128 views5 months ago
Commander
Size: 100Salt sum: 61.34
 avatar

Morefish11

128 views5 months ago
Commander
Size: 100Salt sum: 61.34

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"DECK PRIMER: YOUR DRAGONS ARE LIZARDS NOW\nWelcome to the ultimate playground for psychological warfare. This high-power Naya list is built to let your opponents spend thousands of mana casting their majestic Dragons, Angels, and Demons—only to permanently ground them, tax them into oblivion, and force them to watch helplessly as your dinosaur commander cleanses the board \nPLAYSTYLE & OBJECTIVE\nThis deck operates as an Enchantress Control / Prison strategy. You are not trying to win a racing game. Instead, your goal is to assemble an asymmetric stax grid that target-locks flyers, protects itself from interactive spells, and uses high-speed card-drawing engines to dig into an infinite mana combo finish. \n\n THE CORE SYNERGIES (THE LOCK)\nThe primary \"Rage Bait\" engine relies on layering continuous effects that break combat mathematics:\n\n* The Absolute Ground Lock: Pairing Gravity Sphere or Chaosphere with Moat creates a state where nothing can attack. Gravity Sphere strips flying; Moat says non-flyers can't attack. The board state is completely frozen for everyone except you.\n* The Mana Prison: Sphere of Safety and Ghostly Prison scale off your massive enchantment count. Opponents will find it physically impossible to pay the mana tax required to swing through your defenses.\n\n WIN CONDITIONS & THE INFINITE LOOP\nOnce the table is locked down, you close out the game using your commander, Zacama, Primal Calamity:\n\n 1. Infinite Mana Loop: Ensure your lands can generate at least 11 mana (boosted heavily by Serra's Sanctum or Gaea's Cradle). Cast Zacama to untap your lands. Use Temur Sabertooth or Meticulous Excavation to bounce Zacama back to your hand for {2} or {3}. Recast her. Repeat this process to generate infinite mana of all Naya colors.\n 2. The Machine Gun Finish: Use Zacama's activated abilities to destroy every single opposing artifact, enchantment, and creature on the battlefield.\n 3. The Final Swing: Cast Finale of Devastation where $X = 10,000$ to pump your grounded creatures, give them haste, and swing for lethal. Alternatively, use infinite mana to repeatedly bounce and cast Flickering Ward with an Enchantress on the field to draw into your definitive protection spells.\n\nHOW TO PROTECT THE GRID\nBecause this deck generates massive amounts of salt, you will be targeted. The deck includes a hyper-efficient protection suite:\n\n* Grand Abolisher and City of Solitude completely forbid opponents from acting on your turn.\n* Sterling Grove and Privileged Position grant your lock pieces Shroud and Hexproof.\n* Deflecting Swat, Boros Charm, and Teferi's Protection act as your emergency shields against mass enchantment removal.\n\nMULLIGAN GUIDE \nBecause this is a high-power Enchantress Control deck, your opening hand dictates how quickly you take control of the table. You should never keep a \"do nothing\" hand filled only with expensive lands and high-cost lock pieces.\n\nWhat to Look For (The Perfect Keep)\nAn ideal opening hand must contain three critical elements:\n\n* Fast Mana: At least 2 lands and 1–2 pieces of acceleration (e.g., Sol Ring, Mana Crypt, Birds of Paradise, or Wild Growth).\n* An Engine Piece: You need a low-cost card drawer to keep your hand fueled. Look for Sythis, Harvest's Hand, Argothian Enchantress, or Sylvan Library.\n* A Tutor or Lock Piece: A clear path to disruption, such as Enlightened Tutor, Sterling Grove, or an early Ghostly Prison.