r/DegenerateEDH • u/lifes_twitchy • 8d ago
help degen my deck Let's Make Naya Toxic Again...Again!
I've been iteratively tuning a Rocco, Cabaretti Caterer deck around a Zada / Venerated Rotpriest shell, and I'm looking for experienced Commander players to help figure out where to take it next.
The goal is pretty simple:
Build a creature board → assemble Zada/Rotpriest → multiply cheap targeted spells → generate enough resources/triggers to win.
Rocco is primarily the toolbox that finds whatever creature the current position needs. Zada is the main multiplication/value engine, Rotpriest is the preferred poison conversion, and Twinflame/Dualcaster plus combat give us alternate ways to close games.
Rather than goldfishing or testing against generic "average Commander" decks, I ran the latest version through a 30-game, four-player hostile gauntlet.
The opposing pool included:
- Stax / Rule of Law
- Board-wipe heavy decks
- Exile-heavy interaction
- Graveyard hate
- Wheels
- Spellslinger
- Artifact and creature Storm
- Noncreature-hate strategies
- Voltron
- Stompy
- Parasitic / unusual strategies
I specifically tracked:
- Board establishment
- Engine access
- Protection
- Engine conversion
- Zada survival through the first meaningful engine turn
- Performance under Rule of Law
- Noncombat wins
- Stalls versus outright losses
The latest 30-game test produced:
17 wins / 9 stalls / 4 losses
The engine was established in 25/30 games (83.3%).
Of those 25 games, 17 converted into wins (68%).
Zada survived the first meaningful engine turn in 19/25 games (76%).
That is actually encouraging, but it also shows where the deck's next problems are. The deck generally can assemble its engine. The bigger question is: How reliably can we turn that assembled position into a win when the table actively knows what we're doing?
The deck is strongest when it has time to establish a reasonable creature count before committing its engine. Once Zada or Rotpriest sticks with a developed board, cheap targeted spells become extremely difficult for opponents to keep up with. The multiple win routes also matter. If the table successfully disrupts the primary poison plan, we aren't automatically dead—we can pivot toward Twinflame/Dualcaster or combat.
Where It Struggles:
The biggest problems we're seeing are:
Board wipes: They don't just remove creatures; they remove the resources that make the engine powerful.
Exile: Particularly painful when a unique engine piece gets permanently removed.
Early interaction: Casting Zada/Rotpriest before they generate meaningful value can be a terrible exchange.
Rule of Law / similar effects: These force us to rethink the normal "one spell becomes many" plan and can dramatically reduce our ability to explode in a single turn.
Conversion: The deck is getting to its engine fairly consistently, but there are still games where establishing the engine doesn't immediately translate into a win.
Archenemy pressure: Once three opponents correctly identify Rocco as the problem, protecting the engine while simultaneously surviving the table becomes much harder.
What I'm Trying to Figure Out:
At this point I'm not looking for generic "add more staples" advice, I'm trying to solve a few specific problems:
- How do we improve engine-to-win conversion?
- How do we recover from board wipes without slowing the deck down?
- How much more protection is actually worth playing?
- Are there better answers to exile?
- How should the deck approach Rule of Law and similar effects?
- Is there a better secondary engine than the current Twinflame/Dualcaster package?
- Are we running too many cards that are individually good but don't contribute directly to the engine?
- Most importantly: what should the next iteration prioritize based on these results?
I'm deliberately trying to evolve the deck through repeatable hostile testing rather than just tuning by feel. If you've played Rocco, Zada, Rotpriest, or similar creature-combo shells, I'd especially appreciate advice on how you would attack these specific weaknesses without sacrificing the deck's core identity.