A great Naya commander will do both. As a result, Gahiji is a solid Naya commander who can helm many decks. Big G helps your creatures no matter what their size and it helps you deflect aggression. Its power level isn't super high, but it's that versatility that makes Gahiji one of Naya's best.
Gloryscale Viashino — F. A big stupid beast that makes more big stupid beasts is exactly what Naya wants. This card is hilarious and silly and cool and just screams commander.
Hazezon is a great token producer, even if the trigger to create them is delayed till the next upkeep. Tying the number of Sand Warriors you get to the number of lands you have is very powerful in Naya, since lands are something that Naya deals well with.
The downside of only having to remove one creature to decimate the army, however, is real and needs to be built around. Despite this, Hazezon still works well with sacrificing creatures, and if it can wear some boots you're probably sitting pretty. Overall a very good, and probably even underrated commander.
Jacques le Vert - D-. I suppose you could make an argument for "Jack the Green" being the Naya version of Doran the Siege Tower, but you're definitely reaching. When your colour identity has white in it there's just no reason not to include something that boosts power and toughness over this.
Johan - D. Johan definitely wins the award for the most text used on a card that could have just read. Knotvine Mystic - C. Hey if Naya ever gets a proper Elf deck, this guy is Sort of like a super signet on a creature, Knotvine Mystic isn't a bad source of ramp actually. Something we should all remember to do sometimes: Read The Fucking Card. Often used as a reminder when missing out something important on a spell.
A style of deck that has everyone sacrificing their own permanents or messes with your resources and ability to play the game. Drawing the perfect card at the perfect time to change the way the game is going or outright win.
A style of deck that aims to make one creature as strong as possible using equipment and aura cards. The sets of three colours from the Khans of Tarkir block. Abzan, Jeskai, Sultai, Mardu and Temuir. Catan digital is coming to Playstation and Xbox consoles. As Critical Role has grown, my love for the show has died. If you click on a link and make a purchase we may receive a small commission. Read our editorial policy.
Allied Colours A mix of colours that often play in similar ways. Alpha Strike A game-ending attack that tends to be one massive combat that has all of your creatures going in to try and kill the opponent. Answer A card that specifically gets rid of a problem. Anthem A card that buffs all of your creatures by giving them extra power and toughness. Archetype A type of deck in the metagame such as an aggro, midrange or control deck. Aristocrat A creature that allows you to sacrifice other creatures.
Abzan The colour combination White, Black and Green. Azorius The colour combination White and Blue. Bant The colour combination Green, White and Blue. Bear A two-mana creature that has two power and two toughness.
Blink Any effect that exiles a card temporarily to have it come back in straight away or in the next end step. Board Wipe Any card or effect that removes every creature or artifact or enchantment. Body The power and toughness of a creature. Different combinations of mana colours in a deck have various nicknames. Despite the constant threat of predators, humans have developed ingenious ways to survive in the jungle.
Human life here is about pleasure — the pleasure of the hunt, the pleasure of the body, the pleasure of celebration, and the pleasure of competition. Drumhunters hunt in packs, using the sonic properties of the jungles' buttressing roots to communicate over long distances. Exuberants are humans who celebrate life in all its forms, caring little and usually wearing even less, spending their days in their sandstone ziggurats and jungle cities. All humans come together in open areas to play games, most notable of which is Matca.
In this game, two humans will attempt to wrestle each other to the ground in an attempt to pin them. The advanced Matca fighters wear spike armor. The nomadic Cylian elves live in the tree canopy and gather around dewcups, pools of water that form in the canopy's giant ferns. There are many of these oasis-like gathering places in the canopy, and it is here that the elves camp.
Led by Mayael the Anima, the elves worship the gargantuans of the plane. Godtrackers carefully monitor their movements and offer sacrifices to keep them placated.
