Creature — Cat Beast
At the beginning of your upkeep, if you have 40 or more life, you win the game.
|Want (3)||Etinifni , MinerMan1747 , ReDdeckWins96|
Printings View all
|Battle for Zendikar (BFZ)||Rare|
|Zendikar (ZEN)||Mythic Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Felidar Sovereign occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Felidar Sovereign Discussion
13 hours ago
Return of the Wildspeaker great protection or carddraw instant speed
1 day ago
Xenagos, God of Revels- I like commanders that make normally unplayable cards into powerhouses. Many of my commanders do this, but Xenagod best exemplifies this.
Felidar Sovereign- I feel that games should always be moving toward a conclusion. Turning a facet of the game that usually only serves to lengthen games into a way to win demonstrates this.
Vampiric Tutor- Singleton doesn't necessitate inconsistency. Gambling on getting your answers or win cons is not fun. Tutors allow you to consistently interact and pose a credible threat of winning.
Ultimately my approach to EDH, like any format, is dictated by my psychographics. I am a Timmy/Spike. Specifically Diversity Gamer Timmy and Nuts and Bolts Spike. I want to have fun by experiencing new and interesting things. However; I want the outcome of a game to be based on technical skill as much as is possible.
As anyone who has interacted with me on the topic of deck building will know, I play primarily combo. I am a combo player not to express things like Johnnies are. I play combo because it rewards flawless gameplay and offers a way to win that isn't just "swing for lethal".
(Link to the Timmy, Johnny, and Spike Revisited article where MaRo clarifies the categories as well as explaining the subcategories.)
1 day ago
Mairsil, the Pretender- I love this card because it enables combos that normally are not and his effect is just narrow enough without being too restrictive to allow creative deck building. Even makes bad cards like Shauku, Endbringer into pretty awesome cards.
Stuffy Doll- Who doesn't like voodoo dolls? Weird interactions and punishments are my jam. I was tempted to put Manabarbs as another of my 3 but there might be Repercussions if I did that. These cards are all up side :) They also hurt my opponents without actually stopping them from doing their thing.
Vraska the Unseen- Could have put Liliana's Contract, Felidar Sovereign, Mortal Combat or any of those other similar cards. I'm sure you can see what these have in common. For me these serve a few purposes. First closing out the game needs to happen eventually. I enjoy long games where everyone gets to do something but someone has to win too. Second I've shut some people up after they complain about me winning with combo "all the time". These don't require any combo, they just synergize with the deck they are in.
I am very much a combo player but I enjoy weird things that shouldn't happen or happen rarely more than the typical combos that happen all the time. I also enjoy when something isn't a combo but has the same game ending capabilities. I love seeing what someone's deck will do too but don't expect to do it without some form of punishing effect going on.
2 days ago
For myself and others, how to optimally pilot the deck
Philosophy behind the deck, ideally should be played with 2+ other players.
You are a hard to kill end game boss, blue is boring busted and broken and is also expensive. Try to go for cards that will keep your hand healthy since we are not running blue so think how much you can squeeze out of one card for maximum value.
while Triskelion will want cards like Defense of the Heart , Tooth and Nail with the added 2 colorless for entwine (if it's already in hand just pick a different creature and still summon the creatures you want in hand.)
Shifting Shadow will still work even if you are trying to destroy an indestructible creature during upkeep reveal the next creature while still keeping the previous one. Can be easily retrieved if no graveyard hate.
Sun Titan can even get a land into play
Chromatic Lantern can negate damage lands and lands with downside and can make useless lands useful.
Birthing Pod you can sacrifice zero cmc token creatures for a one drop ect.
2 weeks ago
Allow me to suggest a revision dbpunk, to not be an alternative but weaker Soulbond, and instead makes it a network kinda mechanic that keeps spreading its influence:
Affiliate (When ~ enters the battlefield, put an affiliate counter on up to one other target permanent you control.) - it could place an affiliate counter on itself too.
changes to the suggested cards Show
For the snake:
As long as you control another creature with an affiliate counter, ~ gets +1/+1 and has deathtouch.
Whenever a permanent you control with an affiliate counter on it is tapped, you gain 2 life.
Whenever a player casts a spell that shares a color with a permanent you control with an affiliate counter, you may return a permanent card from your graveyard to your hand.
Whenever a creature or planeswalker an opponent controls is dealt damage, if that permanent has less converted mana cost than the highest converted mana cost among permanents you control with an affiliate counter, exile that permanent.
It changes the power of the mechanic and makes it more synergistic with itself to ever increasing value. The mechanic you suggest is very reminiscent of Soulbond, which was a liked mechanic. It did have issues with memory of who is paired with who though. With Soulbond people usually placed the paired creatures beside each other. With Affiliate, you can pair across permanent supertypes - with creatures affiliating with lands or planeswalkers or whatever. It makes it less practical to place such permanents side by side.
