Naya

Naya (*sometimes referred to as Cabaretti*) is the color combination of Red, Green, and White. It is named for the Naya shard on the plane of Alara.

Popular Naya commanders include Gishath, Sun's Avatar, Atla Palani, Nest Tender, and Ghired, Conclave Exile.

**See the top Jund cards in EDH!**

## **Identity**

Naya believes that might makes right, and lives free of the trappings of injustice an deceit. Green incentivizes unbridled growth and power, while Red celebrates this diversity and White venerates and deifies those who rise to greatness.

## **Popular Naya Strategies**

* Tokens**Tokens** is an *Archetype* or deck type, that seeks to use the effects of cards to create a mass of creatures that are not cards called 'Tokens', often far more than could be created simply by casting creatures.
* +1/+1 Counters**+1/+1 Counters** is an *Archetype* or deck type, that seeks to create one or many large creatures by adding, increasing or even doubling counters on them that increase their power and toughness
* Aggro**Aggro** is an *Archetype* or deck type, that seeks to win with Creatures, usually by attacking with lots of them, but sometimes by directly harming their opponents
* Landfall**Landfall** is an *Archetype* or deck type, that seeks to get extra lands into play, and get rewards every time they do so, that increase in potency the more of them they draw as the game goes on./Ramp
* Group Hug**Group Hug** is an *Archetype* or deck type, that seeks to give resources to everyone at the table. This can be very friendly, or a subtle way to steer the game in a particular direction.
* Voltron**Voltron** is an *Archetype* or deck type, that seeks to turn their commander into a single powerful, hopefully invulnerable threat, and then doing 21 damage in combat with that commander (*Commander damage means a player loses if a single commander has done 21 damage to them, regardless of their life-total*)
* Tribal**Tribal** is an *Archetype* or deck type, that seeks to utilize rewards by sticking to a single creature type. Normally an Aggro (*combat based*) archetype, but some tribes or commanders may allow them to play differently. Decks

## **Weakness**

Red, Green and White are the 3 most conditional colors for card draw. While not necessarily hurting for options (*mostly from Red and Green*), Naya decks need to find a compromise between:

* Impulse-DrawImpulse-Draw is an effect that exiles cards from the top of libraries but then lets you play them (*normally only for this turn*). This can be considered equivalent to drawing a card, but only if you can cast it, otherwise it is simply lost. that cannot be saved for later (*from Red*)
* Creature based card draw (*from Green*) which may not be useful without enough creatures
* Enchantress**Enchantress** is an *Archetype* or deck type, that seeks to be rewarded (*normally by drawing cards*) every time they cast an enchantment, and making most of the things their deck wants to do be done by enchantments. based card draw (*from White and Green*) which may not be useful with enough enchantments
* Blink**Blink** is an *Archetype* or deck type, that utilizes creatures with useful or powerful abilities when they enter the battlefield, then repeating those abilities by using *Blink* effects to have the creature leave and re-enter the battlefield.-based card draw (*from White*) that requires both repeatable recursion and a value target to even work (*Teleportation Circle + Spirited Companion*)
* Or expensive or inefficient Artifact card-draw.