Creature — Elemental Cat
: Gain . SPend this mana only to cast an Elemental spell or a Chandra planeswalker spell.
Printings View all
|Core Set 2020 (M20)||Common|
Combos Browse all
|Commander / EDH||Legal|
Chandra's Embercat Discussion
4 months ago
SpaceSpiff20, while I get where you are coming from with splashing black and white for better removal options, I just think it would impact my mana too much by going 5 colour. The deck already has issues with being manascrewed so I think I will just keep it at three for now. I am looking to get some of the cards you mentioned, so thank you for those suggestions. I'll put in Smokebraider s for the Chandra's Embercat s, Incandescent Soulstoke s for a Shock and a Leafkin Druid , Nova Chaser for something I'm not sure, and some Unclaimed Territory s for some of the taplands.
kamarupa I like some of the removal options you have suggested and will look at trying to get my hands on some of them. I think that Fog could be especially powerful in this deck because my local playgroup is dominated by mostly aggro and ramp decks with high power creatures. The bounce spells could also be very good because I can also use them on my own creatures to get ETB triggers again.
4 months ago
5 months ago
Hi, i'm pretty new in the game, and I would like, if it's possible, to get some advice about this deck:
Instants: Shock x4
And then complete with lands.
What do you think? What would you change?
Thank you very much for the advice!
6 months ago
Welcome to TappedOut :)
Nice start for a budget deck, but it needs more focus on Elementals. You're best cards here are not green they're red Chandra, Awakened Inferno and Cavalier of Flame . The problem is you've made a primary green deck and plugged your two best red cards into it which doesn't work. Both Chandra and especially Cavalier need lots of red in the manabase to support them, to cast them and you don't have this here.
A playable manabase is the hardest part of a deck to get right with such a low budget for this reason consider only one color? Either mono green or mono red? A mono colored deck only has to use one type of basic land therefore don't have to worry about playing dual lands for the second color. Since your two best cards here are red then consider mono red?
Obviously mono red will be a different deck than you have here and would require adding lots of budget red cards. Mono green wouldn't, but mono green wouldn't let you play Chandra or Cavalier. My advice is go with mono red since there's several good budget (less than $1 each) red Elementals in Modern to choose from: Smokebraider , Incandescent Soulstoke , Obsidian Fireheart .
For your current Gruul deck, if you don't like the idea of playing only one color, but wanting to keep two colors then focus on improving the manabase with more red sources. Add 4x Evolving Wilds , 2x Terramorphic Expanse , 1x more Gruul Guildgate or upgrade Guildgate to 4x Temple of Abandon ? The scry 1 is helpful when you play a dual land that ETB (enters the battlefield) tapped. Add Unclaimed Territory especially if you add more red Elementals since it can be make any color of mana to cast an Elemental.
Consider expanding on the Elemental strategy and less +1/+1 counters strategy? Consider building around the idea of ramp with Leafkin Druid and Smokebraider ? Grove Rumbler is a budget Elemental to considering ramping into. Rumbler is a creature to put counters on because it has trample and it gets a pump of power each time you play a land, +4/+4 until end of turn when you play and sac Evolving Wilds /Expanse in the same turn.
Smokebraider is the most powerful ramp creature for Elementals; it's budget and is an upgrade for Chandra's Embercat if using two colors. Incandescent Soulstoke is a budget anthem for Elementals and can cheat one onto the battlefield which has interaction with my next suggestion. Soul of the Harvest is a budget Elemental to ramp into and an upgrade for Vorstclaw and Wakeroot Elemental . A 6/6 with trample for six mana and it's ability to draw you a card whenever a nontoken creature you control ETB is good.
Cheat Soul onto the battlefield with Soulstoke for two mana; attack with a 7/7 Elemental with haste/trample. Not having to pay the six mana to cast Soul gives other mana to use to cast creatures to draw for the turn which is good with Smokebraider and Leafkin. The two mana that Smokebraider can make to cast an Elemental is good to ramp into Soul as well as can pay for Soulstroke or Cavalier of Flame 's activated abilities.
