









Overview:
This Naya (RGW) deck helmed by Rin and Seri, Inseparable focuses on synergistic Cat/Dog tribal token generation, leveraging creature-type synergies and anthems to overwhelm opponents. The commander acts as both a token engine and a finisher, scaling damage/lifegain with board presence. Secondary strategies include go-wide combat buffs (Jetmir, Nexus of Revels, Beastmaster Ascension), alternate win conditions (Felidar Sovereign), and artifact/enchantment control via Aura Shards. The deck emphasizes incremental value through token multipliers like Doubling Season and Jinnie Fay, Jetmir's Second, with moderate interaction and protection.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4):
- Deploy mana rocks (Sol Ring, Boros Signet) and land-based ramp (Cultivate, Three Visits).
- Cast low-cost Cats/Dogs (Selfless Savior, Isamaru, Hound of Konda, Hungry Lynx) to start building token triggers.
- Play key engines early: Rhythm of the Wild for uncounterable threats, Impact Tremors for chip damage.
Midgame Board Development (Turns 4-6):
- Cast Rin and Seri to generate tokens on every Cat/Dog spell. Use Jinnie Fay to upgrade tokens into 2/2 Cats or 3/1 Dogs.
- Deploy anthem effects: King of the Pride, Feline Sovereign, Inspiring Leader.
- Activate Aura Shards to control artifacts/enchantments while building your board.
Finishing Moves (Turns 6+):
- Overrun with Jetmir, Nexus of Revels (lethal at 9+ creatures), Akroma's Will for indestructible/double strike, or Claws Out for a surprise alpha strike.
- Use Rin and Seri's activated ability to burn opponents based on Dog count while gaining life from Cats.
- Alternate win via Felidar Sovereign if lifegain outpaces opponents.
Mulligan Priorities:
- Keep hands with 2-3 lands (including color-fixing like Command Tower).
- Prioritize early ramp (Sol Ring, Nature's Lore) or 1-2 low-CMC Cats/Dogs.
- Look for key synergy pieces: Aura Shards, Doubling Season, or Jetmir.
- Avoid hands lacking ramp or creature density.
Key Tips:
- Token Upgrades: Use Jinnie Fay to convert 1/1s into 3/1 vigilance Dogs (for blocking) or 2/2 haste Cats (for immediate pressure).
- Protection Sequencing: Deploy Heroic Intervention or Boros Charm in response to board wipes. Swiftfoot Boots on Rin and Seri ensures consistent triggers.
- Synergy Triggers: Skullclamp sacrifices 1/1 tokens for card draw. Second Harvest doubles tokens post-Doubling Season for explosive turns.
Weaknesses:
Critical
- Board Wipes: Lacks mass recursion; rebuilds rely on topdecking token generators.
- Anti-Token Tech: Elesh Norn, Grand Cenobite or Cursed Totem cripples the deck’s engine.
- Commander Reliance: Repeated removal of Rin and Seri slows token generation significantly.
Moderate
- Mana Constraints: Limited color fixing beyond basics and slow fetches (e.g., Farseek).
- Artifact/Enchantment Focus: Struggles if Aura Shards is countered or destroyed early.
Minor
- Card Draw: Relies on situational engines (Skullclamp, Return of the Wildspeaker); risks running out of gas.
- Fliers: Limited reach outside Pridemalkin trample and Eldrazi Monument.
Most Important Cards:
- Jetmir, Nexus of Revels (Game-ending anthem effect)
- Doubling Season (Token/counter multiplier)
- Aura Shards (Recurring artifact/enchantment removal)
- Jinnie Fay, Jetmir's Second (Token quality upgrade)
- Felidar Sovereign (Alternate win condition)
- Akroma's Will (Protection + lethal combat trick)
- Rhythm of the Wild (Haste/counter enabler)
- Heroic Intervention (Board wipe protection)
- Beastmaster Ascension (Scaling anthem)
- Skullclamp (Card draw engine)
Attribute Ratings:
Speed: 5/10
- Threatens wins via combat around turns 7-9 in optimal scenarios. Lacks fast mana or instant-win combos.
Resilience: 4/10
- Limited protection beyond a few indestructible effects. Heavy reliance on board presence makes it vulnerable to wipes.
Consistency: 6/10
- Moderate card draw and tribal synergy ensure steady token generation, but lacks tutors for key pieces like Jetmir.
Interaction: 5/10
- Reactive removal (Path to Exile, Swords to Plowshares) and Aura Shards provide control but minimal stack interaction.
Rating Justification:
This deck operates as a focused casual build with clear combat win conditions and tribal synergies, but its reliance on board presence and moderate speed place it below optimized tiers. While it can threaten wins via Jetmir or Felidar Sovereign, vulnerability to interaction and slower setup cap its power.
Power level: 4.5 - 5.0
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