|Commander / EDH||Legal|
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|Battle for Zendikar||Rare|
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Creature — Cat Beast
At the beginning of your upkeep, if you have 40 or more life, you win the game.
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Felidar Sovereign Discussion
8 hours ago
Another creature you can include is Pride Guardian. I don't know what you would want to sub out for a set of those, but I love Pride Guardian because of how efficient of a defender it is and the life gain involved. It's a good early game drop and has caused a few of my mtg friends some amount of frustration. XD
A land I'm getting for my own life-gain deck is Emeria, The Sky Ruin. It's helpful to have if your opponent manages to send both of your Felidar Sovereign to the graveyard (which is what I've experienced almost every time I've sideboard Felidar into my life-gain deck). I assume you're trying to win via Felidar, so it'd be good to have some sort of back up plan.
I like your deck! +1
Panas on Fort Treva
1 day ago
I wouldn't advice them though for as soon as they hit the table they make you prime target and can rarely stick around enough to actually matter.
2 days ago
I could see Felidar Sovereign from a tutor + all your life gain for a win but it's a 6 drop. I could suggest Fatal Push, Ultimate Price, Go for the Throat, Victim of Night, Grasp of Darkness, Gideon's Reproach, Celestial Flare, and Suspension Field for quicker removal. (That's all I can think of right now)
1 week ago
Dread Defiler & Felidar Cub don't seem great. I'd rather have more Matter Reshaper which can also help you ramp into your more expensive spells. I'd also want more than 1 Felidar Sovereign. If it dies, you have no way to get it back. And if it's at the bottom of your deck you can't get to it. Maybe 2-3x along with a Resourceful Return would be good. And definitely replace the Smite the Monstrous with Skywhaler's Shot. It's strictly better :)
1 week ago
I had Lone Rider Flip in first version of this deck but i exchanged it for Hanweir Militia Captain Flip because militia captain give me after flip more tokens and trigers :-).Felidar Sovereign is very nice but i hope to win before i have 6 mana to cast it.I think best power up for this deck is Doomed Traveler replaced with Serra Ascendant. But it's very expensive change and deck running out from budget...
thanks for your upvote,i hope to success with this deck on next FNM.Sorry for my english i'am self-taught
1 week ago
Deckname promised a norin sisters without. Promise kept, +1 from me.
1 week ago
Quick update. I experimented with some of the changes outlined above.
I didn't notice Dread being gone at all. By the time it usually comes out, I have other defenses out, these defenses often make Dread superfluous, and even as a big evasive beater, I never won with it. I will keep this in mind for if I need another wincon or if my defenses seem to be lacking, but I think I will leave it out for now. Ayli, Eternal Pilgrim was an interesting addition. An efficient creature with deathtouch helps to replace Dread at a much earlier time in the curve. A single deathtouch creature will often put the brakes on an entire offense since the attacking player doesn't want to lose their best creature. On top of this, Ayli, Eternal Pilgrim's ability is actually very pertinent, especially given how often I am up in life. I have yet to bring either ability online, but the potential is quite interesting, even without building around it.
This was an amazing switch! Felidar Sovereign never really did anything for me. I thought that it would be another path to victory, but mostly it was a dead draw. It is not evasive, so the lifelink never really paid off, and doesn't add anything to defense like deathtouch does, even if vigilance may have been nice for defense if it was ever worthwhile to attack. The win only happens on the upkeep step, giving my opponents plenty of time to get rid of it first. Most of the time it just sat there, doing nothing but acting like a bad blocker, and then got removed before it did what it was put in the deck to do. It was fun to experiment along these lines, but it didn't pay off at all. Replacing it with Master of Cruelties was an immediate upgrade. Deathtouch is always pertinent in this deck, providing a Rattlesnake effect that inevitably turns out to be much more powerful than people ever think it is. As I stated above, a single deathtouch creature often redirects multiple attacks away from me and toward my opponents, and the first strike ability only strengthens this ability. This is perfectly in line with the defense of this deck. On top of this, it provides a huge swingy wincon. If I land an attack, even a small burn spell will finish off the opponent. It provides another way that I can play defensive, with perfect synergy with the defensive style already in the deck, and providing the type of offense that allows me to switch gears at any time, putting extreme pressure on defending opponents and threatening a win in a single turn. An early landed attack with Master of Cruelties puts an opponent into survival mode, and also strengthens my defense because I don't have to worry about pressure from that opponent, or other opponents who smell blood in the water. Even if he is removed right after a landed attack, the game is completely changed in my favor. My only worry is that dropping it will prompt a boardwipe at times when I would rather not wipe the board. I have to be aware of this when playing.
More playtesting will confirm if these changes are the right thing for this deck, but my initial feeling is that they were good changes. I removed a bad wincon and added a better wincon. I removed an expensive Rattlesnake and added an inexpensive Rattlesnake with both lifegain potential and spot removal potential. I also added two deathtouch creatures, which seems to work great in this style of deck. Removing Dread seems almost heretical in a Pillow Fort style deck with , but the more I experiment with Pillow Fort decks, the more I realize that making your Pillow Fort subtle and bringing it online early strengthens it, since people have a tendency to assess an obvious Pillow Fort as a higher threat level, even if you have no offense on board. Dread is a classic Rattlesnake for many Pillow Fort decks, so people turn their resources against it, especially since it can be a wincon by itself. A small deathtouch creature doesn't create this reaction, and seems to have about the same effect as Dread, but at a much earlier point in the curve.
I initially thought about removing other classic Pillow Fort cards like Ghostly Prison, Sphere of Safety, Windborn Muse, and Kazuul, Tyrant of the Cliffs, but they do make a nice defensive stronghold, and also synergize with each other and with Acidic Soil, a very frequent wincon of this deck. When I drop a Ghostly Prison early, it redirects all attacks away from me in the early game, and hits my opponents with all those early attacks, doing double duty for my game plan. Then players drop every land they can so that eventually they can bring their army against me. My deathtouch creatures come online in the mean time, and my stronghold gets stronger. By the time that they have the mana and the army to actually do any damage to me, I can drop an Acidic Soil and a Rakdos Charm for a win. I just can't deny the synergy, even if it advertises my Pillow Fort. With that said, I will continue to assess if this is my best game plan as I evolve the deck further. At some point, it may no longer be worth it.
As a slight aside, for those considering Rattlesnake cards, Kazuul, Tyrant of the Cliffs vs Dread has been a question of mine since the start of this deck. Initially, I did not play Kazuul, Tyrant of the Cliffs, thinking Dread was much stronger. Then I played both, realizing the potential of Kazuul, Tyrant of the Cliffs. Now I have taken out Dread. Kazuul, Tyrant of the Cliffs is a better card for this deck. Dread does not actually stop an attack. It wipes out the army after a successful attack, and discourages an attack with this threat of retaliation. Kazuul, Tyrant of the Cliffs can create an army of blockers to stop an attack before it hits, unless the attacker spends resources to prevent it. This army of defenders can also become an offense as well, something that Dread can't do. I find it interesting that the real character of this deck has only become apparent to me as I have played it, and the most optimal cards have only become apparent as I have come to learn the real character of this deck. The more I play it, the more interesting it becomes.