Example of budget ramp Gruul Elementals base (keeping several cards you already have):
- 4x Leafkin Druid
- 4x Smokebraider
- 4x Incandescent Soulstoke
- 4x Grove Rumbler
- 4x Soul of the Harvest
- 2x Chandra's Embercat
- 3x Pollenbright Druid
- 2x Overgrowth Elemental
- 1x Seed Guardian
- 1x Cavalier of Flame
- 1x Chandra, Awakened Inferno
- 5x empty spots for other cards.
The Elemental core of this example is:
- 4x Leafkin
- 4x Smokebraider
- 4x Soulstoke
- 4x Rumbler
- 4x Soul
Leafkin and Smokebraider are the ramp. Rumber and Soul are the creatures to ramp into.
Manabase for this example:
- 6x Forest
- 5x Mountain
- 4x Evolving Wilds
- 2x Terramorphic Expanse
- 4x Temple of Abandon
- 2x Unclaimed Territory
- 1x Flamekin Village : haste can be helpful, letting an Elemental attack the turn it ETB.
This example would add $10 to your current deck cost of $35. I offer more advice. Good luck with your deck.
6 months ago
Thanks for the input so far well see how it plays.
6 months ago
A couple things:
First of all Shock gives Chandra's Spitfire +3/+0, not +6/+0 - the Spitfire doesn't care how much noncombat damage is dealt, it only cares how many times noncombat damage is dealt. Shock is a single spell that deals one chunk of damage to a single target, and therefore only triggers the Spitfire once.
Second, I have no doubt that Infuriate will sometimes win you a game. More often than not, however, it will be a dead draw. If you're behind, it doesn't get you back into the game. It is not playable when you don't have a creature out. If you have it in hand and draw a creature, it doesn't give that creature haste. It doesn't deal damage to pump the Spitfires, and it doesn't kill blockers to let your Spitfires through, either of which would be much stronger.
Third, Chandra's Embercat is fine. Icon of Ancestry is fine. But you're looking at this from a "what's the best case scenario" perspective, instead of a "what's a likely scenario" or "what's the worst case scenario" perspective. Sure, draw the Cat on turn two, play it, have it survive the next three turns while making your land drops every time and not dying, and it'll ramp out your Chandra, Awakened Inferno . What's far more likely is that you'll play it on turn two, and it'll get zapped by removal, sweepers, or be killed in combat. The best case is that it gets you Chandra one turn earlier - the worst case is that it does nothing for you. Meanwhile, beefing up your removal suit with some Lava Coil s or Chandra's Triumph s etc would be more effective at making sure you survive the extra turn necessary to play the Chandra on curve.
Icon's in a similar boat - the most likely scenario is that you take a turn off from casting more creatures or removing your opponent's threats to deploy an artifact that gives whatever creatures you already have (again, assuming they've all lived) and small boost. The worst case is that you draw it when the control player's just killed all your creatures, and you get to spend a turn playing it, a turn activating it, and a turn deploying the creature you find, while the control player gets two-three turns of no pressure to close out the game.
6 months ago
Icon of Ancestry also boosts creatures like Chandra's Embercat forcing a coil and higher drop destruction/counter/removal etc. having multiple ancestries in play. The deck is still fast and workable without them, but they really get a nice ramp going fairly quick when one or two drop early. Thunderkin Awakener lets me throw creatures out of the graveyard which gains haste and +1 effects from Icon of Ancestry . Cats also play out Chandra walkers and moves Chandra, Awakened Inferno out much earlier, most people are most concerned with the Shock trigger on Chandra's Spitfire which is easily ramped again for 1 red mana giving you a flying 7/4 for 2 mana and with 2 icons out a 9/6 for two red. More of a concern than the 4/4 cat which pops out a plains walker for you earlier than expected.
6 months ago
Add in some Chandra, Acolyte of Flame to synergize with your elemental subtheme and to buff the other walkers, and up the count of 4-mana chandra's while you're at it. I'd drop the Infuriate s and probably also the Chandra's Embercat s, since neither are particularly strong.