\n\n Situational Keeps (High Risk, High Reward)\nOnly keep these hands if the specific table matchup dictates it:\n\n* The Turn-1 Tutor: A hand with fast mana and Enlightened Tutor or Gamble. This allows you to immediately search for Gravity Sphere or Moat by Turn 2 if you are facing a hyper-aggressive flyers pod (like Miirym or Kaalia).\n* The Anti-Interaction Hand: Keeping a hand heavily reliant on a combo piece (Temur Sabertooth) is only safe if you also hold Grand Abolisher or Veil of Summer to guarantee safety from blue counter decks.\n\nWhen to Mulligan (Instant Shuffles)\nPut the hand back and dig deeper if you see any of the following:\n\n* No Card Draw: A hand with great mana and heavy lock pieces (Sandwurm Convergence, Moat) but zero card-draw engines. You will quickly empty your hand, stall out, and get answered by targeted removal.\n* The \"Zacama or Bust\" Hand: Hands relying on hard-casting your 9-mana Commander without a massive ramp package. You will get out-paced by faster decks long before hitting 9 mana.\n* Color Imbalance: Hands missing Green mana. Green is the literal foundation of your ramp and enchantress engines; if you cannot cast your dorks or land enchantments on Turn 1 or 2, mulligan.\n\nFUNCTIONAL CATEGORY BREAKDOWN\nCommander \n\n* Zacama, Primal Calamity: Your massive Naya engine that untaps your lands upon entering the battlefield and provides targeted destruction for creatures, artifacts, and enchantments.\n\nThe Anti-Flyer Lock Grid \n\n* Gravity Sphere: The core piece that completely removes flying from all creatures on the battlefield.\n* Moat: Locks down combat entirely by preventing non-flying creatures from attacking. Combined with Gravity Sphere, nobody can attack.\n* Chaosphere: Flips combat upside down, making flying creatures unable to block non-flying threats.\n* Sandwurm Convergence: Prevents flying creatures from attacking you or your planeswalkers while generating 5/5 wurms.\n* Ghostly Prison: Forces opponents to pay {2} per creature just to look your way.\n* Sphere of Safety: Forces a massive mana tax on attackers for every enchantment you control.\n\nFast Mana & Top-Tier Ramp \n\n* Sol Ring / Mana Vault: Your hyper-efficient artifact mana positive package.\n* Chrome Mox / Mox Diamond: Fast mana pieces that convert cards in hand into early board presence.\n* Birds of Paradise / Avacyn's Pilgrim / Bloom Tender: Efficient mana dorks that fix your three Naya colours.\n* Sanctum Weaver: A powerhouse creature that taps for mana equal to your enchantment count.\n* Wild Growth / Utopia Sprawl: Land enchantments that accelerate you while safely triggering your draw engines.\n* Carpet of Flowers: Exploits opponents playing blue to give you massive bursts of main-phase mana.\n* Nature's Lore / Three Visits: Efficient sorceries that fetch your Forest-typed dual lands directly to the battlefield untapped.\n\n Elite Card-Draw Engines \n\n* Sythis, Harvest's Hand / Argothian Enchantress / Mesa Enchantress: The \"Enchantress\" core that draws you a card every single time you cast an enchantment.\n* Enchantress's Presence / Eidolon of Blossoms: Harder-to-remove enchantment versions of your card draw engines.\n* Sylvan Library: High-speed card filtering and potential raw card advantage during your draw step.\n* Esper Sentinel: An early tax creature that draws cards whenever opponents cast non-creature spells.\n* Wheel of Fortune: The ultimate hand refiller when you have emptied your fast mana into play.\n\nAbsolute Protection & Anti-Interaction \n\n* Grand Abolisher / City of Solitude: Shuts down your opponents' ability to cast counterspells or removal on your turn entirely.\n* Sterling Grove: Gives all your other enchantments shroud so they cannot be targeted by removal.