The elves believe that the behemoths' actions are signs from Progenitus , an enormous five-headed hydra who sleeps under the ground in the Valley of the Ancient. The elves are expanding their territory in Naya and have surpassed the Nacatl as the dominant race on the plane.
There is more hostility between them now that the Wild Nacatl are moving down from the mountains into the lowland jungles. At one time, the Leonin Nacatl were the most civilized race in Naya and the undisputed rulers of the plane. In its heyday, the Nacatl's Empire of the Clouds had an extensive system of roads, bridges, and aqueducts. But internal strife destroyed the empire.
A revolutionary group known as the Claws of Marisi waged a guerrilla war, shattering the rule of law and bringing Nacatl civilization to its knees. Orzhov is the guild of business, borrowing the characteristic of order and comradery from white with the selfish self-determination and want of power from black. Wealth is power to the Orzhov, so they drive to own and control as much as possible using their influence and money be it through shrewd business, cutthroat politics, or compelling the populous through religion.
Orzhov decks focus on using every resource at your disposal to accomplish your wincon. This includes allowing or even pursuing the death of your own creatures and the loss of your life total to push towards victory.
Izzet Guildgate Illustration by Kirsten Zirngibl. Lore-wise, Izzet is both weird and interesting, which I think would make them happy to hear. They would rush into magical experiments without any thought other than it might work, or at least look awesome!
They were put in charge of the civics works in Ravnica e. Golgari Guildgate Illustration by Eytan Zana. The Golgari are the embodiment of life and death.
While growth may sometimes come slowly, the ability to create something from the wreckage of another can happen quite suddenly… for a cost. Golgari decks tend to focus on making big creatures out of little creatures and dredging the graveyard for the perfect beater. Expect of a lot of fetching, tutoring, and reanimation. Boros Guildgate Illustration by Titus Lunter. If Selesnya are the police of Ravnica, then Boros is the army, forging the harmony and coexistence amongst its residents through blood and iron.
Righteous, zealous, and forthright, the Boros Legion enforces the laws of the Azorius Senate when a simple police force is just not enough. When playing Boros decks, think aggression.
Instead of aggression through speed, though, like with mono-red aggro , focus on aggression through sheer numbers. Boros takes the weenie from white by going wide with creatures but, instead of small ones, is more about enabling you to go wide with larger creatures biggie?
Simic Guildgate Illustration by Svetlin Velinov. While the Gruul protected through chaotic aggression and the Selesnya protected through prevention and regulation, the Simic wanted to preserve nature as civilization began to expand outward, especially those that are deemed… incompatible with civilized life. In many cases, this meant capturing nature for study and in others forcing to adapt to its new existence.
Basically, if Ravnica had a Doctor Frankenstein, he would be Simic. Building a Simic deck relies on mana ramp. Lots of mana ramp. This can be done with mana dorks such as Paradise Druid , mana enablers like Arboreal Grazer , or mana tutors such as Cultivate. What do you do with all this mana? Exactly what green and blue are known for: big creatures and disruption. Can you guess where they got their names? Much like the 2-color combinations, these tend to combine the characteristics and mechanics of their component colors in terms of how the cards operates and how they work in the lore.
While the guilds were interesting because of the interpersonal relationships that created them, the shards and clans tend to be kind of bland in my opinion. Unlike the guilds, the shards have primary and secondary colors which are used not only as determining factors in terms of what characteristics they hold, but also let you know which colors will be used the most and what mechanics will be their primary drivers. For the shards, the worlds that these combinations come from flat out do not have the other two colors, so no influence occurs.
For the clans, they have purposefully pushed away any influence from the other two colors. Bant Panorama Illustration by Donato Giancola. Bant is a primarily white-aligned shard with green and blue as secondary colors. The realm is one of noble engines and a caste system with the Blessed looking down on the Unbeholden. Lots of enchantments both granting abilities like flying, trample, and growth as well as stopping your opponents from doing much of anything on the battlefield.
Esper Panorama Illustration by Franz Vohwinkel.
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