Why is wild nacatl good




















As I said in the video, one of the things I pride myself with in my content is not sugar coating things. I would have been easy to just delete this league and record another one until I go and call it a day; it would certainly make me look better. But it's important to see what happens when things don't go right as well as when they do, because frankly things aren't going to go right all the time. With good matchups against many of the format's top decks like Izzet Arclight, Ironworks, Tron, and more, I still think Nacatl Burn is a great choice for the current metagame.

The deck is fast, consistent, and powerful, and does the same thing with relative ease each game. Furthermore, because Wild Nacatl can carry a bit more of the heavy lifting when it comes to damage output you get to play knockout sideboard cards like Rest In Peace and Stony Silence that a normal burn deck would struggle to play.

This decklist brings me back. This is the archetypal Wild Nacatl deck I played before it was banned, and seeing Elspeth, Tarmogoyf , Nacatl, and Lightning Bolt team up again is awesome. There are some new additions, too, as Dromoka's Command and Collected Company give the deck a flexible removal spell and a powerful threat, but the core of the deck is exactly what I think when I hear " Wild Nacatl. Wild Nacatl , Tarmogoyf , and Loxodon Smiter can let the deck curve out nicely, and Lightning Bolt and Path to Exile can clear the way for it to attack without stopping.

Bolt even sometimes finishes the opponent off, and if you draw all these cards, the deck can look very aggressive. However, it also has cards such as Scavenging Ooze , Knight of the Reliquary , and Voice of Resurgence , which give the deck a solid plan going into the late game.

Between Path, Bolt, Qasali Pridemage , Ooze, and Dromoka's Command , it's possible for Naya Zoo to deal with all the opponent's threats and win with just one uncontested creature. That flexibility is powerful, and it's why this deck is willing to be a little slower than one of the other Nacatl decks we are going to look at.

This deck isn't doing anything broken, and isn't fast enough to beat some of the truly broken decks like Amulet Bloom or Goryo's Vengeance. Where this deck shines is when people are playing decks like Splinter Twin , Grixis Control, Naya Burn, and other decks that don't do inherently busted things.

The Burn strategy is one I expect to see at every Modern tournament. People just love casting Lava Spike , and it turns out that it is as effective as it is single-minded. I feel like I just described this deck's game plan by saying the words " Lava Spike ," but there's a little more to it, and that's where Wild Nacatl comes in.

The combination of Nacatl, Goblin Guide , and Monastery Swiftspear gives this deck some real recurring damage sources, and that's critical to protect against mulligans or mana flood. If the deck was literally 20 lands and 40 Lava Spike s, some games it just wouldn't be able to deal 20 damage; creatures help protect against that. If any of the creatures hit twice—especially Nacatl—the game is almost over, and they combine especially well with Atarka's Command.

Essentially, Nacatl is a Lava Spike on wheels paws? Level of Aggression: Wild. It's hard to imagine getting more aggressive than this. All this deck does is attack, with the minor ability to kill creatures as more of an afterthought than anything the deck wants to do. If you are pointing burn anywhere but your opponent's head, you are usually unhappy about it.

Burn is rarely the best deck but never the worst, and fits reasonably well into just about any Modern metagame. While many decks are playing cards like Lightning Bolt and Path to Exile , they have to have one to deal with the first Nacatl, and continue to need more for each subsequent animal out of the Zoo. Kird Ape is essentially Wild Nacatl junior, but the single point of power is a big downgrade for your clock. Goblin Guide is broken.

Just straight broken. This will often be your turn-2 play to maximize damage, but any reasonable curve works well in this deck. Experiment One is another creature you really want to get out on turn 1. This combo is what leads to the quickest kills the deck can stitch together. Any 1-drop into BTE and Buchwhacker on turn 2 will deal 8 or more damage.



0コメント

  • 1000 / 1000