\n* Privileged Position: Extends hexproof to all of your other permanents, protecting your entire board state.\n* Destiny Spinner: Prevents your creature and enchantment spells from being countered by blue decks.\n* Teferi's Protection: Your definitive phased-out emergency button against mass board wipes or lethal damage.\n* Deflecting Swat: A free redirection spell if your Commander is out to turn an opponent's removal spell back on them.\n* Boros Charm / Heroic Intervention: Instants that grant indestructible to keep your locking grid intact.\n* Silence / Veil of Summer: Pre-emptive protection spells to cast before you start your winning combo turn.\n\nTutors \n\n* Enlightened Tutor / Idyllic Tutor: Instantly find whatever piece of your anti-flyer grid or pillow-fort strategy you need.\n* Academy Rector: A defensive wall that, upon dying, puts a powerhouse enchantment like Moat or Sandwurm Convergence straight onto the battlefield.\n* Worldly Tutor / Eladamri's Call: Tutors specifically used to find your combo creatures or an Enchantress engine.\n* Gamble: A risky but highly efficient red tutor that can grab any card in the deck for a single red mana.\n\nInteraction & Board Cleansers \n\n* Swords to Plowshares / Path to Exile: The gold standards of efficient, instant-speed single-target creature removal.\n* Nature's Claim / Force of Vigor: Fast, low-cost destruction for problematic enemy artifacts or enchantments.\n* Whiptongue Hydra: An on-theme creature that completely wipes the sky of flyers and grows massive from doing so.\n* Blasphemous Act: A highly discounted mass board wipe to clear out grounded token armies.\n\nWin Conditions & Infinite Finishers \n\n* Temur Sabertooth / Meticulous Excavation: Used alongside Zacama and a land base that taps for 11+ mana to create an infinite mana loop by bouncing and re-casting your Commander.\n* Flickering Ward: When paired with infinite mana and an Enchantress, it lets you draw your entire deck by repeatedly casting and bouncing itself.\n* Finale of Devastation: Your primary win condition. Cast it for X = 10,000 using your infinite mana to give your grounded creatures infinite power and haste for a game-ending combat step.\n\n Ultimate Mana Base \n\n* Gaea's Cradle / Serra's Sanctum: Legendary lands that tap for absurd amounts of green or white mana based on your creatures and enchantments.\n* Savannah / Taiga / Plateau: True dual lands for flawless color fixing without any entry restrictions.\n* Temple Garden / Stomping Ground / Sacred Foundry / Jetmir's Garden: Fetchable shock lands and your primary Naya Triome.\n* 9x Fetch Lands (Arid Mesa, Wooded Foothills, etc.): Thins your deck while guaranteeing you can find whatever colour of mana you are missing.\n* Boseiju, Who Endures / Eiganjo, Seat of the Empire: Utility lands that double as uncounterable channel removal spells.\n* Yavimaya, Cradle of Growth: Turns all of your lands into Forests to maximize your green ramp spells.\n* Cinder Glade / Canopy Vista / Overgrown Farmland / Rockfall Vale / Spectator Seating / Spire Garden / Bountiful Promenade / Command Tower / Horizon Canopy / Sunpetal Grove / Rootbound Crag / Clifftop Retreat: A highly optimized suite of dual lands designed to enter the battlefield untapped.\n* 6x Forest / 4x Mountain / 3x Plains: Your basic land core to ensure you never run out of targets for your ramp spells.\n\n\n\n"}]}
Zacama, Primal Calamity
Reach, vigilance, trample
When Zacama enters, if you cast it, untap all lands you control.
: Zacama deals 3 damage to target creature.
: Destroy target artifact or enchantment.
: You gain 3 life.
Legendary Creature - Elder Dinosaur
Zacama, Primal Calamity (cmm) 691

