|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Common|
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Creature — Cat Beast
Sacrifice Felidar Cub: Destroy target enchantment.
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Felidar Cub Discussion
1 week ago
I like a lot of the structure here, but there are a few cards that feel sort of 'Jammed in' without a great deal of thought about how they work together- almost like there are two good decks in here that need to be seperated.
Removal package and sideboard are super sweet- no complaints there. Manabase seems solid too.
But when it comes to creatures and spells, you've got this weird split of 'go wide' Souls/palladin/sorin and 'alesha combos' (without the associated tools to get them in the graveyard).
Personally, I'd go all in with one of those strategies rather than splitting them up. Either the traditional mardu tokens route, or just lingering souls (it is just that good) alongside some more 1-2 drops with sacrifice effects (Generator Servant, Mogg War Marshal,Stingscourger, Mogg Fanatic, Zulaport Cutthroat, Blood Artist Felidar Cub, Bomat Courier, Burrenton Forge-Tender, Hope of Ghirapur, Skirk Prospector, Viscera Seer etc. ) or Draw/discard effects (Insolent Neonate,Cathartic Reunion,Faithless Looting) to rush out something like Gigantomancer or Noosegraf Mob.
Still, it looks a lot more solid than my first deckbuilding attempts.
2 months ago
Here are some cats you should consider adding: Adorned Pouncer, Brimaz, King of Oreskos, Enlightened Ascetic, Felidar Cub, Glittering Lynx, Krosan Vorine, Leonin Abunas, Lost Leonin, Pride Sovereign, Regal Caracal, Sacred Cat, Skyhunter Skirmisher, and Trained Caracal.
2 months ago
OUT : Open the Vaults
IN : Dispatch
Open the vaults is one of those big cards that can win a game just because you cast it.
However, it rarely happens. It's a bad draw in the early game and awful in the opening hand.
Unlike powerful 6-drops like Sun Titan, you can't just hit your 6th land drop, cast it and get value. It also requires you to have a lot of good stuff in the yard and can be risky when the opponents have some too. We don't really have ways to abuse it except some aggressive plays with Altar of Dementia or the random game against the mill player (feelsbad). Being a sorcery, we don't really have ways to recur it, tutor it or particular sinergies in general apart from, you know, having an equip/aura deck. It's also worth noting that sometimes you are forced to bring back the pacifism effects without having valid targets on the opponent side of the field and in that case it feels very bad for us.
Therefore, it's replaced by a card that simply offers more early (kinda, you still need metalcraft) interaction, lowers the curve and increases the number of keepable hands. Early interaction is very much needed in the deck since I noticed that we struggle against oppressive strategies that prevent Sram from being relevant early (looking at you, Marath, Will of the Wild) and aggressive ramp strategies that bring huge threats into play so early that we don't have yet the resources to fight them... basically green ramp into Eldrazi. Often, both of these strategies rely on some enabler in the form of a creature, and removing that is valuable, as well as directly removing the huge threat in case its too late.
I'm still observing Balan and she is still underperforming. A possible substitute would be something like Expedition Map, since I noticed that sometimes we get stuck against an annoying Maze of Ith. I feel like more ways to go and grab Ghost Quarter are needed for better handling those situations, maybe even adding another cheap land-land destruction. The Map would also be tutorable and recurrable, fitting well in the deck, and would also have other useful targets, like Homeward Path. Alternatively, a random Armageddon could be an option to stop both the Maze of Ith scenario and the ramp players, getting us some free wins here and there, but it feels a bit out of place.
3 months ago
Felidar Cub and Monk Idealist mostly I want to be sure that the redundancy that they bring is useful and not unnecessary. We rely on these effects to neuter opponents' removal and get more value from our best cards, but it can be very bad when you start to draw more into recursion cards instead of the actual things that you want to recur while your graveyard is empty.
Balan, Wandering Knight Balan is a weird card in this deck. You look at it and you can obviously imagine plenty of situations where she can be awesome. The problem is that, up until now, there has been almost any game in which I was happy to have her in hand. The thing is that her role is to beat faces, and beat them hard, but, even when you have her in your opening hand (which is not ideal, ideally you want to draw her a couple of turn later) she comes down after Sram or some other hatebear/auramancer/whatever. This is a problem because, either you have already someone bashing faces with swords and you don't want to overextend or you are in a bad shape due to some sort of lockdown/ Jace, the Mind Sculptor / whatever and she does nothing. The only times she is very good is when the table is recovering from someone's sweeper. In that case she is probably faster than anybody. Also, Armory Automaton does a similar job while being cheaper, tutorable and easily recurrable.The reason that I still keep her in is that I can see her winning games if I better figure out her role. Clearly she could be an alternative commander for the deck, and I have seen versions with her at the helm. I can see why: sword + Inquisitor's Flail and she is already in one-shot territory by turn 4-5. However, if that's the plan, you might as well build Rafiq of the Many which does the job better and you would have a stronger deck. I don't know.
3 months ago
Sword of Feast and Famine well, I said that I wouldn't include swords. I don't have them on paper but I use them online. On paper this is replaced by Loxodon Warhammer. In EDH this is the strongest sword probably, it enables very productive turns and directly attacks the opponent's hand.