Placing a counter to show affiliate and have that work with any permanent or spell who cares about affiliate, makes it easier to know who's affected and what you can expect from it. It does however make the mechanic way more powerful than the suggested reskinned version of Soulbond, as any previous affiliated permanent may become relevant to a future card that cares about affiliate. That's not a bad thing in my eyes though.
By the way, "Affiliate - As this permanent enters the battlefield, name a permanent. Those cards are affiliated." - this makes you able to name any permanent card in Magic's history, not necessarily a permanent on the board. It also makes it able to affiliate with itself, by choosing its own name. I do think you wanted to make it function basically like Soulbond, if I'm not entirely mistaken, so that's what I went with in the revised version.
Feedback on Boza's suggestion Show
Boza I wont be as drastic as ZendikariWol, but this mechanic just screams to be abused in a recasting shell. I doubt it's gonna be fast enough for eternal formats, except maybe Commander. In Standard however, the ability to pump out banked mana, is a control shell's wet dream. Usually they rely on instant speed card advantage tricks to pull ahead if they don't use their mana for counter or kill spells, but this mechanic effectively gives them a way to advance their board (if for nothing else, then defense) AND keep mana open. If they wont need the mana, they merely advance their alternate win condition. As such I would not expect it to see print in a Standard set, unless it is hyper aggressive or with efficient and widely available artifact removal.
That the ability triggers on cast is also a bit anti-climatic. Like Zendikari says, it makes the ability harder to counter, but on the same level, it makes it easier to make the mechanic irrelevant. If the trigger is on cast, you wont get the benefit of the creature you cast with Affiliate - as it's not yet on the board. Just keep killing or countering the Affiliate creatures and the caster wont see a single Gold coin...
It also makes the Legendary merchant's ability very peculiar, as you don't get the benefit of Affiliate on the token on entry, but on cast. Effectively the token just adds more gold gained by another trigger of Affiliate but also increases the threshold... Counter intuitive but not entirely without purpose.
I also don't get why having creatures with affiliates makes it harder to win with the mechanic. It also gives less incentive for your opponent to remove your stuff, as removing them basically makes it easier to achieve the goal. The 6th creature with affiliate is the one who nets you the win, if you haven't used any gold tokens since, none gained otherwise and none removed. That's a lot of cards to play. Although once you start gaining a good sum of gold from the triggers, you can effectively keep casting more and more, for ever greater sums of gold and eventually win.
Thought experiment; if we assume you have a supply of 9 pieces of 3 CMC Affiliate creatures, you can go off after casting the 3rd. Each generating ever more gold, which can cast the next in line. After casting the 9th, the ability puts you at 18 gold tokens, and the creature is still on the stack, so you only have 8 creatures with Affiliate and win.
ZendikariWol It is counterable, as it's just an ability on cast. Those are harder to counter, true, but not uncounterable. If you keep killing/countering the Affiliate cards, the mechanic is a dud without purpose. Also if you counter the creature with Affiliate and remove any other permanent they control with it, the mechanic cannot cause the win, as it is a static ability. Which is actually a flaw in the design as I don't recall a static ability that causes a win condition. It always hinges on something else happening beforehand. See Felidar Sovereign, Maze's End, Test of Endurance, Thassa's Oracle, Laboratory Maniac. All hinges on some kind of trigger or action beforehand that then checks if you win.
Do consider that if people really went with this as their only win condition, up until the point they can win, the mechanic is largely irrelevant for the opponent. Similarly like Helix Pinnacle. If there's a good mass of these cards, obviously they just go into a control shell as one of multiple win conditions. But if you have to be very conservative and not use these gold tokens if you want to win through them, you're at a huge disadvantage.
I disagree with so many of your points against Boza's mechanic, but I do agree that it is unlikely to happen - at least in Standard. Outside Standard I highly doubt it'll be fast enough. Depends on the number and cheapness of the cards obviously. Free mana is always dangerous to play with - looking at Delve mainly. However CMC 3+ only are way too slow to function, especially if they also tend to provide a benefit for the opponent.
2 weeks ago
Serra Ascendant boost your 1 mana curve, has lifelink and gets big with flying by mid game with a lifegain deck. A nice defensive wall is Gift of Immortality + Kami of False Hope. dont declare blockers, sacrifice Kami, all combat damage is negated, kami comes back, then opponent ends turn and gift of immortality goes back on kami. rinse and repeat
3 weeks ago
I figured this would be a little more competitive than what was mentioned in the rating here. I need to come by a few cards, obviously, for the drain/gain process. Sanguine Bond + Exquisite Blood + Felidar Sovereign + Karlov of the Ghost Council and maybe add a Serra Ascendant. Not sure what cards I'd remove for the listed ones I mentioned for curve purposes, but it's a work in progress.
3 weeks ago
I figured this would be a little more competitive than what was mentioned in the rating here. I need to come by a few cards, obviously, for the drain gain process. Sanguine Blood + Exquisite Blood + Felidar Sovereign + Karlov of the Ghost Council and maybe add a Serra Ascendant. Not sure what cards I'd remove for the listed ones I mentioned for curve purposes, but it's a work in progress.