Commander

(Ctrl to add secondary)
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (gtc) 148
City of Solitude
Players can cast spells and activate abilities only during their own turns.
Enchantment
City of Solitude (wc97) sg102sb
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 698
Destiny Spinner
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Creature Enchantment - Human
Destiny Spinner (plst) THB-168
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (cmm) 625
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (klr) 161
Privileged Position
(
can be paid with either
or
.)
Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Enchantment
Privileged Position (2x2) 385
Silence
Your opponents can't cast spells this turn.
Instant
Silence (td0) B10
Sterling Grove
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment
Sterling Grove (td0) A106
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (sta) 11
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant
Veil of Summer (soa) 60

Absolute Protection AntiInteraction

(Ctrl to add secondary)
Wandering Archaic
Whenever an opponent casts an instant or sorcery spell, they may pay
. If they don't, you may copy that spell. You may choose new targets for the copy.
Creature - Avatar
Wandering Archaic // Explore the Vastlands (stx) 6Wandering Archaic // Explore the Vastlands (stx) 6

Copy

(Ctrl to add secondary)
Argothian Enchantress
Shroud (This creature can't be the target of spells or abilities.)
Whenever you cast an enchantment spell, draw a card.
Creature - Human Druid
Argothian Enchantress (prm) 36104
Eidolon of Blossoms
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
Creature Enchantment - Spirit
Eidolon of Blossoms (pjou) 122★
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (mh2) 283
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (h2r) 2
Mesa Enchantress
Whenever you cast an enchantment spell, you may draw a card.
Creature - Human Druid
Mesa Enchantress (sld) 282
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (dmr) 441
Sythis, Harvest's Hand
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Legendary Creature Enchantment - Nymph
Sythis, Harvest's Hand (sld) 1963
Wheel of Fortune
Each player discards their hand, then draws seven cards.
Sorcery
Wheel of Fortune (me4) 140

Elite CardDraw Engines (The Enchantress Package)

(Ctrl to add secondary)
Avacyn's Pilgrim
: Add
.
Creature - Human Monk
Avacyn's Pilgrim (isd) 170
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (rvr) 432
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (ecl) 166
Carpet of Flowers
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
Enchantment
Carpet of Flowers (who) 475
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (2xm) 240
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (2x2) 308
Mox Diamond
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard.
: Add one mana of any color.
Artifact
Mox Diamond (tpr) 228
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (plst) DMR-170
Sanctum Weaver
: Add X mana of any one color, where X is the number of enchantments you control.
Creature Enchantment - Dryad
Sanctum Weaver (prm) 91307
Sol Ring
: Add
.
Artifact
Sol Ring (slc) 19
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (plst) CMR-261
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (wot) 63
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (sld) 7049

Fast Mana TopTier Ramp

(Ctrl to add secondary)
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (prm) 86074
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Instant
Force of Vigor (sld) 2304
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (sld) 2297
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (con) 15
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (lcc) 137
Whiptongue Hydra
Reach
When this creature enters, destroy all creatures with flying. Put a +1/+1 counter on this creature for each creature destroyed this way.
Creature - Lizard Hydra
Whiptongue Hydra (nec) 134

Interaction Board Cleansers

(Ctrl to add secondary)
Dragonlord Dromoka
This spell can't be countered.
Flying, lifelink
Your opponents can't cast spells during your turn.
Legendary Creature - Elder Dragon
Dragonlord Dromoka (sld) 1971

Protection

(Ctrl to add secondary)
Chaosphere
Creatures with flying can block only creatures with flying.
Creatures without flying have reach. (They can block creatures with flying.)
World Enchantment
Chaosphere (mir) 164
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (spg) 19
Gravity Sphere
All creatures lose flying.
World Enchantment
Gravity Sphere (leg) 151
Moat
Creatures without flying can't attack.
Enchantment
Moat (me1) 21
Sandwurm Convergence
Creatures with flying can't attack you or planeswalkers you control.
At the beginning of your end step, create a 5/5 green Wurm creature token.
Enchantment
Sandwurm Convergence (ncc) 308
Sphere of Safety
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures, where X is the number of enchantments you control.
Enchantment
Sphere of Safety (sld) 2316

The AntiFlyer Lock Grid (Rage Bait Core)

(Ctrl to add secondary)
Academy Rector
When this creature dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
Creature - Human Cleric
Academy Rector (wc00) nl1
Eladamri's Call
Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Instant
Eladamri's Call (tle) 48
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (tle) 305
Gamble
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
Gamble (dmr) 433
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (spg) 129
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (dmr) 442

Tutors (Guaranteed Locks Combo Pieces)

