Appeal / Authority
Until end of turn, target creature gains trample and get +X/+X, where X is the number of creatures you control
Aftermath - Tap up to two target creatures your opponents control. Creatures you control gains vigilance until end of turn.
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Appeal / Authority Discussion
4 days ago
i wonder, is Rohnas as good as Oketra? Rhonas may overall be better but Oketra the True can make tokens and will always be active i have not played the deck so I don't know. also Appeal / Authority is great in this token build.
6 days ago
Hey there gdunkley91, I made a similar deck for a green and white tokens deck, and I found that using Appeal / Authority can sometimes be a HUGE threat if you throw it on Adorned Pouncer, then give them a Blossoming Defense, and swing in for some big damage. I also run Regal Caracal to give things like pouncers and sovereigns lifelink. I would also consider maybe finding a spot for Oketra the True because she's 1.) really easy to activate in a deck like this and 2.) another thing to appeal on for BIG damages. She's kind of a cat, right? Plus she makes tokens to help you go wide and get more out of the Cradle.
I'd replace the Ajanis, because while they are cool, realistically in standard you'll never really get their full use against most decks. Maybe add more of Authority of the Consuls because it is REALLY nice to have against aggro.
1 month ago
You definitely have some good white sideboard cards coming with Ixalan. :) I would recommend throwing in Tocatli Honor Guard, Settle the Wreckage, and Ashes of the Abhorrent. Bishop of Rebirth can be pretty interesting here as a 2 of to bring back your cats in case you're playing a removal heavy deck. Alternatively, Shaper's Sanctuary is a great hoser against control as well.
2 months ago
A couple of suggestions of cats you could add:Prowling Serpopard to deal with control decks; Aetherstream Leopard + Riparian Tiger to better exploit charge counters; Scrounging Bandar early game creature that can help out your bigger cats late game; Scythe Leopard early game creatures; Felidar Cub can serve as artifact removal or just attack; Felidar Sovereign also a potential win condition
Some instants you could add:Acrobatic Maneuver + Eerie Interlude + Long Road Home blink a cat to avoid damage or to re-trigger Regal Caracal; Appetite for the Unnatural + Decommission makes great enchantment or artifact removal; Commencement of Festivities + Encircling Fissure to stall longer; Gift of Strength + Highspire Infusion + Mighty Leap + Shed Weakness + Swell of Growth for buffing; Gideon's Reproach + Immolating Glare for potentially cheap removal; Life Goes On is really cheap life gain and can combo with Felidar Sovereign; Lifecrafter's Gift can combo with Metallic Mimic; Pulse of Murasa is a generally good card; Prepare / Fight + Tenacity for a smack down end game
Some sorceries:Appeal / Authority + Driven / Despair + Engineered Might + Larger Than Life + Ondu Rising + Overcome for more end game smack down; Approach of the Second Sun could be a win condition if you want, especially if you're stalling; Attune with Aether for lands and energy; Chaplain's Blessing for extra life and to combo with Felidar Sovereign; Collective Effort has a variety of good uses; Dubious Challenge would work well if you get more high cost creatures; Earthen Arms + Incremental Growth for a permanent buff; Mouth / Feed for a creature and card draws; Not Forgotten to either fetch from graveyard or remove from graveyard;
Finally, a few enchantments:Cartouche of Strength + Cartouche of Solidarity + Gryff's Boon + Conviction + Iona's Blessing major creature buffs, Call for Unity + Trial of Solidarity end game smack down, Always Watching make all your non token cats stronger; Authority of the Consuls to punish your opponent and limit his blockers; Bonds of Mortality potentially add to deal with hexproof and indestructible; Bound by Moonsilver removal that can move; Durable Handicraft + Oath of Ajani + Retreat to Kazandu adds more +1/+1 counters; Overwhelming Splendor + Sandwurm Convergence wind condition; Gift of Paradise extra life and mana;
Of course, this is far more cards then you could have in your deck, so you'll need to mix and match. I really recommend Felidar Sovereign and some heal cards like Life Goes On, as this makes a potentially very easy win con. I also think you should try to exploit getting +1/+1 counters more, since green and white are perfect for that. Lots of potential cards for cat decks, I wish you luck finding a good selection.
2 months ago
I see a lot of upgrade potential in the T2 goblin deck that I simply can't understand why they aren't included:
-Since they are all goblins and the mana is sitting at basics at the moment, splash in red/green duals (fast, shocks, fetches) to have access to Echoing Courage. Seriously, that card would be bonkers in this deck! :)
-If you go the route of green you'll also have access to Appeal / Authority, where you can give trample and huge buff (preferably on Titan) to get the damage through, and for only G.
-And, obviously, you can slow the deck down just a bit so it can be ready for sudden big swings off Atarka's Command.
2 months ago
If you are only playing green for Heroic Intervention you may as well cut green altogether as splashing is generally something you do in limited not standard, that said there are some other pretty good green cards you could consider: Rhonas's Stalwart (in a world of Monument decks he can be pretty good), Appeal / Authority (a cheap buff that also frees up some ataacks), Blossoming Defense (Heroic Intervention's cousin), and Bitterblade Warrior (deathtouch is always good). Of course these are only a few examples but if you only play green for one card you may as well cut it seeing how Selfless Spirit serves the same purpose, adding the third colour right now is only spreading thin the manabase.
2 months ago
I like a lot of what you're doing here... but since you've committed to using Craterhoof, why no Avenger of Zendikar? I understand a lot of people don't like seeing them together, but with what you've got going on I feel Avenger would be a better fit than Craterhoof, which to me is mostly a win more.
Other odd ones to me are the Autochthon Wurm and Seraph of the Masses. The convoke will probably make them easy to cast, but if you have the board state to do that, what's the one more creature gonna do for you? Instead, why not use Thunderfoot Baloth and/or Angelic Skirmisher which help all your creatures massively?
Some other fun cards you might enjoy are Hour of Reckoning, Holy Day (cause I mean... you already have fog lol), Brave the Elements is decent against those pesky Blasphemous Acts, Appeal / Authority is a newer card with some great potential for minimum mana, Gideon's Phalanx more tokens and protection (although the cmc is a deterrence...), and Overwhelming Stampede is an improved overrun (Overrun might be better here, but... ~shrug~).
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As I'll tell everyone though, these are just my opinions, if you feel they are invalid or really (dis)like a certain card by all means ignore what I said. Overall it looks very good and fun to play and I hope you're enjoying it. Regardless if you like any of my suggestions, +1 from me!
2 months ago
It can be really seen that this is your first deck, but really not bad for one.
Yes absolutely take out Fan Bearers card just isn't good enough.
Kujar Seedsculptor Just isn't good enough too, there are just so much better cards.
Appeal / Authority Is too situational in my opinion, of course when you are ahead it can be amazing, but when you are with empty board against control it is dead card rest of the game probably.
Then what to get in when you take out so many cards...
Renegade Rallier Is solid card if you have good ways to get revolt, so more of them.
Last Bristling Hydra would be nice.
Longtusk Cub Is very strong card but then you should take out other 2 drops which means some of your mana dorks.
I don't really see need to mana dorks anyway in this deck, you don't play anything very big to ramp on.
But first, get good manabase it is just so important to get right mana
And d*mn 24 lands is way too much when you play only one 5 drop in your whole deck, i would play like 20 lands maybe 21 maximum.
And get those Attune with Aethers out of the sideboard :D
Sorry if i sound too judging my english isn't too great, i don't try to be mean.