Historic 4 Color Nadu Skimmer Deck
In this article, I am going to break down my 4 color
Let's get into card selection, reasoning, and some tips and tricks.
Why play this deck
I think this deck is extremely fun! It allows you to attack on a few different axis, from card advantage + counterspells, big trample creatures that can kill through interaction, and even land destruction to lock out your opponent.
- You ❤️
scythecat cub ,kishla skimmer , orA-Nadu, Winged Wisdom - You ❤️ drawing cards
- You ❤️ playing lands
- You ❤️ a flexible strategy that can adapt to whatever your opponent throws at you (and counterspells)
- You don't mind a rough manabase 😂
This deck is initially inspired by the Legacy "stryfo" pile, but with some drastic changes to include the strong cards we have in historic while excluding some key pieces like the free counterspells which we do not have in historic.
Core Deck
- 4
Kishla Skimmer - main card advantage creature. - 2
A-Nadu, Winged Wisdom - secondary card advantage creature. - 4
Green Sun's Zenith - creature selection. - 4
Scythecat Cub - triggers nadu, and gets very very big. Even faster with 2. Main way we win the game. - 2
sylvan safekeeper - protects our creatures, triggers nadu, puts lands in the graveyard for our mana dorks to eat. Consider playing more than 2. - 4
deathrite shaman - best one drop of all time. Does it all: ramps, triggerskishla skimmer , exile from opponents graveyard, etc. - 2
molt tender - mills, and exiles lands to triggerkishla skimmer and ramps. - 4
Wrenn and Six - moves lands from graveyard to hand (triggeringkishla skimmer ), helps to meet land requirements, best 2 mana planeswalker. - 4
Fabled Passage - historic fetch land requiring a high basic count. Better late game. - 4
Prismatic Vista - historic fetch land requiring a high basic count. Better early game. å - 2
island - counterspell mana - 2
forest - so many green creatures, play 2 - 1
mountain - wrenn and six, mainly. - 1
swamp - deathrite ability, mainly. - 1
Otawara, Soaring City - awesome utility land and can be used withwrenn and six to lock opponent out of game. - 1
Boseiju, Who Endures - another great utility land to kill problemsome permanents. Can be used in long games to remove lands. - 1
Ghost Quarter - kills any land. Can be used on ourselves to get a necessary basic and allow for our mana dorks to function or trigger landfall. - 2
Dust Bowl - kills lands. Good vs control matchups and in conjunction withwrenn and six to lock opponent out. - 1
Overgrown Tomb - Green Black shockland. - 1
Watery Grave - Blue Black shockland. - 1
Steam Vents - Red Blue shockland (prob worst in deck) - 2
Breeding Pool - Green Blue shockland (best). - 4
counterspell - Best counter in late game, hard to cast early. - 4
mana leak - Great counter for our deck. Rarely ever sideboard out.
We have a combination of very fast kills with
My current creature silver bullets:
- 1
Keen-Eyed Curator - graveyard hate. Also triggerskishla skimmer and serves as a threat. Always play 1. - 1
Icetill Explorer - awesome 4 drop that helps us hit our colors, go over the top of opponent with our land destruction, and is a tutorable creature that recurs lands. Triggersscythecat cub andkishla skimmer . Always play at least 1. - 1
Lumra, Bellow of the Woods - Currently testing this card. In theory it is great, but it costs too much for fast matchups and is hard to resolve against slower control players. I am not sold. Perhaps should be a second icetill...or maybe my pet card,elvish reclaimer .
Sideboarding
This is even more in flux than the core deck, so I leave it as is:
- 1
Meltdown - great vs artifact go wide decks. - 2
consign to memory - Awesome vs eldrazi. - 3
Soul-Guide Lantern - good vs graveyard strategies - 2
Pick Your Poison - flexible and powerful against flyers, artifacts and enchantments. - 1
Reclamation Sage - tutorable vs artifacts and enchantments - 1
Grist, the Hunger Tide - tutorable grindy card good as removal vs otherwise hard to kill creatures. - 1
Maelstrom Pulse - flexible premium removal that hits go wide strategies. - 1
Culling Ritual - good vs aggro - 2
Vexing Bauble - good vs affinity.
The key is to shave clunky cards like
Tips and tricks
Overall the deck is very flexible in how it can be built, so you absolutely should cater it to your own playstyle. I suggest to keep the core to Green and Blue as the counterspells are very strong and green provides the backbone of the deck.
You can get landfall triggers off nadu, helping to save your
Fetching is a big challenge in this deck and forces you to think ahead. Do you think you need to cast that
Just like fetching is a challenge, so is sacrificing lands. Sometimes you will need to sacrifice a forest or island to
Since the deck has a tendancy to flood out, I choose to play the land destruction package of cards. This is especially powerful with
Conclusion
So, what do you think? What might you do differently with this very flexible deck?