|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Uncommon|
|Magic 2015 (M15)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Uncommon|
|2011 Core Set (M11)||Uncommon|
Combos Browse all
- Do two sources of life gain at the same time trigger two counters on ajanis-pridemate?
- Multiple Coinsmith Triggers and Ajani's Pridemate
- Ajani's Pridemate and extort timing question
- Elspeth Tirel's +2 lifegain ability...
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Creature — Cat Soldier
Whenever you gain life, you may put a +1/+1 counter on Ajani's Pridemate. (For example, if an effect causes you to gain 3 life, you may put one +1/+1 counter on this creature.)
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Ajani's Pridemate Discussion
21 hours ago
"Whenever you draw a card" means the ability will trigger for every card drawn. Drawing a card is a singular event, so drawing multiple cards just causes that event to occur multiple times, thus causing multiple triggers. I imagine the confusion exists because there are other instances where things seem to work differently. Ajani's Pridemate, for example, will only get one +1/+1 counter, regardless of how much life is gained at once. The difference is that the event that causes the trigger doesn't specify a value. "Life" can be any amount of life while "a card" can only mean one card. To get a result where only one token is produced from drawing multiple cards, you'd need some awkward phrasing like "whenever you draw one or more cards", and I don't even think that would work because of the rules on drawing I hinted at earlier:
"120.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws." So even if an ability was created that triggered off of multiple cards being drawn, the requirement that you draw each card individually would stop it from working.
Long story short, Trial of Knowledge gets you three insects.
1 day ago
Hey there! Cool deck you have here! I'm not fully sure whether you want a Kokusho-focused deck with a lifegain subtheme, or a lifegain-focused deck with a Kokusho subtheme, so I'll give you tips for both:
You generally want a lot of ways to find your Kokushos, as well as ways to return them from the graveyard, so I'll focus on those two.
- Diabolic Tutor
- Razaketh's Rite
- Makeshift Mannequin
- Exhume (not Modern legal)
- Animate Dead (also not Modern legal)
- Rise from the Grave
- Obzedat's Aid
- Dread Return (also not Modern legal)
- Ever After
- Fearsome Awakening
- Karmic Guide (also not Modern legal)
If you're focused on more of a lifegain theme, I'd go with some of the following:
- Nyx-Fleece Ram
- Sun Droplet
- Tithe Drinker
- Ajani's Pridemate
- Survival Cache
- Felidar Sovereign
- Lone Missionary
- Chalice of Life Flip
- Aetherflux Reservoir
Regardless of which version you're actually looking for, I would also recommend adding in some more removal, probably at least 5 copies total of the following: Doom Blade, Murder, Oust, Condemn, Dismember.
In any case, good luck with your deck!
1 week ago
One, they're the same mana cost same P/T, so we're mostly just comparing their ability to gain life. Thus, Soulmender will only ever gain you one life a turn, although consistently. However one of the other white creatures would give you the opportunity to gain one life every time you play a creature out (if it's Ajani's Pridemate you'll immediately gain the counter on the cat) allowing for the potential of multiple lifegain triggers in one turn. The real icing on the cake though is the fact that it doesn't trigger only on your own creatures, which means now any time your opponent plays a creature, you're gaining life and triggering your synegies. This makes it much easier to gain more than 1 life for each go around and sometimes could be as much as 3-4 life a turn. Another suggestion is to trim on the number of Kambal, as he is legendary and as a general rule of thumb unless you will win the game every time your legendary permanent stays in play, you don't want to draw multiples because if they are not removed any beyond the first is a dead card. I would recommend adding some form of removal in his place, Fatal Push/Path to Exile being the most competitive, while Mortify/Unmake being solid budget alternatives.
Nirkana Cutthroat is likely worse for you than say Vampire Nighthawk which is a very solid similarly costed creature that will not only gain you life but comes right away with flying and deathtouch. Drana's Emissary also plays a similar role of being a solid evasive creature with lifegain.
Another card that I think seems better than it actually is is Diabolic Tutor, it seems great when you think about it, being able to get your best card, but really spending a whole turn to do that sets you back and all your cards are fairly similar in power level. As such maybe you would consider Read the Bones as a cheaper alternative that can get you up on cards.
Then lastly I recommend upping the number of lands you run, as a general rule of thumb I would put 24 lands in any deck, and go lower than 24 when the curve is significantly lower, such as a lot of one drops and two drops, however since your deck reliably wants to get to four mana or so 20 lands is not the ideal number, I would recommend some number of easy to access dual lands (Scoured Barrens, Orzhov Guildgate, maybe even Temple of Silence) which would also help with potential mana problems.
2 weeks ago
Each Ajani's Pridemate get's 30 +1/+1 counters regardless of how many pride mates there are.
2 weeks ago
Check out the Little Kid deck, then. You're already playing most of the cards in your deck, you just have to trim down to 60 cards and get rid of the lands that always come into play tapped.
