Nayakul

by rickyv123 on 10 November 2020

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (1)


Sorceries (3)

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Deck Description

One of the eight mana ramps spells (explore and search) plus one of the eight transmogrify effects (transmogrify and creativity) gives you turn three emrakul. Wrenn and six is a good engine to keep finding your lands plus your dwarven mines. Wrenn plus chandra gives you turn four Wrenn ultimate, where you can flash back your transmogrify effects forever. These effects can also be used as removal in a pinch. Chandra's tokens are a backup for transmogrify effects not making you rely on dwarven mine. Veil of summer stops discard and counterspells which is what your deck is most afraid of.

Deck Tags

  • Combo
  • Emrakul
  • Modern
  • Nahiri
  • Fun
  • Competitive

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,009 times.

Mana Curve

Mana Symbol Occurrence

8003612

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Nayakul

I would add a arbor elf instead of dryad arbor, so you get better ramp, and worst case scenario you hit it once with a Lukka hole exiling a token, but I don’t see that happening

1
Posted 10 November 2020 at 19:32

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Hey man! Thanks for commenting. I love me some arbor elf, but then the dwarven mine/arbor elf would not hit emrakul 100%, and this is something I cannot abide.

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Posted 11 November 2020 at 00:26

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I love the name :)
Alfred is right, dryad arbor is a creature.
Maybe aim for something basic like wild growth if it was for the mana, otherwise there's an equipment that costs 1 and creates a token creature. Can't remember the name.

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Posted 11 November 2020 at 08:35

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Maybe can remove dryad arbor replace with Khalni Garden can also play that full playset for consistency
- may god bless ur'e souls

1
Posted 11 November 2020 at 09:06

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Garden fits the mana :)

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Posted 11 November 2020 at 09:11

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Oh man arbor doesn’t work! Wow did not realize. Garden sounds good let me try.

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Posted 11 November 2020 at 14:30

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GUYS! Just made major updates to the deck. Please let me know what you think and thank you for your help.

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Posted 11 November 2020 at 17:11

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Love the deck! My only concern is that there are more fetch lands than actual lands?

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Posted 11 November 2020 at 17:18

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Thank you! I think its ok, there are ten fetchable lands, and the deck only needs four mana to function. Similar to the naya landfall deck, the fetchlands are essential to the deck working, not only for the mana fixing but for the dwarven mine to always be there by turn three or four. With the 12 fetches, there are 15 copies essentially. I guess I could cut one or two.. anyone else have any thoughts?

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Posted 11 November 2020 at 17:27

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I cut one mire and added one more basic mountain. Now there are 14 copies of dwarven mine, which I think is enough. Now there are 11 fetches and 11 lands!

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Posted 11 November 2020 at 17:28

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Ahh crap I forgot that this messes up the mana.. I added the fetch back.. you need at least 14 turn one green (for search and veil of summer) and 14 white for path and nahiri.

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Posted 11 November 2020 at 17:29

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1 You must always assume worst case scenarios.
First scenario will be that if your deck relies on a perfect manabase, your opponents will be there with landdestruction and bloodmoons. Fix the problem before you encounter it.
You are in a good position here as you have red in your deck, so you only need to ensure you got 3 of each other basic land, forest and plains to resist bloodmoon.

2 always choose the simpler solution. If dwarves mines are demanding, and khalni garden is not, then you use more of khalni garden and fills the rest with dwarves mines. If you have the budget, you can also test out vesuv.
Reaching for three mountains in a threecolored deck will cause problems. You could go with bloodmoon to solve that problem. If you use khalni garden early you have the mana. You must discover a ratio of fetchlands where you don't end up drawing only fetchlands when you need real mana. I'd say 10 fetches in a 22 land deck is more balanced, and some of those fetches should be ghostquarter and field of ruin.

3 one of your problems is to get a creature, and make sure it stays in the game.
Darksteel brute might be your solution.



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Posted 11 November 2020 at 23:11

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I added the basic lands, thank you I think the mana base is fine with that. People are playing blood moon more so that is good. Other then that I think the mana is solid, also have search and wrenn and six. Darksteel brute won’t work because it is an artifact and does not work with creativity. Either way no issues getting creatures, have 16 copies of mine, as well as four Chandra, and also nahiri does not need creatures. Not a fan of garden as it comes into play tapped and is not a mountain. Also cannot be searched up with fetch lands at instant speed.

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Posted 12 November 2020 at 02:19

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I didn't know about the creativity. In that case I'll argue for the the equipment creature, flayer husk. it gets down early and might count doubly when creativity is cast. It also provides you with an expendable defence that can save your planeswalkers against aggro

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Posted 12 November 2020 at 03:44

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No that would not work either, I can’t have any artifacts in the deck, they stop the creativity in the same way a creature does. In other words if I cast creativity then I may hit a flayer husk instead of an emrakul. Love me some flayer husk though. Hey check out my other deck Gideon vehicles, you might like it. It’s the deck I actually own and play. It has dominated my local tournaments and finished 25 place at GP phili last year. You might enjoy!

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Posted 12 November 2020 at 13:59

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