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Attune with Aether
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. You get (two energy counters).
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Attune with Aether Discussion
4 hours ago
I would remove Initiate's Companion for Longtusk Cub, the effect of hitting an opponent is much more relevant on Longtusk and the 1 touchness of Initiate will have you trading down more often. Longtusk also pairs well with a turn one Attune with Aether
Vizier of Deferment is not a cat :-( and only stops a problem creature for one turn and doubles opponents ETB triggers, I would replace with Cast Out as it targets more relevant things in standard and provides a solution for much longer... unless they have their own Felidar Cub ;-)
Good luck with your deck.
5 hours ago
I put together Cheezburger Tribal if you want to check it out, same theme. Metallic Mimic seems like it would add to the deck, and Felidar Cub is just great, 2/2 2cmc cat that can be enchantment removal if you need it.
Land wise, I'm a big fan of 20 lands + 4 Attune with Aether, making 4 of those lands Aether Hub. Helps tremendously with color fixing, and makes you a little less likely to draw land later in the game. Maybe a couple Fortified Village.
Personally, I dislike Blossoming Defense. If you want something to save your cats, Heroic Intervention is much better, only costs 1 more, and can also be used after blockers are declared but before damage when you and you're opponent are both set to lose most of your armies in the exchange. When played this way, 1-2 in a deck can turn things around for you when played right in the right circumstances.
The drawback to a lot of these cats though is that they're mostly 1-2 toughness and 1-3 power. Regal Caracal and Metallic Mimic can help, but I see why you wanted those pump cards, and I felt it too. I went with some of the new stuff though....
I really like Cartouche of Solidarity. A permanent +1/+1 and first strike for 1 mana is great on its own. But if you also play Trial of Solidarity, it gets even better. Trial is non legendary, so you can have 2 or 3 out (which does nothing for you after the turn they're played) and bounce them all back to your hand by playing 1 cartouche. They work well together, and Trial pumps your whole board.
I like Lifecrafter's Bestiary here. Decks with lower curves that drop a lot of creatures like these need some card draw/fixing. Benefaction of Rhonas might be worth looking at as well.
Last, to take advantage of the Regal Caracal ETB trigger, consider Felidar Guardian (cat) or Vizier of Deferment (not cat). I prefer vizier for the lower cost, the flash, and the fact its more multi-purpose (can also be used to flash block/bounce during an opponents attack).
FullmetalWes on Cats
1 day ago
I would recommend taking out the Shed Weakness (since you don't have anything giving itself -1/-1 counters) and adding in Fortified Village or maybe Aether Hub to get you to 22 lands and better mana fixing, then at the most I would only run 1-2 Prepare / Fight and replace it with either Attune with Aether or more Blossoming Defense. Take out at least 2 Pouncing Cheetah for Metallic Mimic...which you could probably run 4 of. Hope this helps!
1 day ago
Hey! This is a super cool idea. Nissa seems to be pretty ramp focused. You want to be able to quickly get her to a reasonably high loyalty and then just start spewing out creatures, and Kiora can do something similar though less powerful. I would also then use more creatures, since you have Vizier of the Menagerie, Nissa, Steward of Elements and Kiora, Master of the Depths who are all creature focused.
I would suggest taking out Rashmi, Eternities Crafter because she is slow to come out, and has a small body. Similarly I think Kefnet the Mindful is much better suited for a pass-go style control deck. I would also remove the cartouche and trials you have, because they are not very powerful effects. Also New Perspectives could come out. In these slots you could add in creatures that are more suited for Nissa, Vizier and Kiora.
I would suggest adding in a Manglehorn or two, it has proved very effective. I think Prowling Serpopard is good but can be moved to the sideboard. I think then the best way to go for the rest of the deck is an energy theme, turning the deck into a ramp midrange/control. So I think Attune with Aether would be a great include, as well as Servant of the Conduit. This will allow you to keep a relatively low amount of lands, probably 22, while still paying high Mana costs easily. For creatures I would use Bristling Hydra, Rogue Refiner and possibly Longtusk Cub. Then you could also add in a few Tireless Trackers and maybe even Glimmer of Genius and replace Cancel with Disallow. This would add enough instants/sorceries for even a couple Torrential Gearhulk. There is also a great argument for including a couple Heart of Kiran because you will have Planeswalkers and creatures able to crew it, and it also turns on Rhonas the Indomitable. You will also have a few creatures that are big enough for Rhonas on their own, and others that can grow fairly quickly.
