|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Duel Decks: Jace vs. Chandra (DD2)||Uncommon|
Combos Browse all
Creature — Kavu
When Flametongue Kavu enters the battlefield, it deals 4 damage to target creature.
Price & Acquistion Set Price Alerts
|Have (6)||thekingpinBR , ironax , Lucretian , GeminiSpartanX , rikertchu , frederiklw|
Flametongue Kavu Discussion
1 week ago
So, let's work on making this deck a bit better. Don't get me wrong, this deck is good, but there are a couple of things that we can swap to make it better. Some of these you may not agree with. But consider the ideas behind the recommendations.
For the mana base, look at Temple of Triumph, Battlefield Forge, Ancient Amphitheater, Needle Spires, Wind-Scarred Crag, Vivid Meadow, Vivid Crag, Boros Guildgate, Opal Palace and Command Tower. I think you should get a many lands that tap for both colors into the deck as you can afford. Secluded Steppe and Reliquary Tower should probably come out to make room for better lands. Plateau and Rugged Prairie are just too expensive to really recommend.
Replace Armillary Sphere with a Burnished Hart which has a better synergy in the deck. A 2/2 attacker or blocker that can be equipped and can be recurrred with Sun Titan seems really good.
Ride Down just seems like a crappy spot removal card. If you need more removal, consider a good old Wrath of God, Blasphemous Act, the new Star of Extinction as a board wipes.
Vessel of Endless Rest should be swapped with a Boros Signet. The Boros Signet hits a turn earlier, allows you to convert colorless mana from the Ghost Quarter, Reliquary Tower, Rogue's Passage, Seraph Sanctuary, Slayers' Stronghold, and the Sunhome, Fortress of the Legion. If you want to keep the Vessel of Endless Rest, then I would still recommend adding the Boros Signet anyway.
Akroma, Angel of Fury has always been a weak version of Akroma, Angel of Wrath and I've never really felt that it was that good a card. Her 'can't be countered' is nice but the morph ability seems tacked on just to fit the Time Spiral block's mechanic themes and not to make the card better.
Mikaeus, the Lunarch is ok, but you really aren't utilizing a +1/+1 counter theme in this deck and he feels a little slow. The X casting cost makes him more situational.
Tajic, Blade of the Legion is an underwhelming 2/2 for 4 mana. Yes, the indestructible is nice, but I've never really been in a situation where I was happy to draw that card. I just feel that there are better creatures.
Combat Celebrant is stuck with the horrible Exert mechanic. Why would I ever swing out and leave myself stuck not being able to untap my lands the next turn? Too risky. Especially in a multi-player environment. Just bad, cut it. World at War, Waves of Aggression, Scourge of the Throne, and Aggravated Assault would be much better options for multiple combat phases.
I know I previously recommended the Ranger of Eos but I don't think this deck is going for quick creatures. This deck is more about dropping bombs and making people deal with your threats. So the Ranger of Eos, Mikaeus, the Lunarch may not really fit this theme as well as other cards. After looking over the deck some more and looking at some of the options below, we may have to cut the Whitemane Lion and the Flametongue Kavu to make some room.
True Conviction, is a 'wins more' card. The card is strong, but only helps in a few situations. Let look at three different situations to see how interacts with the board state.
1: You have 4 or 5 creatures in play and you are attacking each turn. You are applying a significant ammount of combat damage to your opponents. You have a good chance of winning the game in the next couple of turns, depending on blockers. Does a True Conviction help in this situation? Not really. Can you win without it? Why cast it?
2: You have 4 or 5 creatures on the field, and a True Conviction. Someone board wipes with a Final Judgement. The next turn you get a creature on the field. The True Conviction gives your dude life link and double strike. This time it will help you stay in the game a bit longer and rebuild faster.
3: You have 4 or 5 creatures on the field. Someone board wipes with a Final Judgement. This time, instead of drawing a blocker, you top deck the True Conviction. Is this what you need now? No. You need boots on the ground, a blocker.
What do you think? And, before you ask, yes, I'll be reconsidering this card in my Brion Stoutarm deck.
Alright. Now that we've looked at things to cut, lets look at some options.