(Ctrl to add secondary)
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (prm) 91405
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 463
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (prm) 98137
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (zne) 20
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (who) 481
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (who) 485
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (pip) 1019
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (ltc) 301
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (prm) 98121
Forest
(
: Add
.)
Basic Land - Forest
Forest (akr) 299
Forest
(
: Add
.)
Basic Land - Forest
Forest (hob) 198
Gaea's Cradle
: Add
for each creature you control.
Legendary Land
Gaea's Cradle (prm) 36112
Horizon Canopy
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Horizon Canopy (ltc) 366
Jetmir's Garden
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain Forest
Jetmir's Garden (plst) SNC-250
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (prm) 91397
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (prm) 91407
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sld) 2420
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (prm) 94098
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 315
Plateau
(
: Add
or
.)
Land - Plains Mountain
Plateau (30a) 275
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (prm) 94096
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (xln) 256
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (prm) 72309
Savannah
(
: Add
or
.)
Land - Plains Forest
Savannah (vma) 311
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (prm) 91401
Serra's Sanctum
: Add
for each enchantment you control.
Legendary Land
Serra's Sanctum (usg) 325
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (prm) 85956
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 283
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (pip) 515
Taiga
(
: Add
or
.)
Land - Mountain Forest
Taiga (vma) 317
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (prm) 72303
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (prm) 91403
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (prm) 72890
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (prm) 91409

Ultimate Mana Base

(Ctrl to add secondary)
Finale of Devastation
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Sorcery
Finale of Devastation (war) 160
Flickering Ward
Enchant creature
As this Aura enters, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
: Return this Aura to its owner's hand.
Enchantment - Aura
Flickering Ward (soc) 109
Meticulous Excavation
: Return target permanent you control to its owner's hand. If it has unearth, instead exile it, then return that card to its owner's hand. Activate only during your turn.
Enchantment
Meticulous Excavation (bro) 16
Temur Sabertooth
: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
Creature - Cat
Temur Sabertooth (sld) 308

Win Conditions Infinite Finishers

(Ctrl to add secondary)