I think you can also cut down on your big, expensive flying creatures, and just keep a couple, as well as possibly cutting a Kiora and increasing your number of Nissa, Steward of Elements since she is a very flexible card with X in her Mana cost. Finally I would also cut one Vizier of the Menagerie.
Sorry, that was a lot! I just saw your list and was inspired! I love creative ideas like this one!
3 days ago
CoreGon, these are the very early stages of the newest version. Black may be added back in :) Energy alone can just about support the fourth color of black, but I'm finding consistency issues. I'm in the process of trying to make the fourth color work better using Four-Color Saheeli as a template, that deck is four colors and relies on energy and it's using both Attune with Aether and Oath of Nissa to get and find the lands it needs. I'm mimicking this with a version of Dark Bant.
You're right using the fourth color will make it easier to max out on converge, five colors for both Skyrider Elf and Woodland Wanderer, but we still have to worry about consistency of the manabase which three color Bant is much better at. Bant is better mana consistency while still giving us the ability to converage Skyrider and Wanderer, maybe not with five colors as easily, but four yes.
Here's my new idea for Dark Bant, using Four-Color Saheeli as a template. Here's the list so far:
- 4x Servant of the Conduit
- 4x Skyrider Elf
- 4x Woodland Wanderer
- 4x Sylvan Advocate
- 3x Rhonas the Indomitable
- 4x Attune with Aether
- 3x Oath of Nissa
- 4x Cast Out
- 4x Aether Hub
- 4x Forest
- 2x Plains
- 1x Island
- 1x Swamp
- 4x Botanical Sanctum
- 3x Concealed Courtyard
- 2x Lumbering Falls
This leaves room for 9x more cards, some combination of Rishkar, Peema Renegade, Verdurous Gearhulk, Tireless Tracker, Fatal Push and Tamiyo, Field Researcher. This is too many different cards something is going to be left out, but I'm not sure what yet.
It's also possible that we only splash black as a fourth color to better converge and just play a Swamp which Attune can get or Oath can find.
3 days ago
I know it seems a bit strange in a non-energy deck, but Attune with Aether is actually incredibly important here. Not only does it let me stick Greenbelt Rampager on turn two, but it thins my deck and helps me find lands. I'm only running 17 lands, mana screw is a very serious threat (which is also why I'm reluctant to cut Primal Druid.Aside from it being a one mana revolt trigger and a potential 3/4 on turn two, Rampager is one of the few creatures in the deck that can take the -1/-1 counters without dying, which is important because I can then use the 0/1 elephant as a blocker or remove the counters with Hapatra's Mark.
I'm sorry if this comes off as a little defensive, but I'm really passionate about this deck. It's my baby. But now I'm curious about adding more Evolving Wilds, so I'm off to do some playtesting. I appreciate your upvote and comment and I'll be sure to tell you how the testing goes!
3 days ago
Hidden Herbalists revolt ramp ability is really acting like an engine because with it you can cast just about any other card. Having more ways to trigger revolt I think will be beneficial. Attune with Aether seems out of place because you're not using an energy strategy. I recommend replacing Attune with Unbridled Growth. It's a green one drop revolt enabler which you can sac for free. Growth will also give you some draw since you currently don't have any.
I recommend increasing Evolving Wilds to a 4 of. It's one of the best revolt enablers and due to the large number of Forests as well as the very low average casting cost I don't see 4x Wilds as a problem by slowing down your land drops.
Like Attune, Greenbelt Rampager seems out of place I would cut him to increase the numbers of some of your other cards who have more synergy with the rest of the deck: Blisterpod, Exemplar of Strength and Hapatra's Mark (which by the way is in the card database now). You can simply move them from the sideboard back into the main deck. This would clear up sideboard space for other cards such as Manglehorn and Dissenter's Deliverance.
Good luck with your deck.
4 days ago
I wasn't sure about hellbent either ... it frankly started just because I wanted some discard effects to get Honored Hydra into the 'yard (for Embalm), then I pushed to heckbent with Hazoret the Fervent, then next thing you know I was adding RoboWolf!
The deck really wants to hit its land drops, so I started with Attune with Aether (and Greenbelt Rampager, so I had something to do with the Energy), but I found Oath of Nissa was better late-game, when a Creature is often more useful. Plus I'm still messing with Arlinn Kord Flip and Chandra, Torch of Defiance, and Oath is great with both.
Nahiri's Wrath is great when it works, but it's a painful top-deck when hellbent. And it's even more painful when I pitch my hand to cast it, just to have it countered :-) ... thanks though!