Angrath's Marauders would act as an additional Gisela, Blade of Goldnight. Firebrand Archer and Harsh Mentor are good ways to ping each opponent. Archetype of Aggression, Archetype of Courage, Odric, Lunarch Marshal could be really broken and dramtically alter combat. Homura, Human Ascendant works well with Brion Stoutarm and Gideon's Avenger could be outrageous. Kumano, Master Yamabushi has never let me down. Aegis of the Gods and Magus of the Moat provide some defensive options. The Defy Death and Herald of War you already have to provide you with a lot of resiliency and flexibilty with the addition of a Angel of Glory's Rise. Vanquisher's Banner would be really go in this deck naming either 'Human' or 'Angel'.
And thanks to all of the work I've put in on making suggestions to your deck, I've got to go back and update my Brion Stoutarm deck. So check back on that deck in a week or so. As always, temper these suggestions with your budget, collection, and play style. Feel free to let me know what you think of these recommendations.
1 week ago
Animar is my favorite! +1 from me
One sure-fire way to build up +1/+1 counters on animar is to bounce your own creatures and play them again. Shrieking Drake is an all-star. It can target itself then be played again. Rather than playing a 4cmc creature and giving animar only one counter, instead play Shrieking Drake three times then the 4cmc creature and animar has 4 counters! Dream Stalker and Man-o'-War are good for redundancy. Cloudstone Curio is by far the best artifact you can run in animar for the same reason. Ancestral Statue is the #1 artifact creature; once you have four counters on animar this lil guy goes infinite!
I'd shoot to get your creature count up to 35+. Once animar gets huge you likely won't need the artifacts that make things cheaper. Chlorophant I'd take out since it's kinda slow, as is Argentum Armor, Goblin Game, etc
You have a decent amount of instants and sorceries. Maybe swap those into creatures that do similar effects? Mystic Snake, Draining Whelk, Inferno Titan, Flametongue Kavu, Duplicant, Phyrexian Ingester, etc. Shock and Lightning Strike can be underwhelming in multiplayer, but are decent in 1v1. Depends on what you're going for. If you're truly going for counterspells and burn; Riku of Two Reflections might be the better commander, but I personally love animar beatdown tactics
Here's my animar deck for you to check out for ideas. If you get a chance please upvote and tell me what you think! It's not perfect; but it's fun af and can outright win turns 3-4.
3 weeks ago
Sword of Feast and Famine for Falkenrath Gorger.In preparation for the 1K at Geek Fortress, I need to increase the speed of this list. Sword of Feast and Famine was a meta decision in a grindy matchup, and doesn't do a whole lot to help this list.
1 month ago
FUTURE CHANGES TO BE MADE:
- Mountain -> Eidolon of the Great Revel
- Mountain -> Mox Emerald
- Flametongue Kavu -> Rampaging Ferocidon (Ixalan Card)
- Mox Emerald to fill points, specifically green to pay the split cost for Boggart Ram-Gang.
- Eidolon of the Great Revel is present in every RDW shell that has Top 8'd or won in Victoria's tournaments. It was an oversight of mine to not include.
I am cutting lands due to an excess of flood in test games.
- Flametongue Kavu has been a tough card to evaluate for a long time. It's very good, but can be a dead card, especially if I don't end up hitting land 4, which is frequent enough to consider. It is the only 4CMC card that can be dead in my hand, and at top-of-curve I don't find that acceptable. It's better in BigRed and midrange decks that run red, this list has been refined to a low-to-the-ground aggro list, in which the evasion and anti-lifegain effect the Dinosaur offers are more useful.
2 months ago
I've made some changes:
And the deck goes better. Sometimes I don't need to cast Commander because the deck works all alone like a mana ramp deck for big spells who can break game for their own.Leave some comments or suggestions for the deck. I'd like to add a Baral's Expertise or Rishkar's Expertise but I don't know how to remove
2 months ago
Hey I hope you're still working on this! You commented on my deck and it took me a bit to get back as well. I know I +1'd a long ass time ago lol
Since you are going all creatures: you need to find ones that fulfil roles of noncreature spells.