So (from your current card pool) your deck would look like:
2x Ajani's Pridemate
1x Archangel of Thune
2x Fleecemane Lion
2x Loxodon Smiter
2x Narnam Renegade
3x Qasali Pridemage
2x Renegade Rallier
3x Soul Warden
3x Soul's Attendant
1x Voice of Resurgence
4x Wilt-Leaf Liege
The easiset way to improve this would be to add:
...and take out:
Your sideboard would be:
2 weeks ago
You also ended up with a 75 card deck. You could remove: Ajani's Pridemate, Archangel of Thune, Oreskos Sun Guide, Soul Warden, and Soul's Attendant. that's 13 cards. Maybe 2 Beast Within too? Then you're down to the regular 60 cards.
And then make a GW soulsisters deck on the side. I can't remember any green cards that interact with your life total, except a bunch that gives you life. But maybe that could be the new home for Renegade Rallier - everything in soulsisters is really cheap, and there are so many nice triggers when you have a creature come into play.
3 weeks ago
xaerusbladeI just want to say thank you for all of the responses I have been getting, they have been really helpful. So what I picked was an aggressive deck with tokens. I added most of my life gain cards to my sideboard, if not getting rid of them. I moved both of the Nyx-Fleece Ram to the sideboard, as well as Grazing Gladehart but I might just get rid of him. I also thought I could keep Nyx-Fleece Ram on the main board and use it to bulk up Ajani's Pridemate. I took a look at the "Little Kid GW" Deck and I saw a couple cards I really enjoyed, which also helped fix my mana curve, including 4 Watchwolf and 2 Narnam Renegade. I did pick more multi-color lands and also got some fetchlands including 3 Knight of the White Orchid. I did also add 2 Renegade Rallier for Revolt with Beast Within As well as using Knight of the White Orchid to get the land back. Now I would like more ways to get more land back, so I would like some more fetchland ideas if anyone else has any other, but I am still wondering if I should go the route of Landfall. That will also decide if I should keep Emeria Angel. I also got rid of Kemba, Kha Regent with the equipment. Now I did add 3 of the "Soul Sisters" I really like this as the life gain due to the fact that it is supposed to be a token deck and having that will help. Now I have a question about my planeswalkers and if I should keep both of them, none of them, or one, or replace them? A creature I have also been on the fence with is Lone Rider Flip. My deck is really not so much into lifegain now so most of it is moved to the sideboard but idk if it is even necessary to do that. Now this deck was originally designed to be a token deck, with spells such as Selesnya Charm, Call of the Conclave, Gather the Townsfolk, and Retreat to Emeria. But idk if that would even be the beast strategy at this point. I think that I need to either pick Landfall or token but I would really like some help in that regard. What should I do with Qasali Pridemage? It seems kinda out of place. And I wanted to move him to my sideboard. But I do like the Removal
Now an idea I had come up when I found the Beast Within card. My idea was I could use it to get rid of a land, which in turn would activate Revolt. Then after that put down a land, or use a fethland to get the landfall which could, in turn, get me more creatures through, and other Retreat to Emeria. Idk how well that would work but its an idea that popped up in my head
Again I want to thank you all for the suggestions and I really appreciate it
3 weeks ago
I'm not an expert, but here is some general advice that I would have ignored if i'd gotten it when i first started:
- You can't win the game just because you have a lot of life (caveat: unless your deck is designed to do that, e.g. Test of Endurance). This means cards like Angel of Mercy and Angel's Mercy are just "delay" cards - they'll keep you from dying for a turn, but nothing else. You need to be able to win otherwise. That's not to say lifegain is bad (Ajani's Pridemate would eat me if i tried), but lifegain for the sake of lifegain is insufficient.
- Walls are good only if your deck is designed to be strong in lategame. Otherwise they are bad. It took me a long time to learn that. They can't attack, generally don't have any abilities that can win the game, and generally don't even prevent you being attacked (walls like Souls of the Faultless are an exception). Blocking a creature without killing it means it will just swing at you again next turn, and next turn it might have a friend, and now you can only block one of them. So unless the deck is designed to be strong late-game, you can generally replace walls with anything else and be equivalent or better-off.
- Card synergies are important. For example, you have Wingsteed Rider, but there are only two cards in the entire deck that will actually trigger his Heroic ability: Mighty Leap and Marked by Honor. Now, the base creature isn't bad (2/2 flying for 3 is decent/average), so i'm not saying take him out. Just, keep it in mind.
- Whenever you see a card, try to look for or think of interesting interactions. Since you're new, there are a ton of cards you're unaware of, and it's hard to keep everything in mind. For example, Enchanted Evening + War Priest of Thune (if everything is an enchantment, he can kill anything) or Angel's Mercy + Sanguine Bond (you gain 7 life and they lose 7 life).
- Some cards are the same as other cards, but one is just straight-up worse than the other. I can't really think of any examples using your cards, so i'll use these instead: Open Fire is strictly worse than Lightning Strike (3 CMC vs 2), which is itself strictly worse than Lightning Bolt (2 CMC vs 1). And it's not "old cards are worse than new cards", because Open Fire was just created/released, whereas Lightning Strike has been released several times. Just something to keep in mind. Closest example I can think of using your cards aren't straight comparisons, e.g. Angel of Mercy vs Serra Angel.
- This is a good resource: http://gatherer.wizards.com/Pages/Advanced.aspx It has every single card in MTG, and their rulings. It's one of the few sites I know of where the official site is better than most fan sites