Sword of Fire and Ice second best sword, preferable in some matchups. Draws cards and kills dorks. Nothing particular to say. I feel that the 2-equip cost of the swords is very important for the deck in 1v1. Tipically you want to T2 sram, T3 sword and draw, T4 try to equip. If opponent doesn't kill sram it's all good, but even if they do, you have 2 mana open to play something else and mitigate the tempo loss. Most cards in the deck are 2 cmc so you should be able to do that on average. This is not possible with Warhammer, Godsend and Strata Scyte, which are the main substitutes for the swords.
Aven Mindcensor decent hatebear, flier, can hold a sword, can be recurred by Sun Titan and can be eaten by skullclamp. Pretty much all we want from our 2-3 cmc creatures.
Phyrexian Revoker same as above, except he doesn't fly. Instead, he is tutorable and more easily recurrable and he is a good target for Restoration Angel. Ability is almost always relevant and can stop/slow down some very bad things.
Felidar Cub a second copy of kami of ancient law
Monk Idealist a second copy of Auramancer
Solemn Simulacrum In general I don't like sad robot very much. There are better things to do at 4 mana. However, in this deck he almost always has a purpose. He ramps, blocks, can hold a sword very well and doesn't care about removal. Can be recurred by a bunch of things, tutored (bad play, but still..) and is part of a wonky combo with emeria shepherd and any altar that allows you to basically fetch all plains from deck to field, draw half your deck while filling the yard or generating pseudo infinite mana. Also, decent (kinda..) target for Resto Angel or Gift of Immortality. There is always something that sad robot can do.
Reveillark well, we could run the obvious Karmic Guide + Reveillark combo. The problem is that being mono white we don't really have a way to tutor the combo consistently (even adding Recruiter of the Guard we could tutor only half of it). And without the combo I don't see Karmic Guide as a very strong play that justifies occupying a 5 mana slot. On the other hand, I think Reveillark is good enough to include. It brings back 2 creatures (most of our guys are good targets) or can live without asking you to invest a whole other turn of mana into it. Flies, decent body, great target for Resto Angel.
Altar of Dementia and Ashnod's Altar these two bad boys turn opponents' removal into something useful, even saving from exile. But their purpose is not only defensive. When paired with some other pieces (Gift of Immortality, Deathrender, skullclamp) they can start some nice value engines, even degenerating into combo when Deathrender is involved. Ashnod clearly does it while generating mana, while Dementia can fill the yard of nice targets for our many recursion cards.
Arrest better pacifism
Aura of Silence powerful card, can be staxy and buy you time, prevents things from being played, and if the opponent plays a threat into it, you can easily call the bluff and wait for the real threat. It can berecurred in a bunch of ways, including Sun Titan, tutored by Enlightened Tutor and can trigger Mesa Enchantress. Lots of applications for it.
Seal of Cleansing weaker but cheaper version of Aura of Silence.
Finally, a bunch of lands. Homeward Path for the occasional pesky blue decks that want to play with your cards, Ancient Den and Darksteel Citadel can be tutored in desperate situations, but mostly are there to enable a faster activation of Puresteel Paladin, Ghost Quarter to blow up the annoying Maze of Ith or to stop the usual broken ramp lands, Inventors' Fair for the hypotetical tutor and New Benalia for the occasional T1 scry 1 which is nice
3 months ago
Spirits those are some fair points. You underestimate Felidar Cub though. The ever-present threat of =destruction is often more valuable than destroying something outright. Similar to Qasali Pridemage, Felidar Cub dissuades people from playing their big scary enchantments. For the enchantments already on the board, it becomes a lot easier to leverage alliances when you can so easily kill something they value with something you don't value.
Leonin Relic-Warder undermines the best part of the cat deck: the cats are cheap and disposable while still mustering big power through equipment and Arahbo. With just one or two cats in reserve, you can quickly recover after a board wipe. Leonin Relic-Warder makes you protective and afraid of those board wipes though. I don't want to care if my cats die, which is exactly why Felidar Cub is so good. I don't care if it dies because that's his ultimate purpose, and everyone else knows it too. You can throw Felidar Cub into any situation with complete abandon and still exact value out of him. Need him to chump block something? No problem, just block and sacrifice. Somebody playing a board wipe? No problem just sacrifice him. With Leonin Relic-Warder you gotta coddle him so he doesn't die, no thanks.
3 months ago
I like Qasali Pridemage because of the Exalted, and the secondary ability, which also does Artifacts (and Enchantments)
I like Enlightened Ascetic because he ETB destroys an enchantment.
I don't like Felidar Cub because he has no primary abilities, and has to sacrifice to activate (worst of the bunch), I would exclude him. Cats aren't the police of the board, can't do everything!
I'd rather have a Leonin Relic-Warder over a Felidar Cub, because he exiles, think Purphoros, God of the Forge. Plus Leonin Relic-Warder can have combos built around him with Oblivion Ring where they flicker each other in and out.
My thoughts anyway.