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Posts Tagged ‘Zendikar Deck’

Woolly

Big and dumb can be pretty dangerous.

 One of my favorite decks is Naya Zoo. Yeah, it is a tier 2, at the moment,  but I think the deck has the potential to break into the top tier.

I’ve been playing Naya Zoo for quite some time now, and it seems pretty solid. That being said, I cannot say much about how it matches up in today’s metagame. I haven’t played consistently enough against the same sort of decks you would see at a major tournament.

What I can tell you is what the deck does well. It plays cheap and powerful or cheap and potentially powerful creatures and turns them sideways. Yes, it is a beatdown deck. However, it has a few tricks. Naya Zoo generates card advantage with cascade and Ranger of Eos, a pretty nice trick with all of the removal out there. It also has a bit of removal too, for things like those pesky Baneslayer Angels.

As much as a dumb monster deck as Naya Zoo is, you cannot just throw things out there without thinking and expect to win. I know this from experience. Naya Zoo still requires brains. I would have to say 50% of my losses with this deck were due to user error.

Here is a build I went 5-2 with last Friday.

Naya Zoo

 
Creatures
3 Scute Mob
4 Wild Nacatl
3 Woolly Thoctar
4 Knight of the Reliquary
4 Bloodbraid Elf
4 Ranger of Eos
3 Enlisted Wurm Planeswalkers
2 Ajani Vengeant

  

Instants
4 Path to Exile
3 Lightning Bolt
2 Naya Charm

Lands
2 Mountain
4 Plains
4 Forest
4 Jungle Shrine
4 Arid Mesa
4 Rootbound Crag
3 Oran-Rief, the Vastwood
Sideboard
3 Qasali Pridemage
3 Dauntless Escort
3 Volcanic Fallout
3 Great Sable Stag
3 Journey to Nowhere

Again, I can’t say a whole lot about the matchups. I only played a few decks what I would consider “mainstream”. However, I can briefly discuss some of the cards  and how they perform.  

Scute Mob: Some say he’s great, others say he sucks, but his board presence is undeniable. He has to be answered eventually, or he will quickly get out of hand. Yes, all removal kills him, but you only paid one G. Maybe he’s a 1/1, maybe he’s a 9/9.  

Knight of the Reliquary: The best trick with her is to blow up a plains and then look for an Arid Mesa. You can figure out what to do next. Not only does this help her grow by 2 each turn, but it helps to thin your deck out too. Block and do it before damage is dealt.  She can be a lot of work, and I would suggest boarding her out in control matchups where the chances of your hard work paying off are minimal. Against other creature decks with little removal, she’s a superstar.

Enlisted Wurm: Cascade is insane, and to keep up with something like Jund, you need to be able to “cheat” in as many free monsters and spells as possible. Not only can the wurm do that, but he has a solid body as well.

Naya Charm: I only saw this a few times, but it was a monster each time I did. All of the charm’s abilities are pretty relevant. The least useful ability is the 3 damage. The charm’s other two abilities are what really makes it shine. In a standoff situation, it will win you the game. It also counts as “extra copies” of spells or creatures already in the graveyard.

Oran-Rief, the Vastwood: Sometimes, 4/4 Nacatls are really useful. The extra point of power and toughness can sometimes make a huge difference.

Sideboard: Was terrible, except for the Journey to Nowhere. Sometimes a little extra removal is necessary against those big finishers.

After Friday, I made a few slight changes to the mainboard, and quite a few changes to the sideboard. Here’s the new makeup.

Naya Zoo Two

Creatures
3 Scute Mob
4 Wild Nacatl
3 Woolly Thoctar
4 Knight of the Reliquary
4 Bloodbraid Elf
4 Ranger of Eos
3 Enlisted Wurm 

 Instants
4 Path to Exile
4 Lightning Bolt
3 Naya Charm

Lands
2 Mountain
4 Plains
4 Forest
4 Jungle Shrine
4 Arid Mesa
4 Rootbound Crag
3 Oran-Rief, the Vastwood
Sideboard
3 Captured Sunlight
2 Luminarch Ascension
2 Uril the Miststalker
2 Volcanic Fallout
3 Dauntless Escort
3 Journey to Nowhere

Ajani sucked in all of my games. If I saw him, that was. Even in control matchups, there was always a sphinx or sodding Baneslayer Angel flying over my head to kill him if I didn’t have a path. However, an extra bolt or Naya Charm would have won me a few games, so I added them in.

Sideboard 2

Naya does horribly against the stupid mono-red decks out there. They burn your creatures, hit you with earthquake a few times and then Spire Barrage you to death. I wished for some Captured Sunlight, which I had in the original sideboard but took out. It will also help you get back some of your burned monsters. Uril the Miststalker should be great in removal-heavy matchups, and as an added bonus, bigger than anything Jund has. The Luminarch Ascensions should help with control matchups.

Here are a few tips on how to play Naya Zoo.

Your deck is best at 5 + lands. Never keep a hand with less than 3 lands in it. I am willing to bet I’ve lost most of the games I’ve tried it with fewer.

Unless you really need guys on the field, use Bloodbraid Elf and Enlisted Wurm as if they were removal; cast them when there’s something you need to get rid of. Cascading into a path when you don’t need it sucks, and being able to get a free one and a monster is great.

Scute Mob should be dropped on turn one, if you have it in your opening hand. They’ll have to get rid of it eventually, and even if you only get in for a couple points before you have to hold it back or it gets removed.

In a control match-up, play Ranger of Eos whenever they don’t have the mana to counter, even if you don’t think you need the guys. You will. Playing a Bloodbraid Elf or Enlisted Wurm into a counterspell is okay. They’ll have to choose.

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