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Project: Najeela (NAY) 21/07/2022 BR

Commander / EDH Casual Multiplayer

pedroedmarcos


Maybeboard

Instant (2)

Creature (1)

Sorcery (1)

Enchantment (1)


Deck updated: DOUBLE MASTERS 2022

Hey there,

This is more than a dechtech. This is a reunion of conclusions and thoughts that I have about Najeela and how I play her. The idea behind doing this is to help me to organize my thoughts about cards that are and aren't used (and ask why), and if I should run those cards. And maybe I'm not the only one that have been wondering about those cards and this commander as well.

Also, this decklist is not definitive. With new releases and new products every year I really don't believe that any decklist should be definitive, and my impressions and conclusions are not universal (OBVIOUSLY). I followed a lot of threads on reddit and saw a lot of Najeela's playstyles, gameplays, gameplans etc, and most of the players tell vague answers about non-mainstream cards or just recommend cards that everyone uses, or just talk about cards that are not budget, cause if you're a casual "play whatever you want", but there's not a lot of effort to produce middle ground material between them.

If you're a fan of the Command Zone podcast, on the episode nº256 they talk about power level of their decks and how they brew their decks. Following their logic I believe that my deck is rotating around 7 or 8. Cause, even though I have her combo pieces I choose to not run all of them. Why? My focus is on interactive gameplay, and if I do optimize all in this deck, depending on the playgroup, it will be too powerfull and too opressive for my own plaugroup, and I love this commander so much that I don't wanna stop playing her, so "nerf" her in some way was the answer that I chose.

(07/21/2022) Hey there! Because of the pandemic I couldn't play for almost 3 years with her, so now I have A LOT of new cards to test drive, and a whole new perspective on some cards (old and new) and my perspective on commander itself. I'll try to refference other contents about her that I got my eyes on since 2019 and try to rewind some contents that I might have missed.

So, hear me out: Najeela is powerfull (Duuuhh)! But is she TOO POWERFULL? Here is the thing, she is. Najeela is perfect for me. Her art, her hability, her synergies, her perfect red hair...sigh...but even so I have to agree that she's not for everyone, and every table. Even so it's good that WOTC is creating cards like those cause there are communities and playgroups that enjoy high powerlevel tables and get disappointed and have no interest in cephalid tribal or citizen tribal or aura spellslinger, or whatever. But here is the thing: I'm NOT exactly one of those players, cause I really enjoy aesthetics and really silly stuff on a commander gameplay, in a way that in some point I might choose to run a combination of cards cause my playgroup allows that possibility, or just because.

That brings me to my point on this section. On October 13 2021, Gavin Verhey released a video on his youtube channel Good Morning Magic entitiled "5 Cards that I Regret Making! | Good Morning Magic | Magic the Gathering Game Design ". On this video Gavin talkes about how he regrets making my beloved Najeela, but also makes presents how he would "fix her". His ideas to change her would be change her text in this way:

"Whenever a *NON-TOKEN warrior attacks, you may have its controller create a 1/1 warrior creature token that's tapped and attacking.

: Untap all attacking creatures. They gain trample, lifelink, and haste until end of turn. After this phase, there is an additional combat phase. Activate only during combat AND ONLY ONCE EACH TURN."

I think it would be pretty solid alternative to make her more friendly, so I did it. I created a proxy of this version to play on tables that are ok with me playing a card that don't exactly exist (but since it was created by Gavin and he is the one that presented this fixed versions I don't think it will be a problem) and that have a more casual powerlevel. I strongly recommend that everyone tries this with your playgroup if you think there's a chance you might be outscaling the powerlevel at the table and you don't want to disassemble your Najeela Deck. At first I will try to find a combination that might fit the two versions, but in the future I might just create a whole new deck to fit "Fixed Najeela". If I refference this version of Najeela in any other section I will reffert to her as Najeela FIX or Nay FIX

So, I fell in love with Najeela since her spoiler. She's beautiful, strong, low cmc, and bring to the table one of my favorite classes in RPG's: Warriors. I did not realized that she was SO strong when I started to build the deck, and I did not knew she was a combo machine, but since she is i'm not complaining.If you are more competitive, or into cEDH itself you can find better decklist and discussions than this one. I'm focusing on a casual or even an optimized style of deck and interactive gameplay.

Moving on, why Najeela? Well, She's a 5 color commander that is strong on her own, and she have tribal synergy that leans you to a deck that can interact with that if you want to and be well rewarded with that decison. If you're not that focused on only that synergy it is still fine, cause you can run non warrior creatures and only focus on her activated ability. Her warriors build is not that expensive and the fact that she's a 5 color commander means that you can run the ones that you want / have, or even go further to a 5 color good stuff if you want to spend some money.

Najeela is an awesome commander, but still there one thing that you must know if you want to run her:

She is powerfull, too powerfull actually, depending on your playgroup or your deckbuild, and being that the case she has a big, GIGANTIC, target in her back.

She will be removed, she will be countered, she will be exiled, transformed into land, nevermored, or any other kind of stuff like that by other players. Even if you're deck is not the "Najeela Tempo" build that is seen on cEDH, the trauma and fear that Najeela is able to bring to the table can make the playgroup not confortable to face her constantly, or make you frustrated that she's contantly being removed, or that you're constantly becomoning the official Archenemy of the game. Is kind of similar to Narset, Enlightened Master (I have a deck of her as well, but is not infinite turns or something like that, but even so she's so powerfull that she brings a similar situation).

Being the case you'll have 3 deciosions on how to approach her:

- You'll make a deck focused on "protect the queen", totally around protecting and having Najeela on the board and working with the idea that she can bring resource to you by herself;

- You'll make a deck that is not dependent of her, using her to get the 5 colors with the plus of having a commander that can win the game on her own. On this case you're building the deck that she can improve;

- Somewhere in between the two situations above. Is kind of what I'm trying to do with this deck. I really love this commander so I want to play with her and with the deck. So I must protect her, but if i'm not carefull she will be removed, but I want to play even if I cannot cast her sometimes, so It's all a question of perfect timing or preparing the field first.