Deck Info

Deck stats

27 pips - 22 cards
25 mana - 25 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
8 pips - 8 cards
21 mana - 21 cards
37 pips - 30 cards
28 mana - 28 cards
0 pips - 0 cards
5 mana - 2 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"DECK PRIMER: YOUR DRAGONS ARE LIZARDS NOW\nWelcome to the ultimate playground for psychological warfare. This high-power Naya list is built to let your opponents spend thousands of mana casting their majestic Dragons, Angels, and Demons—only to permanently ground them, tax them into oblivion, and force them to watch helplessly as your dinosaur commander cleanses the board \nPLAYSTYLE & OBJECTIVE\nThis deck operates as an Enchantress Control / Prison strategy. You are not trying to win a racing game. Instead, your goal is to assemble an asymmetric stax grid that target-locks flyers, protects itself from interactive spells, and uses high-speed card-drawing engines to dig into an infinite mana combo finish. \n\n THE CORE SYNERGIES (THE LOCK)\nThe primary \"Rage Bait\" engine relies on layering continuous effects that break combat mathematics:\n\n* The Absolute Ground Lock: Pairing Gravity Sphere or Chaosphere with Moat creates a state where nothing can attack. Gravity Sphere strips flying; Moat says non-flyers can't attack. The board state is completely frozen for everyone except you.\n* The Mana Prison: Sphere of Safety and Ghostly Prison scale off your massive enchantment count. Opponents will find it physically impossible to pay the mana tax required to swing through your defenses.\n\n WIN CONDITIONS & THE INFINITE LOOP\nOnce the table is locked down, you close out the game using your commander, Zacama, Primal Calamity:\n\n 1. Infinite Mana Loop: Ensure your lands can generate at least 11 mana (boosted heavily by Serra's Sanctum or Gaea's Cradle). Cast Zacama to untap your lands. Use Temur Sabertooth or Meticulous Excavation to bounce Zacama back to your hand for {2} or {3}. Recast her. Repeat this process to generate infinite mana of all Naya colors.\n 2. The Machine Gun Finish: Use Zacama's activated abilities to destroy every single opposing artifact, enchantment, and creature on the battlefield.\n 3. The Final Swing: Cast Finale of Devastation where $X = 10,000$ to pump your grounded creatures, give them haste, and swing for lethal. Alternatively, use infinite mana to repeatedly bounce and cast Flickering Ward with an Enchantress on the field to draw into your definitive protection spells.\n\nHOW TO PROTECT THE GRID\nBecause this deck generates massive amounts of salt, you will be targeted. The deck includes a hyper-efficient protection suite:\n\n* Grand Abolisher and City of Solitude completely forbid opponents from acting on your turn.\n* Sterling Grove and Privileged Position grant your lock pieces Shroud and Hexproof.\n* Deflecting Swat, Boros Charm, and Teferi's Protection act as your emergency shields against mass enchantment removal.\n\nMULLIGAN GUIDE \nBecause this is a high-power Enchantress Control deck, your opening hand dictates how quickly you take control of the table. You should never keep a \"do nothing\" hand filled only with expensive lands and high-cost lock pieces.\n\nWhat to Look For (The Perfect Keep)\nAn ideal opening hand must contain three critical elements:\n\n* Fast Mana: At least 2 lands and 1–2 pieces of acceleration (e.g., Sol Ring, Mana Crypt, Birds of Paradise, or Wild Growth).\n* An Engine Piece: You need a low-cost card drawer to keep your hand fueled. Look for Sythis, Harvest's Hand, Argothian Enchantress, or Sylvan Library.\n* A Tutor or Lock Piece: A clear path to disruption, such as Enlightened Tutor, Sterling Grove, or an early Ghostly Prison.\n\n Situational Keeps (High Risk, High Reward)\nOnly keep these hands if the specific table matchup dictates it:\n\n* The Turn-1 Tutor: A hand with fast mana and Enlightened Tutor or Gamble. This allows you to immediately search for Gravity Sphere or Moat by Turn 2 if you are facing a hyper-aggressive flyers pod (like Miirym or Kaalia).\n* The Anti-Interaction Hand: Keeping a hand heavily reliant on a combo piece (Temur Sabertooth) is only safe if you also hold Grand Abolisher or Veil of Summer to guarantee safety from blue counter decks.\n\nWhen to Mulligan (Instant Shuffles)\nPut the hand back and dig deeper if you see any of the following:\n\n* No Card Draw: A hand with great mana and heavy lock pieces (Sandwurm Convergence, Moat) but zero card-draw engines. You will quickly empty your hand, stall out, and get answered by targeted removal.\n* The \"Zacama or Bust\" Hand: Hands relying on hard-casting your 9-mana Commander without a massive ramp package. You will get out-paced by faster decks long before hitting 9 mana.\n* Color Imbalance: Hands missing Green mana. Green is the literal foundation of your ramp and enchantress engines; if you cannot cast your dorks or land enchantments on Turn 1 or 2, mulligan.\n\nFUNCTIONAL CATEGORY BREAKDOWN\nCommander \n\n* Zacama, Primal Calamity: Your massive Naya engine that untaps your lands upon entering the battlefield and provides targeted destruction for creatures, artifacts, and enchantments.\n\nThe Anti-Flyer Lock Grid \n\n* Gravity Sphere: The core piece that completely removes flying from all creatures on the battlefield.\n* Moat: Locks down combat entirely by preventing non-flying creatures from attacking. Combined with Gravity Sphere, nobody can attack.