Wood Elves, Farhaven Elf, Sakura-Tribe Elder, Coiling Oracle, maybe Ondu Giant. You have Solemn Simulacrum and Birds of Paradise which are fantastic. There's really expensive ramp too, like Bloom Tender and Lotus Cobra
I could not agree more with hintseeker's first point about drawing cards and utilizing colorless creatures. That's the meat n potatoes of the deck
I like Shaman of the Great Hunt; but not everybody does! It can chug along and turns all your creatures into pseudo-vampires. What's not to like? Thrasios, Triton Hero has a similar draw ability. Rashmi, Eternities Crafter is rad. Prime Speaker Zegana can be huge. Vizier of the Menagerie is a cool new card. Elvish Visionary and Wall of Blossoms just went back into my deck. I don't run Sages of the Anima since I'm running noncreature spells I want to draw, but it would be great in here once you've decided you've played enough lands. Filter them out for multiple creatures per draw. Oracle of Mul Daya is a thing too, and Magus of the Future
To put Cloud of Faeries, Peregrine Drake, Great Whale, and Palinchron into perspective; imagine the payoff of untapping all your lands after casting multiple creature spells and just keep going. Now bounce one of them with Shrieking Drake/Dream Stalker/Man-o'-War, cast again, keep going. With enough +1/+1 counters on animar: Temur Sabertooth can bounce them for infinite mana and infinite animar counters (Cloud of Faeries needs lands like Izzet Boilerworks/Gruul Turf/Simic Growth Chamber). Deadeye Navigator can also gain infinite mana via "Flicker" effect. Lastly, Tidespout Tyrant bouncing any two colorless and/or land-untapping creatures you control goes infinite. Whether it's eldrazi or morph doesn't matter. Ancestral Statue alone bounces itself into an infinite animar
Obviously I've given way too many suggestions. Choose what works for you and your budget. Also every playgroup/meta is different.
Cards I would take out: Ancient Silverback, Enclave Elite, Frontier Guide, Hanweir Lancer, AEther Membrane, Primal Clay, Young Wolf, etc. Instead of running something like Grazing Gladehart; invest in a Purphoros, God of the Forge mwahahaha
Above all, have fun! Cheers!
2 months ago
Here's hoping that Kavu are one of the Commander 2017 sets! ;)
3 months ago
bushido_man96 I get where you are coming from and under other circumstances your suggestions do make much sense. It's not that I rely on this one 5 colour deck for all my games in the same playgroup though. We all have some decks to change and the matchup multicolour against mono seems to be particularly bad, so I wanted to find ways to improve that. The "trick" with trying to build something that appears weaker than it is doesn't really work imo. Usually I try to kill the player first, who is easiest to remove in the early game, because he might play something that is hard to remove later in the game. It depends on the commander and if I know the deck and player, but doing unsuspiscious stuff in the beginning often means that the real action comes afterwards.
If I don't want to worry about blood moon at all, I can always play one of my other decks...I have one for every colour, Rhonas, Purphoros, Xiahou Dun, Jhoira (90% blue), Brimaz, my best deck is probably UW Stax and I have a Gitrog Monster. During one evening I don't play all decks, usually I play a deck until I have won once or twice, then take another one. Last week I happened to run into mono R and mono U with the 5 colour combo and the games showed some flaws in my deck. I managed to get rid of a Magus because I topdecked the single basic plains in the deck and hand a Path already available but I wasn't able to remove a blood moon even though I had a recruiter and Kiki Jiki...if that doesn't work, there's clearly something missing in the deck.
I do quite well with the 31 lands because there are mana dorks and some artifacts. I'm always somewhere between 30 and 33 and the amount of mana usually isn't the problem...with one free mulligan there's a good chance of getting what you need. The choice of lands is imporant though. I've removed Volcanic Island for an additional basic forest because I rarely need the combination UR. I tried removing Anger now because that was my main reason for playing duals with red but without green...and Anger was mostly needed for a trick with Master of Cruelties/Volrath's Shapeshifter and I kicked that combo out. The importance of Badlands still needs to be checked. I do want to keep the shocklands with green though, because green is my main colour.
What makes it difficult to cut something is that all the combo parts interact with something else and it's hard to find out what can absolutely not be thrown out and what is just a nice gimmick but not essential. Volrath's Shapeshifter and Defense of the Heart for example look great but I am not sure how much they really do in the current build. Defense can win the game if it triggers, but the requirement of 3 opponent creatures might be hard to meet by the time I could win with something else.
I'm testing Flametongue Kavu now, maybe Ghitu Slinger and I have Birthing Pod and Reclamation Sage in the deck again. We are opening some HOU displays tomorrow and I hope to get a Razaketh. Jin Gitaxias has also arrived yesterday, so I'm going to test him too as one of the reanimation targets. Cryptolith Rite might replace another land, because it makes all creatures into mana dorks...with all that specualtion and your inputs I think I should rather test some chances and see how it works in practice. I don't have a Sneak Attack but this and the EE dlamars suggested are on my watchlist. I'm still in favour of instant/sorcery removals (besides creatures with built-in removals) because Snapcaster Mage can reuse them and I've got nothing to make artifacts searchable or reusable.