tokens. Because of the way its token making ability is worded, any copies of the tokens enter untapped, not attacking, and do not get exiled (though the original tokens still get exiled). This is easily achieved through Parallel Lives and / or Doubling Season. Another card that requires a little more work than the enchantments is Rhys the Redeemed's second ability.

Posted 16 October 2015 at 11:28


Oh, completely forgot to built the right landbase. The defenders where removed and some proper lands where added ^^
"Brighthearth Banneret" was a real good tip as it not only lowers the costs of "Brighthearth Banneret" but also "Bramblewood Paragon", "Champion of Lambholt", "Ogre Battledriver" (now sideboarded, against decks I feel I would need haste) and also "Hunted Troll" (sideboarded against decks that don't feature enough creatures on their own)
I'm not so sure now that "Manamorphose" will do a proper job here, I'm thinking of exchanging it against "Rampant Growth" 4 to8 (e.g. Harrow) or "Mercy Killing" to get some removal.

Posted 16 October 2015 at 11:49


Manamorphose is a good mana fixer, but it doesn't net you mana, though it is a 'free' draw spell (costs 2 mana and gives 2 mana back). You need to decide what's more important, draw or land ramp.
Harrow is a brilliant land search card as it puts the new lands onto the battlefield untapped.
Search for Tomorrow possibly my favourite land search card. Suspend it on turns 1 or 2 to have a 'free' land search that puts the land onto the battlefield untapped two turns later. And you can just hard cast it mid / late game.
Rampant Growth is a classic land search as it costs two and puts it onto the battlefield, though be it tapped.

Another card I forgot: Essence Warden. She gains you life every time any creature enters the battlefield, including those you give your opponent. The Warden does one of two things: gain you substantial life to live until you get your key cards out; OR acts as a lightning rod for kill spells, reducing the number of removal that could have killed the important creatures :P

Posted 16 October 2015 at 12:34


I will keep "Manamorphose" at the moment until I have done some testgames (which will take some time, at the moment I'm more like building decks than playing them :( ) but having a good cantrip is always a nice thing.
"Foundry Street Denizen" as well as "Kruin Striker" could be an option instead of "Essence Warden" if something more aggressive is needed. At last options to think about, ergo sideboard it at the moment.

Posted 16 October 2015 at 12:44


Remember, Foundry Street Denizen only triggers for red creatures entering the battlefield. Even if Foundry Street Denizen's ability did trigger for any creature, Kruin Striker is still better as it gains trample.

Some more cards to consider:
Obsidian Battle-Axe / Lightning Greaves / Swiftfoot Boots - they equip for free / cheap and grant haste (among other things).
Giantbaiting - can make two 4/4 warriors with haste. They interact with all the warrior related stuff quite nicely.

Posted 16 October 2015 at 12:57


Brain must have been away somewhere else while I was looking at "Foundry Street Denizen"

Posted 16 October 2015 at 15:35


If you decide you want another warrior for your 4cc slot, may I suggest Rubblebelt Raiders? They go well w/ War-Pride, because whenever they attack, you get to put a +1/+1 counter on them for each attacking creature you control. They start w/ a base P/T of 3/3, so even if you only had 1, attacking by itself, it would immediately bump up to 4/4. Glad to see a RG warrior deck, I have a similarly "old school" Naya one myself that's one of my favorite decks to play. +1, & thanks for the deck...will probably be going to check out some of your other stuff now! :)

Posted 17 October 2015 at 01:49


Thank you for your suggestion.
The warrior-'tribe' was more an accident than real purpose. Nevertheless I added "Rubblebelt Raiders" to my sideboard and will give them a try if I get to make some testgames.

Posted 19 October 2015 at 14:35