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Truth is found in death... Najeela, the Blade-Blossom

Rulings


  • 8-6-2018 The controller of each Warrior token created by Najeela chooses which player or planeswalker it’s attacking. The tokens don’t have to be attacking the same player or planeswalker as the creature that caused the ability to trigger. They can even be attacking players or planeswalkers that weren’t being attacked.

  • 8-6-2018 Although the tokens created by Najeela’s first ability are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).

  • 8-6-2018 Untapping an attacking creature doesn’t remove it from combat.

  • 8-6-2018 There is no main phase before the additional combat phase. This means that, for example, you can’t activate an equip ability between combats.

I got kinda interested in trying this and have been having a lot of success with it in our league and local tournaments. Najeela is an interesting 5 color commander with loads of different build paths but. I fell in love with a more control shell that I combined with decks found on MTGOTOP8, where you still aim to win early but have answers and are ready with protection in this Mid-range build...

According to the math, we will do 138 raw damage without combo if we are able to attack 6 turns unblocked and activating her ability will lower the clock one turn for our opponents if in some case your win conditions become countered or removed it is still easy to beat people to death with just Najeela and makes you very resilient to true Stax... ;

  • Combat (3/2 Najeela attacks alone): (3+1 from new 1/1 token = 4 damage) total damage dealt = 4 damage

  • Combat (3/2 Najeela +1 warrior attack): (3+3 from 3 1/1 tokens = 6 damage) total damage dealt = 10 damage

  • Combat (3/2 Najeela +3 warriors attack): (3+7 from 7 1/1 tokens = 10 damage) total damage dealt = 20 damage

  • Combat (3/2 Najeela +7 warriors attack): (3+15 from 15 1/1 tokens = 18 damage) total damage dealt = 38 damage

  • Combat (3/2 Najeela +15 warriors attack): (3+31 from 31 1/1 tokens = 34 damage) total damage dealt = 72 damage

  • Combat (3/2 Najeela +31 warriors attack): (3+63 from 63 1/1 tokens = 66 damage) total damage dealt = 138 damage

najeela

najeela

Now to speed this up even further we are running one-card combo pieces that can win you the game as early as turn 2,3,4...

Druids' Repository : (Removed) Went for more Good stuff as this is one of the worst pieces.

For this, to work you need 5 creatures able to declare an attack so due to how combat works the freshly made warriors that come in to play already attacking do not count towards this but will work if you declare an attack with the new ones in a second activated combat step after Najeela's ability... And because Druids' Repository can generate any color you can fill up the rest with what you have left from lands or dorks for example... so as long as you are able to eventually swing with the 5 declared attacks threshold after adding mana from other sources you will go infinite. The fact that her activated ability gives attacking creatures haste is key here for the new warriors to be able to be declared as attackers in the new combat step. And because we can get her out as early as turn 2 we can catch people by surprise and already start generating Warriors before Repository even sees plays sometimes...

Druids' Repository is mostly used as our plan C as this is way harder to set up as fast as the other two combos. but still, a force to be reckoned with when you can slam it down early and keep it in play for just a turn or 2... If not just hold onto it until the right moment where you know you are going to get the extra combat step of it immediately be it through dumping extra mana from other sources into it or just having the attackers already available...

Nature's Will : (Replaced : Grim Hireling) easier to assemble works similarly and can net mana if all else fails.

Because of how Nature's Will is worded it creates two triggers if one were to deal damage to two different opponents... and because of this you can tap all your mana between the triggers and float it...

So because Najeela brings a warrior with her on her first combat, she can abuse Nature's will of the bat if 2 persons do not block you... and all you need will be Three lands that are able to tap for ...

For example; Tropical Island, Bayou and Plateau... this will be able to generate you 6 mana and becomes way easier if you have a rainbow-land like Command Tower

and this becomes even better if you are able to tag 3 opponents, you could get away with only having 2 lands where one is a rainbow land and the other any dual... all this while it protects you as well by tapping down lands...

If you are able to activate Najeela like this with Mana from other sources you could move to the end of combat where all of the mana your opponents floated during the damage step is removed during the end of combat step... and you can safely win from here on while they are fully tapped out.

This will remain my second option still or if one can pull it off as early as turn 2 or 3 you should definitely go for it.

Derevi, Empyrial Tactician :

So Derevi is our strongest and easiest to-assemble combo piece... Because you generally only really pay two mana to play Derevi and untap the third one, she is efficient and cheap while at the same time very aggressive towards a Stax meta because she can break parity with most of the Hate represented in CEDH currently

Derevi is special in the sense that she can use any sources that generate mana be it dorks, mana rocks, etc... And that she gets her tap or untap triggers of newly created warriors as well if they deal combat damage... Because I have invested insane amounts of time in Derevi this with any permanent and that many attackers are usually devastating times for your opponents as you can tap down remaining blockers and lands for any future activations...

Derevi allows you to also respond to any of her triggers in between taps and untaps so one could tap and untap the command tower 5 times for a new activation...

Forbidden tutors package.

X Show

Due to the fact we have access to we can play the formats best counters and removal to combat anything that is thrown at us while not being afraid of any Stax because our commander just outright wins the beatdown aggro plan...


I've looked through many versions and settled with something I combined for a few of my meta! a control tempo shell going for just the combat win condition with the backup of running thassa wins packed with low CMC protection and interaction.

*A = ordered not yet arrived

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Revision 10 See all

(2 days ago)

+1 Ancient Tomb maybe
+1 Arcane Signet main
+1 Brain Freeze main
+1 Chain of Vapor maybe
+1 City of Traitors maybe
+1 Culling Ritual main
+1 Culling the Weak maybe
+1 Dark Ritual maybe
+1 Deadly Rollick maybe
+1 Delighted Halfling main
+1 Enlightened Tutor maybe
+1 Fellwar Stone main
+1 Forbidden Orchard main
+1 Force of Negation main
+1 Gamble maybe
+1 Intuition maybe
+1 Kutzil, Malamet Exemplar main
+1 Lion's Eye Diamond main
+1 Mana Vault maybe
+1 Mindbreak Trap main
and 28 other change(s)
Date added 5 years
Last updated 2 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 2 Mythic Rares

64 - 9 Rares

12 - 3 Uncommons

10 - 1 Commons

Cards 100
Avg. CMC 1.82
Tokens Bird 2/2 U, Spirit 1/1 C, Squirrel 1/1 G, Treasure, Warrior 1/1 W
Folders 6 : cEDH Multiplayer (Templates + Meta Requests) -------------, 1 : My Competitive EDH Collection (multiplayer + 2HeadedGiant) -------
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