So let's talk about the deck.

My deck is kind of a warrior tribal deck as you guys can see, and I do have some combos in the deck (And I do change the combination or even take all of them out from time to time), but the idea here is to play, have fun, and enjoy EDH with the others. Even if I can, I rather not combo or kill anyone early in the game. If you're looking into my deck, you have to know that I chose to optimize this deck in some way, but still not to tune it so my opponents always see me as an archenemy (This still can happen). It is a thin line that is hard to reach, being optimize and not too opressive, while you also consider budget on the equation. So here are some points and comments about some creatures that I use (or used) and creatures that other Najeela's decks uses. I will not comment about all of them, but I will talk about cards that I would like to shown my opinion. Also, I will not talk about every staple card in commander, or cards that are not interesting for me just because I might never want to pay for one (If you have a Dockside Extortionist good, but I will not comment on a card that I don't see myself purchasing one day), so here we go:

Creatures I use/used

Mindblade Render Rushblade Commander are the basic kit for me. They're cheap, strong and at least for me are the one cards that you can consider mandatory on every Najeela deck.

Aven Wind Guide - If you're on a more go wide/token build this is your guy. Gives evasion while also have evasion, and the Embalm might look like it doesn't matter until it does. Nobody sees this comming back after a while and is a creature recursion on itself. Since my decks don't run more than 25 creatures he is pretty solid.

Blood-Chin Rager - If you running on a budget this is a must have for me. Gives evasion to your team. The only reason why I wouldn't run him is if all of my warriors, in some way, have evasion.

Bramblewood Paragon - Green is one of the most important colors in a 5 color deck, specially if you're working on some kind of low budget. Having a green warrior is a big plus, and since it gives +1/+1 counters to every warrior it's better than an anthem in najeela, but giving trample to those with +1/+1 counters is just bonkers. For me is one of the best warriors to run.

Civic Wayfinder - At least for me this card is better than almost all of the "partner with" cards of BBD. He is a warrior that will help you to get the mana fix that you'll need. If you do not have shocklands/fetchlands this card is a must have. I've always used about 10 or less basic lands(Right now I'm using only 5 basic lands, 1 of each), and even in this case he is really good.

Decorated Champion and Devilish Valet- For real, why would you run Decorated Champion? I ran him for a while cause I have a foil one, but most of the time he will just be big, without evasion and without any payoff. Since Devilish Valet was released I think there is no reason at all to run Champion. I also don't think Vallet is good in this deck. Sure you might run him once in a while and sometimes even oneshot an opponent since Najeela creates some many warriors, but for me is a case of "winning more", in the end of the day you are already winning.

Den Protector - This card in the deck works like an Eternal Witness. You'll have to flip her to get this effect, but can be worth it, and in the early game you can use her just as another warrior to get advantage by attacking or creating tokens. In my playgroup there is a mill deck, so you guys can imagine how this card pay off, and specially since najeela pieces are always drawing attention and ending up in the graveyard somehow. If you run just this morph card you lose the element of surprise, but still I think this card deserve some chance.

Sosuke, Son of Seshiro - He is a warrior that gives a "delayed deathtouch" to your warriors. Since you're warriors are always attacking this okay, specially since our attacks are made with tokens most of the time with najeela on the battlefield. There's also a fact that he's abillity does not care about attacking, only about dealing combat damage, which means he gave to our warriors a defensive capacity too. Also, he is green, and since for me green is a primary color on any 5 color deck this may not be that hard to cast, even with double green. I don't recommend purchase him or using him on any combination of warriors, but if you have one, is pretty okay. I already saw some decks running Bow of Nylea and I think sosuke is better in this case.

Mirri, Weatherlight Duelist - I don't think I have to defend Mirri. She is one of the most powerfull warriors in the 99 of a Najeela deck. 3 cmc and first strike, makes her quick and hard to deal with in the early game. When she attacks she opens the window to all of the other attacking warriors making them unblockable and while tapped she makes harder to your opponents to attack you. In case you didn't notice if you can't have target removal, there's always the player removal option, and your opponents will team up against you at some point if you get so strong. That's why making their life difficult to dealing damage to you is that important. There is no midterm when you use Mirri in the 99, you will use her and become the archenemy.

Species Specialist - This card is played currently in 40% of the decks (July 2022), and I think It should be way more, but considering the price and the prefference for Najeela in cEDH I get it. Speciallist was printed in Ikoria to work as a hunter, as monster hunter. But he's not here to claim the prize for your opponents creatures. He's here for your own. Our lettle specialist is a warrior that can draw you card for each warrior that dies if you choose warrior as the tribe. Not only your opponents but also yours, and specially yours. Your opponents will have the trade off of blocking a token and drawing you a card or taking damage, and we're fine with either. I don't think I have to say anything but one word: Skullclamp

Alesha, Who Smiles at Death - Alesha is great card and a great commander. She can be a key card in a Najeela deck since a lot of warriors have power 2 or less and you can run Karmic Guide Reveillark. But as you can see in my deck that is not the case. Her power of reanimate things is not that present. Most of the times my deck run's about half of creatures with low power, but still she's here. Wanna know why? Here's why (Hey WhatCulture)! She still a warrior with first strike, which make her dificult to deal with at the early game, and in my playgroup there is a mill player, so graveyard recursion is good. And since Derevi, Empyrial Tactician have power 2 he can be really sneaky to win the game. With every set release you have more reasons to retire her from this deck, specially since 2022 gave us more warriors with evasion and that can captilize resource in a easier way.

Shalai, Voice of Plenty - "Wait, thats not even a warrior!" Oh my, you found out sherlock. Here is the thing, Shalai is one the cards that I believe is worth it to run cause what she brings to the table is beyond that downside. Shalai will not only protect your creatures, but also you, and planeswalkers if you choose to run any. Her activated ability gives us something to use our mana if we already have an army and we don't want to risk playing any card, but yet we want to impact the board making our warrios become bigger. Also, with something like lightning grives to protect her will make so that your opponents probably will have to wipe the board to deal with her. Also, let me remind you that only one of Najeela's abilitys cares about warriors. The second ability only cares about being in combat and having an attacking creature, and gues what? This one alsocan flies.

Clever Impersonator - I love this card. It's versatile, and level itself on the table. Since you can copy a permanent you can choose anything your opponents have or even something you have that you want redundance. Shalai is a good example, cause with 2 Shalai's your opponents will have to wipe the board. The problem here is the double blue on the cost and the fact that you have to have something on the field to use it. It's a pretty solid option for a casual table.

Adaptive Automaton and Metallic Mimic - So, those 2 are here because of the anthem / +1/+1 counters, that's kind of obvious, but the point that I want to make with them is that they are colorless warriors with the plus of good effects. Different from cards like Chief of the Edge and Chief of the Scale they may be cast without thinking or trying to filter mana to do it. If you don't have fetch lands or you don't want to limit the spells and your the color pie of your Najeela they are great.

Edric, Spymaster of Trest - If you check on EDHREC you'll see that about 24% of the najeela decks(Updated in July 2022). Yes, card draw is good, but you have to know 2 things about using Edric. First one is that one of the reason he is this popular with the deck is because of the 1v1. When you're playing 1v1 you only have one opponent, so you're the only one that will be able to draw cards. That's just my interpretation, maybe for others I'm wrong and he pays off even in multiplayer. The second thing is that with 4 players there's a chance that you're not the first one to get the advantage. If your opponents each draw 2 cards and you draw only 2 as well, thats not the same cause you'll have to deal with the total 6 cards now. With Najeela at the battlefield you'll be more likely to draw a large ammount of cards attacking and creating tokens, but just like I said before, Najeela is a GIGANTIC target for the table, so you better not count that you'll have both of them. If you choose to run him you have to captilize on the same turn and possibly win on that turn. On 2021 this card for me lost its spot for Toski, Bearer of Secrets

Stonehoof Chieftain - This one is only present in 16% of the decks on EDHREC(october 2019). We're playing a creature base deck, so a creature that is indestructable and have synergy with the commander and still is good on it's own is amazing. The downside of this card is that he is an 8 cmc card. He takes the role of the late game heavybeater that you may need to end the game or just kill a player. If you have one and you run around 30 creatures I can see someroom for him.

Brutal Hordechief - At first you'll look at this card and it is just amazing. I mean, he is a warrior, he can define how target opponent blocks and can drain our opponents, isn't sweet? Well, for my bad surprise this card doesn't worked so well. The ability to "drain" for each creature is good, but is not so different from an anthem with najeela activated ability giving lifelink, and just as she I need an army to create value and the Hordechief does not give an army. In reality now I see this card as a 9 mana "TRY to win the game", cause the second ability my opponents will try to avoid that I untap with this on the field, so I have to create value as soon as possible, but 9 mana is a lot and not an easy thing to do. I rather try something that compensate the weakness of the deck than try to reassure something the deck does pretty good, which is combat damage. Obviously between protectiong this or Najeela I rather have Najeela.

Grand Warlord Radha - At the beginning I bought this card thinking it would be a must have and it would really shine in this deck, but the truth is this card can really pay off or even do nothing at all. She ends up being a card that will depend if your building is "go wide" tokens or not. If you can establish a board presence with or without Najeela, and with multiple kinds and sizes of tokens she's a interesting card, specially if you have Aggravated Assault cause it will be an alternative wincon. I think it's a fine and can be easily replaced.

Champion of Lambholt - Now here's something that surprised me in a good way. This card Scream "GO WIDE", but even without this kind of building you It can win you the game. The only downside for me right now is the double green on the cost, but regardless of the moment of my deck, before I got my hands on Shocklands or after, this card still worth it for me.

Zurgo Helmsmasher - I really don't recommend anyone to use Zurgo if you like value. He is big and indestructible. Ok, but that's kind of irrelevant for me. He is big haste creature and that's it. For 5 mana, having in the mana cost, I rather use something that can impact the board more. And since we got Shakedown Heavy in Cappenna I think there's no reason to run zurgo nowadays unless you have some attachment to him or if you like collossaw dreadmaw.

Surrak Dragonclaw - On the counterside of Zurgo, we have Surrak. For me Surrak is pretty average. He is a big creature, yeah, but the strong part is that he is a strong warrior with flash and that still do something on the board. Giving trample is ok. Most of the time our warriors will not be big, but still like bramblewood paragon is interesting. But being able to make our creatures uncounterable make them can help us combo, and he will work as a second(ish) Rhythm of the Wild. I think Surrak is interesting on more creature heavy decks, with 28+ maybe, so in that way you can guarantee that your opponents in fact are not countering almost 30% of your deck.

Marisi, Breaker of the Coil - So here is the thing: I'm a sucker for goad. Is one of my favourite mechanics ever. There's nothing to argue here, if you enjoy this mechanic, go for it! Go nuts! If you don't like this mechanic or the dinamic in your playgroup make this mechanic not a fun experience, just cut it. He is a big warrior with no evasion, e e colors in his cost. The ability to make your opponents can't spells during combat is okay, but is not good enough to make deffend his case. If you looking for this part I think you rather use Conqueror's Flail.

Chameleon Colossus - Imagine the scenario where we have a WARRIOR with a good body, hexproof And some sort of evasion. That's right, this card doesn't exist (yet(october 2019)). But we have this "little" Guy here. Protection from the one of the colors with strong removals is interesting, at least Will help you to protect him And Will give you some level of evasion. The activated ability can make this card a finisher on his own, and since my playgroup uses a Lot of Black I'm looking foward for what this card Will do. Also, fun fact: Once I used Kindred Dominance but my opponents also ran some warriors, so I chose "cephalid" as the creature type so after the wipe I still had some presence on the board.

Brightheart Banneret - Warriors have a low cmc. So, there's no really a need of running cards like this. It's funny to use him as a combat trick tho

God-Eternal Oketra - She's not a warrior but she can create them and the ability to go back on the deck instead of dying or being exiled is just ridiculously good. Since Najeela is a big target, sometimes is hard to play without her, or at least without her army. Oketra can create an army for us, and with the plus of being hard to remove. The big problem with this card is that she has a "cast trigger", so you'll need run a lot of creatures to get more creatures. I assume that she might be interesting in a deck that run around 28+,30+ creatures, but since I don't run that many I think she is kind of specific.

Oakhame Adversary - Its funny when you see potential in a card before everyone. This card was the case, just like I said on bramblewood paragon, I saw a green warrior and instantly gave my attention to this guy. It has deathtouch so probably nobody will want to block him or being blocked by him, and it draws you a card when connects. I don't think wotc will make other warriors that gives you card adventage like Mindblade Render, but at least is something. I think I almost never casted for the real cost cause is pretty rare to find a table where no one is playing green, specially nowadays (July 2022, green is the most powerfull color by far)

Radha, Heart of Keld - I quite enjoy this kind of warrior. A warrior that gives you some kind of advantage without attacking is always something interesting. Radha gives you the option of playing lands from the top, which can help you to eliminate dead draws at some point of the game and the first strike on your turn actually makes her a nice and clean replacemnt for Alesha, since I'm not using so much low power warriors most of the time. Her activated ability of pumping up is not that relevant as a 99 but can be sneaky good. It's average, but not sensational.

Jared Carthalion, True Heir - Loading...

Maja, Bretagard Protecto -

Ognis, the Dragon's Lash -

Professional Face-Breaker - Loading...

Shakedown Heavy - Loading...

Chatterfang, Squirrel General - Loading...

Isshin, Two Heavens as One - Loading...

Wulfgar of Icewind Dale - Loading...

Toski, Bearer of Secrets - Loading...

Wilson, Refined Grizzly - Loading...

Wilson, Refined Grizzly - Loading...

Maja, Bretagard Protector - Loading...

Heronblade Elite - Loading...

Jared Carthalion, True Heir - Loading...

Creatures I do NOT use:

Mana dorks - The ones I considerer are Birds of Paradise and Faeburrow Elder. Birdy is the best mana dork and also have flying and warriors have some disavantage against that, but I do not have one, and, for now, Is not that needed. Faeburrow is fine, but I don't like the Idea of a mana dork that works better after a while. I rather have mana early, like on turn 1 or 2, and his cost drag him doww a little for me.

Battlebond Warriors - I bought all of those when they released, but the truth is that they are just too slow, and the reward for running them is not that good actually, even being warrios that "draw you a card" with the partner with mechanic.

---> Blaring Captain + Blaring Recruiter = They are fine. I really do not see why they are played in so many decks, but at least for me they are just fine. The captain gives them an +1/+1 until the end of the turn, and for me thats really no good since he still needs to attack to triggers. The recruiter is better, just because he is a good mana sink that creates warriors if you do not have najeela at some point of the game.

---> Soulblade Renewer + Soulblade Corrupter = I'm sad that they didn't made the cut, but the truth is that they do not bring impact to the deck. Corrupter is the only one that can do some difference but is too much work to make them worth it. If you want deathtouch on legs for your deck sosuke is a better choice.

Azra Oddsmaker - I once used this card but then I realized that when I declare the warrior that have to connect my opponents will decide to trade off taking damage from other creatures but blocking the one that allows me to draw. That makes this card just underwhelming.

Herald of Dromoka - It's a okay card, if you're working on a budget or you're going to focus on tokens with Najeela this card is really good, but in my deck is really just another warrior in the army.

Chief of the Edge, Chief of the Scale, Kargan Warleader, Ogre Battledriver, Thrasher Brute - All of those for me fit in the same category, of creatures that are fine on a budget, but I alse rather use another source of anthem/impact on the board for N reasons. I really do not like the chiefs, since they are just one half of an anthem and that's it. At least for me, the effort to run the chief is not worth it and I would rather run Raiders' Spoilsthat it's an half anthem and draw engine. If you're working on a budget, you'll might have problems with having the colors on turn 2, and if you're not on a low budget you have more interesting cards to run. And if you choose to run them just to run ALL of the anthem warriors that seems like a overkill. If you don't have Lovisa Coldeyes or easier anthems to achieve I can see a chance of running the Warleader and Battledriver.Thrasher Brute draining is pretty disapointing, I would only use him if you don't have the consistent mana base to activate najeela when you want, cause the lifelink will be better than this.

Shanna, Sisay's Legacy - Oh Shanna, If you at least had hexproof...Warriors are easy targets, shanna can be big, but she's still an easy target, not that easy, but still an easy target. If you're running a more token based deck she still looks bad for me, so she didn't make the cut, which is pretty sad cause I love this art of her card.

Combat Celebrant - I mean, if I wanted to have another combat phase without my commander I rather use Aggravated Assault

Khenra Charioteer - Trample is good if you have big creatures. Warriors are small you'll have to run many anthems to make this worth it. By itself its just disappointing.

Winota, Joiner of Forces - Winota is really strong as a commander, but for you to use her you have to build the deck considering her trigger so you don't fail. And that adds more variables to the equation at a point I don't think it will be worth it. Sure you may find some combination to make it work, but even if you do it, I don't believe it would pay off.

Yasova Dragonclaw - I don't like Yasova. The Idea of cleaning the way by stealing someone elses creature it's not appealing to me at all. Normally you'll prefer to use your mana to activate or to protect Najeela instead of using this one's.

Moraug, Fury of Akoum - I get it "more combat steps", but for that much mana I don't think this card can get a spot. Sure just like Devilish Valet it will be fun once in a while, but for me this card is pretty mediocre.

Ruric Thar, the Unbowed - I don't have a problem with Ruric Thar, but he has a problem with me. As you can see my style of deck building is more focused on interactions, and by that I try to have a lot of instant instances. If you build a version with 30+ creatures I think you will be fine, but he just not for me.

Iroas, God of Victory and Frontier Warmonger - They are mediocre. Sure, giving evasion and/or being indestructible is good, but I don't want to count that I will have his devotion, If you want evasion I think you can have in other ways.

There's not much to say about his section. We're running a 5 color deck so we need artifacts that can generate all types of mana and low costs artifatcs, and the one's that I use are pretty standard actually.

One thing that it might be important to point out is that warriors normally have a low cmc, with low power, and care's about attacking. With that being said, you might want to use some equipments, to keep using them even at the late game. You see, most of warriors need to attack to create value, but since they're small, you'll have to create a statement at the early game, and the value of that creature decreases over time. Using equipments you'll may try to get more value in the late game as well.

Artifacts that I use/Used

Conqueror's Flail - The preassure that this brings to the table is really big. The upgrade to power and toughness is just a plus, but the big reason that I run this card is cause of it makes you're opponents incapable of casting thigs on your turn, so will make it easier to finish the game and prevents you of shenanigans of you're opponents.

Sword of Feast and Famine - Dude, this card is just the best, and I don't think I need to say this. Is a combo piece and it gives card disavantage to someone by discarding. I do have this card, but I sometimes take out of the deck for the sake of the playgroup and to vary the combopieces of the deck.

Skullclamp - So, this card is nuts, but for this card to pay off you'll need 1/1 tokens, or at least a way of sacricing some creatures. If you feel that Najeela is well protected you can count on that, and than go for it. If you're the player that rather use a lot of anthem effects your tokens will not die when equiped so I would not use it. Maybe you use another kind of tokens but you have to consider that Najeela is our main girl and main way to generate tokens, so be careful cause this is not an auto include card in every build.

Artifacts I do not use

Herald's Horn - I purchase this card just for this deck, but just like I said it about Brightheart Banneret, warriors have a low cmc. For the draw, at least for me, you must run at least 28+ warriors, and since I use less than that most of the times, I don't think I should run this card.

Oketra's Monument - If you're running more than 25 creatures this card might be viable, but that's not the case if you don't. Also, the cost reduction is actually not that impactfull.

Throne of the God-Pharaoh - If you're focusing on creating tokens in general this is fine, but if you're focusing on combo, or maybe in warrior tribal or something like that, to me this is just too deep. Is overextending.

Bident of Thassa - Some say that I should run this card, but at least for now I don't want to, cause is in other deck of mine xD. Also since they printed Toski I would rather use him

Enchantments are a main part of the deck cause our combo pieces will be enchantments most of the time. The deck is a 5 color deck, so we have access to the best cards on each color combination, so we can run some enchantments that are just good, regardless of the commander that we're playing like Phyrexian Arena or Rhystic Study and Smothering Tithe . The arena is better, cause regardless of the turn you are you'll draw a card, while in the other hand, when you're on late game your opponents are leaned to pay for rhystic study. Smothering tithe is an obnoxious card most of the time, and nobody ever pays.
A card that will help you a lot will be Rhythm of the Wild. This card not only will give our creatures haste, as also make them uncounterable. Or at least will serve as an bait for the control players that will counter the 3 cmc spell instead of the real problem that will come after. The fact that this card is an 3 cmc spell also matters for other card that I think it's pretty interesting, which is Perplex. You can run Kindred Discovery, which can be just an outscaling card advantage but be carefull if you're going too deep to not mill out.

I will isolate the combo pieces later, but for now I will talk about other enchantments.

Mirari's Wake - This one almost didn't make the cut at first, cause of the low cmc of the warriors you're leaned to think that you'll not need this card and cause cost too much for an anthem, but the extra mana can be our only chance to cast our commander in the late game. And if you're running manasink cards this card becames pretty good. I recommend Secure the Wastes, strong enough to finish the game, Duskwatch Recruiter   can help you to find creatures, and can be a good support to Aggravated Assault combo. Just be carefull, cause a lot of times you'll see yourself on a scenario that you can dump you're whole hand, and if you do this you might not be able to go back if someone destroy your stuff. Remember, prioritize preparation and timing more than speed.

Smothering Tithe - The truth is this card will depends on your playgroup style to say if it will be fun or not. Pay 2 for this card is actually A LOT, so you'll see yourself a lot of times with a lot of treasure tokens and with the possibility of outscaling everyone. After almost 4 years playing this card I have to say that this card is obnoxious.

Kindred Discovery - Each day that passes I get more the idea that this card is not that good for me. I mean, when it pays off it REALLY PAYS OFF, but is another card that requires a "go wide" strategy and Najeela on the battlefield constantly attacking, which I know is pretty hard cause of the target on her head. Just like Herald's Horn I bought just for this deck, and it makes me sad that it doesn't pays off so often. Maybe later I take this card off my deck, but for now it still can be used.

Enchantments I do not use

Cathars' Crusade - Don't look at me, I know that this card is good, but you'll need to have a more token focused strategy without you're commander most of the times. If you can achieve that, great, but if you can't is better not using it. It's a case of "winning more". You're already winning you know?

Parallel Lives / Primal Vigor / Anointed Procession - This is just overextending with najeela for me. This slot can be more usefull to you and her. Simmilar case of "winning more"

Aggravated Assault - This card is good. I actually do not have one, but with Grand Warlord Radha or Neheb, the Eternal this card can be the infinite combat without our commander. If you're deciding to run both of them you should considering using it.

In war, strength is not the only thing that matters. Preparation, speed, the element of surprise are game changing, and with the right mindset, and strategy, the victory will come to you.

For sorceries, we'll use ramps to keep it simple and also wraths. The highlight in sorceries here will go to Nature's Lore which is an ramp that can get a forest, so we can get a shockland or even the tap-triland, Murmuring Bosk (It's funny cause I started to write this before the triomes, and now in 2022 I feel like a visionary), also to Kindred Dominance that can be a Boardwipe to your opponents (A little bit overcost, but my playgroup allows me to use cards like this).

Cleansing Nova can be a board wipe to creatures or to Artifacts and enchantments, which can be pretty usefull, and Last One Standing is here cause is a 3 mana wrath (the chance of wiping everything but the strongest creature is real, but for 3 mana I would take the risk).

Windfall have the capacity of recharge our hands and disrrupt the plans of our opponents making them discard their hands and draw a new one. Obviously this can be a bad thing for us, but just as I said about Last One Standing it might worth the risk.

For Instant speed I'll do a more deeply explanation. The power of doing what we want/need whenever we want to is just ridiculously powerfull. And the power of doing things with the element of surprise is even better, because becames harder to our opponents to do something about it.

Instants I do use/used

Lim-Dul's Vault - This card can work like a Vampiric Tutor, or even better. Just be careful.

Crop Rotation - is here for the possibility of shutting graveyards down with bojuka bog, or even getting cavern of souls to make a creature uncounterable (or maybe to mess with the countdown that your opponents might do, checking how much time do they have before you get all 5 colors).

Red Elemental Blast - This card is interesting. Since is the same color of our commander were not sacrificing more than a slot using it, and since blue spells will be the real problem this card can deal with them. Blue is also a color that many players chose to splash it in their decks so can be removal as well.

I'm a big fan of the Basic landcycling cycle (That sounded awkward), and I find Sylvan Reclamation the best of them all, but if you want to, you can use Ancient Excavation as well.

What about target removals?

Low cost removals are good, like Swords to Plowshares Path to Exile, or Anguished Unmaking and Utter End for the versatility, but the best of them all for me is Beast Within cause sometimes you'll need to destroy that Reliquary Tower or Cabal Coffers or Cavern of Souls. I would not run all of them unless you're playgroup demands it.

Modern Horizons gave us the Generous Gift - Which might be worth it to try it out, cause It is a powerfull card, but I don't know if I would run it with Beast Within in the same deck yet.

What about Counterspells?

I'm not a big fan of running a lot of them, cause like I said I want to play and interact with my opponents, that also includes letting them interact with me, but that doesn't mean that I will not run some of those to protect myself. The one that got my attention was Perplex, which it is a counterspell that you're opponent can negate by discarding his hand, which is insanely powerfull, and the transmute mechanic will make you get a card with cmc 3, which can be a lot of cards cause warriors don't have a high cmc and because we can get our wincons that have 3 cmc (Derevi/Druids' Repository/Sword of Feast and Famine/Phyrexian Altar). We can also run the old Counterspell and Negate, but since now we have Dovin's Veto I would rather run the Veto. Bant Charm Is a MUST HAVE for the versatility, even having the downside of beeing to cast.

I did use Insidious Will, which is, for me, an okay card, cause I think the cmc is too high, but it will depends on your playgroup. I also think that War of the Spark gave us a good replacement for it: Narset's Reversal which is less versatille, but it is still pretty good. Disallow is an favorite of mine since planeswalkers have become very popular as well. Mystic Confluence is the only "tax" counterpells that I really enjoy, cause you can counter the spell and draw cards as it resolves.

Charms? For 5 color commanders we can run all of the charms / commands, but you'll have to feel which are the right ones for your deck. I already said that Bant Charm is a must have, followed by that, I believe the better ones are Abzan Charm, which will be a removal or draw; Crosis Charm that can bounce something, destroy a creature or an artifact; Esper Charm that will be draw and removal for enchantments (or might be used to make the control player discard cards); Boros Charm which will be a form of Heroic Intervention. The other's are not good enough for the deck to comment about.

This is the part that I felt a lot of need to point out, since this was a huge discrepancy with other players: Lands.

"You're running a five color commander! You'll need at least some fetch lands!"

The truth is that this is NOT true, at least not totally true. I watched the professor video on Tolarian Community College about 5 color mana base, and it was really clarifying at the time, but I strongly disagree with him about what you MUST run in a 5 color based deck.

The first thing you want to think is which colors you'll use. You see, you have a 5 color commander but if you're only focusing on the mana to activate her ability the mana base can be totally different from the deck that will use all of the colors in a five color good stuff kind of deck. You can still do a The Ur-Dragon deck using mainly Rakdos dragons per example.

Warriors, normally are distribute in Mardu combination of colors and we have some support from the ones of Tarkir, but there's also warriors in other colors, so when I started the deck I decided to mix them up and build a Najeela that resolves around a combination of Jund. I decided to do that because you can find some budget and good options of warriors on green (Lorwyn elf warriors) and since green is the color of mana, it makes it easy to get the lands and the ramp that you'll need. I did not abandoned , but I decided that I would use it more for control than for warriors (which I figured is what most of the players do), using just a few cards like Path to Exile and wraths.

Other things that you must check is the ammount of different mana symbols on the deck and on the same card. If you're running a lot of cards like Brutal Hordechief that only demmands 1 colored mana ( in this case), there's no need to worry so much, cause ramping with green will make you succeed to cast this card, maybe not as much as someone who as fetches, dual lands, etc, but you can still play it. Is a simillar case to cards like Lovisa Coldeyes, she demmands double red. If you're running more basics and using more green stuff to ramp, is more likely that you'll focus on different colors than same color basics, but that doesn't mean that you'll not be able to cast her. The only problem, for me, start to resides on 3 color spells, cause if you're working on a budget using more basics, you'll have some problems to cast cards like those in the early game. That's why I wouldn't recommend using a lot of those (Same goes for 4 and specially to 5). Is even worse with multiple symbols of the same kind of mana on a spell per example.

My deck has evolved, and I started to use more of the other colors but as you guys can see I still focused on green spells. Tutoring for lands is slower than fetching for them, but that doesn't mean that you must give up of the deck you want to play with. You only have to work to figure it out how to adapt.

My first commander precon was C16 Kynaios and Tiro of Meletis and I was hesitant to play with a 4 color commander cause I didn't have the experience but, I glad I purchase it. Is a pet deck of mine and I really love to play with it. The deck came with 5 basics of each color and that was not a problem. Green made it more easier than I thought, and with that in my mind, I started to build Najeela with the same logic.

As I said it before my deck has evolved. I started to use more lands that produces any color and cards that comes in the play untaped. But still I stand for what I said.

Anyway, let's talk about the lands finally:

Rupture Spire - Let's start with this one. This, Transguild Promenade, Gateway Plaza are great budget options. I started using them, and if you're using a huge ammount of green cards to compensate the lack of fetches they are just fine. I used Spire and Promenade at the beggining of the deck.

Krosan Verge - This is a card that I must agree with the Professor. Is a great card, and it will help you to filter through the colors that you need, and with shocklands and triomes this card gets even better. Is really sad that is the only one and the cycle was never completed.

Bondlands - The lands from battlebond are fantastic for commander, at the time that I'm writing this they're more expensive than Shocklands, so I had lucky that I got those at the release of battlebond.

Shocklands - They got reprinted on Guilds of Ravnica and Ravnica Allegiance, so they can be found with a good price, even a better one after the standart rotation. They are better with feches, but if you don't have them they're still good, and if you don't have shocklands you can replace them for the zendikar dual lands and work your way through.

Tap Tri-lands - They're budget, they are fantastic, but I wouldn't run all of them unless you want to. I choose the ones that works with your two main colors. The maximum that I used was 4 of them.

Triomes - So here is a new thing, at the time I wrote the first version of this they haven't realeased yet, but here we go. They are the non budget version of the tap trilands (Duuuh), but here is the thing: They're not as needed as you would think. If you understand portuguese I will link Fazendo Nerdice at the end of my text, and on the video he says a thing that I tottally agree: If you already have a good mana base the triomes gonna improve them, but if you don't have an already estalished and consistant mana base they're more likely indiferent to you. Sure you can still farseek them, but they are still tap lands, and that still matters.

Lands that produce mana of any color - I started with the ones that got reprinted on C16 like Forbidden Orchard and Exotic Orchard, Command Tower (Really?), Grand Coliseum, Rupture Spire + Transguild Promenade. Since my deck is a creature based deck and a tribal I got Unclaimed Territory and Path of Ancestry. Later a got City of Brass, Reflecting Pool (Those last ones that I got at the time didn't make that difference immediately). And after I purchased some other cards ended up going after Mana Confluence and Cavern of Souls. You see, those cards are good but I only recommend you're going after them after you decided how you want to play and what do you want to play in the deck. Maybe test with proxyies first. Unclaimed territory was kind of "replaced" for Secluded Courtyard but you can still run both of them if you want to.

Budget Fetching? - So, I decided I had to create a section for this one just because. I'm not aggainst, and I honestly think everyone should use some kind of land that can filter through your deck. Doesn't matter if they're Terramorphic Expanse or Evolving Wilds but I honestly think you should run at least 2 lands like those. Even if they don't fetch to the battlefield like Ash Barrens landcycling but I still run it. The top tier of budget land fetch right now for me is Fabled Passage (July 2022). I wouldn't run more than 2 of those cause since they enter tapped it can affect your mana base use.

Utility Lands- I follow a rule of my own that I only play 3 utillity lands and the total of 38 lands and I only change that after some tests going to 37 lands and using more utility lands. What is utility lands for me is good thing to talk about.

Utility lands are considered lands that have an effect other than producing mana, and normally I exclude them while thinking of mana base, cause they're not here to produce mana but for the utilty. I go further than that. In a 5 color deck Utility land will be any land that only produces restricted mana or enters the battlefield tapped but have an effect. So is ideal that you think on mana imagining that they produce colorless mana. Imagine the worst scenario and be ready.

1 - Bojuka Bog - Every deck should run some graveyard hate

2 - Homeward Path - If you're are more focused on protect the queen strategy this card will save you if your commander is stealed.

3 - Unclaimed Territory - Enters Untapped but only creates any color for creatures of the tribe selected.

4 - Cavern of Souls - Similar to Unclaimed Territory case, produces any color but only can be used for creatures, I would not put this card here if I runned about 30 creatures.

5 - The World Tree - This is NOT an auto include in every five color deck, but can it can help.

In the battlefield sometimes the unexpected can happen. Another fighter can enter the battlefield to assist you for the win. A fighter from another world. A fighter that can travel through battles. A Planeswalker.

I will be honest with you, I really don't see why you would need a Planeswalker in this deck. You can use them, but sometimes you get too far from the goal cause you're trying to Ult them or to protect them, but since they got even more popular since war of the Spark I'll highlight some and how I see them.

Teferi, Time Raveler by far this is one of the strongest planeswalkers for me.

Elspeth, Sun's Champion is one of my favorite Planeswalkers cause she can protect herself, work as a wrath, but she is 6cmc which is a downside that I don't know if can be compesated.

Nicol Bolas, Dragon-God I strongly consider him from time to time because of my playgroup, but his costs is just too restrictive.

Nicol Bolas, God-Pharaoh - CMC is too high, but this card be average at least depending on your playgroup. He can control the board exiling the cards in our opponent's hands, can deals 7 damage which a lot of times will kill creatures and the Ultimate will win us the game.

Welcome to the executioner's job! I already talked that Najeela is an combo piece. She can achieve infinite combat steps, creating tokens and attacking till you're opponents defeat. Here are the other pieces that you can run and some comments about them. If you check on cEDH TV on yt, the channel has an whole 50min video talking about Najeela and is an good material to study about the commander.

Druids' Repository - This is my favorite piece in the deck. This card rewards us for attacking. If we want to only use it for combo that's fine, but even without Najeela the idea behind this card continues. Warriors always want more battles and glory. By doing that with this, we can get mana to run other spells. This at least for me is versatille enought to be a must have in every Najeela's deck, being competitive or not.

Derevi, Empyrial Tactician - This one is one of the strongest combo pieces. It is the second or maybe third place on the best pieces for her. I recommend to get this, not only for the combo possibility but because can be found pretty easily since it was reprinted on Commander Anthology, and because this it bringss a lot the table as well. She is a flying creature, a thing that warriors have some trouble to deal with, he has sinergy with our commander, she rewards us for attacking, she untaps a permanent just by entering the battlefield, anyway you got the idea.

Sword of Feast and Famine - At least for me this is the strongest combo piece that the deck can have. Gives us evasion, can make our opponents discard and can combo with our commander. Besides that +2/+2 is not bad, specially with cards like Alesha, Who Smiles at Death or Arashin Foremost or Jazal Goldmane. Without najeela the discard effect can apply the pressure that will help us to cast her later and end the game.

Bear Umbra - The more budget option of the deck. You only need to attack and your lands untaps, so with warriros that already have haste this card is just ready to end games. This is a "fair" combo piece for me. If you see the cEDH tv channel this card was shown just around the 5 place on the pieces powerlevel.

Cryptolith Rite - I didn't use this card for the possibility of combo, I just used it cause is a option to help me to create mana and bring utility to my warriros. Sometimes you'll need to do something with them that are not related to attacking.

Nature's Will - This is considered the strongest of them all for the possibility of multiple triggers hitting different players, but since this card only focus on the combo with her I do not give priority to this. Any fog can stop the combo, and I rather use something that is more versatile on this slot.

Phyrexian Altar - As I was saying, versatility is the keyword for me. Unless you're running a Najeela using a lot of token production cards I do not see why you should run this.

Song of Freyalise - This is a budget option and the weakest one. The low cmc and the versatilty that brings to our warriors is great, but for limited time, so you'll have to use preciselly, even just for fun, or you'll get frustrated by using it.

Earthcraft - Too restricted. You'll have to check your ammount of basics and you'll need more preparation to use this card to combo with her. The upside is that you can run other combos with this card, but I'll assume that if you have this one you'll put in other deck.

Grim Hireling - This is new one from Adventures in the Forgotten Realms. It's not a warrior, but I think it's pretty consistent actually. Treasures are becoming more and more powerfull eachday. Sure you can go infinite with this card attacking all of your 3 opponents and getting 6 treasures to activate Najeela, but even if you can't go infinite at that moment, this card can be really good. With cards like smothering tithe and professional face-breaker you get enough treasures and versatility (Drawing cards with facebreaker, or removing creatures with the hireling).

Dead cards/Dead Draw are the way we call cards that have a chance of being irrelevant in the game. Here's something: Almost every card can be irrelevant at some point.

A removal like Path to Exile is a dead card if we don't have creatures to target, Cultivate is useless if we don't have basic in our deck, and even a combo piece can be irrelevant.

What I'm going to bring here are what I call "Transitioning Cards". Those are cards that will help you to stablish your game or help you to survive through the game, or maybe protect your pieces from your opponents.

Civic Wayfinder is a pretty good example for this section. He is a low power warrior that will hel you fix your mana, and somtimes that's all you need. It might be better using other sorcery for ramp like Rampant Growth for other players, but the fact that this card has this ability and it is a creature, and specially a warrior, makes me think differently.

A card like Garna, the Bloodflame is an good example of that, cause she can help us to rebuid after a wrath, which is pretty harsh depending on your build. Besides that she is just a Fervor on legs with 5cmc. You'll have to evaluate if on your playgroup her upside compensates tha downside of a slot.

Cards that have utility like those are worth it to consider cause they're extremely midground. They can create value in especific cases, but they're also not useless in common cases. For me at least makes cards like this worth a try.

I do not have all of the links of the material that I used when I started to discuss about the deck, but here are some that may be good to start.

Good Morning Magic

Here is a vídeo about Gavin take on NayFix

https://www.youtube.com/watch?v=nRTWrsGOFGs

My first version

I think its important to have listed my first version, just to make sure I have some point to get back and compare. This is the link of my first version of her after I get the budget to afford the shocklands. Maybe I'll list the first version without them or even create a more budget version one day

My First Version

cEDH tv

Jumbo Commander

Commander Live

This one is one of my favorites

(07/21/2022) Looks like the whole channel has been deleted. RIP.

https://www.youtube.com/channel/UCo0rrfQLBQOGPwL1UuCN66w/videos

The Commander's Quarters

MTGGoldfish

Spike Feeders

This part is more for myself. I'll not translate all that is here, but I'll say that this is the section that I keep up with the changes I do in the deck. What is being tested, what was already tested, what was replaced by other card and stuff like that.

Cards in my Sideboard are cards that were inside the deck but I decided to put other thing in the slot.

Cards in my Maybeboard are cards that a I maybe plan to test later.

Cards in my Acquire are cards that I'm planning to purchase, and in this case I will write thoughts on why purchase them or why not now at least.

Cartas em observação

Secure the wastes

Cultivate

Kindred discovery

Duskwatch Recruiter

Trying new things with Najeela

Latest Replacemants

Dismember for - Sensei's Divining Top

Duskwatch Recruiter - Edric, Spymaster of trest

Veilstone Amulet - Kodama's Reach

Maybe:

Merciless Eviction

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Date added 5 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

49 - 0 Rares

25 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Aven Wind Guide 2/3 W, Beast 3/3 G, Morph 2/2 C, Spirit 1/1 C, Warrior 1/1 W
Folders 1 - MY STUFF
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