\n* Chaosphere: Flips combat upside down, making flying creatures unable to block non-flying threats.\n* Sandwurm Convergence: Prevents flying creatures from attacking you or your planeswalkers while generating 5/5 wurms.\n* Ghostly Prison: Forces opponents to pay {2} per creature just to look your way.\n* Sphere of Safety: Forces a massive mana tax on attackers for every enchantment you control.\n\nFast Mana & Top-Tier Ramp \n\n* Sol Ring / Mana Vault: Your hyper-efficient artifact mana positive package.\n* Chrome Mox / Mox Diamond: Fast mana pieces that convert cards in hand into early board presence.\n* Birds of Paradise / Avacyn's Pilgrim / Bloom Tender: Efficient mana dorks that fix your three Naya colours.\n* Sanctum Weaver: A powerhouse creature that taps for mana equal to your enchantment count.\n* Wild Growth / Utopia Sprawl: Land enchantments that accelerate you while safely triggering your draw engines.\n* Carpet of Flowers: Exploits opponents playing blue to give you massive bursts of main-phase mana.\n* Nature's Lore / Three Visits: Efficient sorceries that fetch your Forest-typed dual lands directly to the battlefield untapped.\n\n Elite Card-Draw Engines \n\n* Sythis, Harvest's Hand / Argothian Enchantress / Mesa Enchantress: The \"Enchantress\" core that draws you a card every single time you cast an enchantment.\n* Enchantress's Presence / Eidolon of Blossoms: Harder-to-remove enchantment versions of your card draw engines.\n* Sylvan Library: High-speed card filtering and potential raw card advantage during your draw step.\n* Esper Sentinel: An early tax creature that draws cards whenever opponents cast non-creature spells.\n* Wheel of Fortune: The ultimate hand refiller when you have emptied your fast mana into play.\n\nAbsolute Protection & Anti-Interaction \n\n* Grand Abolisher / City of Solitude: Shuts down your opponents' ability to cast counterspells or removal on your turn entirely.\n* Sterling Grove: Gives all your other enchantments shroud so they cannot be targeted by removal.\n* Privileged Position: Extends hexproof to all of your other permanents, protecting your entire board state.\n* Destiny Spinner: Prevents your creature and enchantment spells from being countered by blue decks.\n* Teferi's Protection: Your definitive phased-out emergency button against mass board wipes or lethal damage.\n* Deflecting Swat: A free redirection spell if your Commander is out to turn an opponent's removal spell back on them.\n* Boros Charm / Heroic Intervention: Instants that grant indestructible to keep your locking grid intact.\n* Silence / Veil of Summer: Pre-emptive protection spells to cast before you start your winning combo turn.\n\nTutors \n\n* Enlightened Tutor / Idyllic Tutor: Instantly find whatever piece of your anti-flyer grid or pillow-fort strategy you need.\n* Academy Rector: A defensive wall that, upon dying, puts a powerhouse enchantment like Moat or Sandwurm Convergence straight onto the battlefield.\n* Worldly Tutor / Eladamri's Call: Tutors specifically used to find your combo creatures or an Enchantress engine.\n* Gamble: A risky but highly efficient red tutor that can grab any card in the deck for a single red mana.\n\nInteraction & Board Cleansers \n\n* Swords to Plowshares / Path to Exile: The gold standards of efficient, instant-speed single-target creature removal.\n* Nature's Claim / Force of Vigor: Fast, low-cost destruction for problematic enemy artifacts or enchantments.\n* Whiptongue Hydra: An on-theme creature that completely wipes the sky of flyers and grows massive from doing so.\n* Blasphemous Act: A highly discounted mass board wipe to clear out grounded token armies.\n\nWin Conditions & Infinite Finishers \n\n* Temur Sabertooth / Meticulous Excavation: Used alongside Zacama and a land base that taps for 11+ mana to create an infinite mana loop by bouncing and re-casting your Commander.\n* Flickering Ward: When paired with infinite mana and an Enchantress, it lets you draw your entire deck by repeatedly casting and bouncing itself.\n* Finale of Devastation: Your primary win condition. Cast it for X = 10,000 using your infinite mana to give your grounded creatures infinite power and haste for a game-ending combat step.\n\n Ultimate Mana Base \n\n* Gaea's Cradle / Serra's Sanctum: Legendary lands that tap for absurd amounts of green or white mana based on your creatures and enchantments.\n* Savannah / Taiga / Plateau: True dual lands for flawless color fixing without any entry restrictions.\n* Temple Garden / Stomping Ground / Sacred Foundry / Jetmir's Garden: Fetchable shock lands and your primary Naya Triome.\n* 9x Fetch Lands (Arid Mesa, Wooded Foothills, etc.): Thins your deck while guaranteeing you can find whatever colour of mana you are missing.\n* Boseiju, Who Endures / Eiganjo, Seat of the Empire: Utility lands that double as uncounterable channel removal spells.\n* Yavimaya, Cradle of Growth: Turns all of your lands into Forests to maximize your green ramp spells.\n* Cinder Glade / Canopy Vista / Overgrown Farmland / Rockfall Vale / Spectator Seating / Spire Garden / Bountiful Promenade / Command Tower / Horizon Canopy / Sunpetal Grove / Rootbound Crag / Clifftop Retreat: A highly optimized suite of dual lands designed to enter the battlefield untapped.\n* 6x Forest / 4x Mountain / 3x Plains: Your basic land core to ensure you never run out of targets for your ramp spells.\n\n\n\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards