|Commander / EDH||Legal|
Printings View all
|Oath of the Gatewatch||Common|
|Modern Masters 2015 Edition||Common|
|Duel Decks: Elspeth vs Kiora||Common|
|2012 Core Set||Common|
|Duel Decks: Knights vs. Dragons||Common|
|Duel Decks: Elspeth vs. Tezzeret||Common|
|2011 Core Set||Common|
Combos Browse all
Target creature gets +2/+2 and gains flying until end of turn.
Price & Acquistion Set Price Alerts
|Have (8)||gildan_bladeborn , ironax , pskinn01 , maR2307 , Falte , Atroxreaper , Ashy , Malachy_|
Mighty Leap Discussion
1 day ago
A couple of suggestions of cats you could add:Prowling Serpopard to deal with control decks; Aetherstream Leopard + Riparian Tiger to better exploit charge counters; Scrounging Bandar early game creature that can help out your bigger cats late game; Scythe Leopard early game creatures; Felidar Cub can serve as artifact removal or just attack; Felidar Sovereign also a potential win condition
Some instants you could add:Acrobatic Maneuver + Eerie Interlude + Long Road Home blink a cat to avoid damage or to re-trigger Regal Caracal; Appetite for the Unnatural + Decommission makes great enchantment or artifact removal; Commencement of Festivities + Encircling Fissure to stall longer; Gift of Strength + Highspire Infusion + Mighty Leap + Shed Weakness + Swell of Growth for buffing; Gideon's Reproach + Immolating Glare for potentially cheap removal; Life Goes On is really cheap life gain and can combo with Felidar Sovereign; Lifecrafter's Gift can combo with Metallic Mimic; Pulse of Murasa is a generally good card; Prepare / Fight + Tenacity for a smack down end game
Some sorceries:Appeal / Authority + Driven / Despair + Engineered Might + Larger Than Life + Ondu Rising + Overcome for more end game smack down; Approach of the Second Sun could be a win condition if you want, especially if you're stalling; Attune with Aether for lands and energy; Chaplain's Blessing for extra life and to combo with Felidar Sovereign; Collective Effort has a variety of good uses; Dubious Challenge would work well if you get more high cost creatures; Earthen Arms + Incremental Growth for a permanent buff; Mouth / Feed for a creature and card draws; Not Forgotten to either fetch from graveyard or remove from graveyard;
Finally, a few enchantments:Cartouche of Strength + Cartouche of Solidarity + Gryff's Boon + Conviction + Iona's Blessing major creature buffs, Call for Unity + Trial of Solidarity end game smack down, Always Watching make all your non token cats stronger; Authority of the Consuls to punish your opponent and limit his blockers; Bonds of Mortality potentially add to deal with hexproof and indestructible; Bound by Moonsilver removal that can move; Durable Handicraft + Oath of Ajani + Retreat to Kazandu adds more +1/+1 counters; Overwhelming Splendor + Sandwurm Convergence wind condition; Gift of Paradise extra life and mana;
Of course, this is far more cards then you could have in your deck, so you'll need to mix and match. I really recommend Felidar Sovereign and some heal cards like Life Goes On, as this makes a potentially very easy win con. I also think you should try to exploit getting +1/+1 counters more, since green and white are perfect for that. Lots of potential cards for cat decks, I wish you luck finding a good selection.
2 days ago
I've been working on this type of deck for a few weeks now. It's fun, but top decks pretty quickly. Try adding Lifecrafter's Bestiary for card draw. Consider adding some type of evasion like, Unconventional Tactics or Mighty Leap. Fumigate works a lot better for board wipe than Dusk / Dawn in this type of deck. Mainboard atleast 2 Declaration in Stone to help you get rid of problem creatures. Lastly, I've had great success with Authority of the Consuls in the sideboard to slow down Red Deck wins. My version is here Aggro Kitties!, if you want to take a look. I've updated the deck, I just need to make the changes on here. I'll get to that later.
4 weeks ago
I'm not sure if I have anything that would make Red/Blue particularly playable. Sure, I can draw a lot of cards and eventually work up to the X+UU unlockable creatures, but that's about all it does. Plus the curve is awful.
I also put together a G/R and splashed in some white. The idea is to try to bomb Onward / Victory around T6. The rest is just combat tricks, trample, and using Pathmaker Initiate to make creatures unblockable before pumping them. Crash Through for trample and card draw, plus a few of the creatures already have Trample, and Mighty Leap and a Dauntless Aven to get a bit of flying. The whole deck falls around the 3 CMC range, with only Pursue Glory and Bitterbow Sharpshooters hitting above 4CMC. The plan is to just stay on curve, get out fast and start pumping out damage.
4 weeks ago
Hey guys - just entered a draft league. They let us pick up 4 packs to start (2 ANK, 2 HOU) and build 30 card decks from there. I think I got the short end of the pulls. Especially when I look at the awesome (frustratingly so) pulls that my GF got, who is even more of a newbie to the game. Anyway, this is what I put together:
Creatures Frilled Sandwalla , Hapatra, Vizier of Poisons, Naga Vitalist, Dune Beetle , Wretched Camel, Ruin Rat, Bitterblade Warrior , Sidewinder Naga , Ornery Kudu , Giant Spider , Bitterbow Sharpshooters
The idea that I had was to go BG for tossing -1/-1 with Vizier, and having some creatures and pumps. Splashed U for milling.
What else did I pull? Garbage, I think. White was especially thin, which is sad because it's one of my favorite colors.
Blue Strategic Planning, Spellweaver Eternal, Labyrinth Guardian , Ancient Crab , Eternal of Harsh Truths, Tragic Lesson, Illusory Wrappings , Shimmerscale Drake , Striped Riverwinder, Open Into Wonder
Aftermath Onward / Victory
Now, my list of cards is recorded at the store, so I can change the deck but obviously cannot add any cards from elsewhere. I'm wondering if I shouldn't have featured Red in the deck, maybe just cut my losses and went RG to keep it simple. Can anyone help me out? It's fairly casual, but I don't really want to get my head caved in for the next two months of MtG.Thanks in advance for any help you can offer!
1 month ago
1 month ago
As for what to remove from the deck... You run quite a low mana curve, so I think you can get away with 22 lands. That leaves 38 spots of which I'd play around 22-28 creatures and a bit of spells.
I would probably cut the following:
-Rhonas's Last Stand does nothing for you and isn't worth a slot in this deck imo.
-Mighty Leap is not a card I'm happy to see, and it doesn't do a whole lot usually.
-Scythe Leopard. I value this one a bit lower than the Sacred Cat as that comes back and can block twice. -Pouncing Cheetah which I think isn't good enough in standard.
- 4 1drops: sacred cat
- 10 2drops: longtusk cub(4), adorned pouncer(4), metallic mimic(2), and something else if you dont have all copies
- 8 3drops: pride sovereign and prowling serpopard/ Pouncing Cheetah (which I think is worse than the other two options)
- 0 4drops: hence I mentioned the vizier
- 4 5drops: as a combination of the regal caracal(3) and the crested sunmare(1)
That will leave room for 12 noncreature spells, of which you currently have 1 annointed procession and a monument. (add another monument and that leaves 9 spots), add 6 buff and 3 finishers and you should be good to go.
Keep in mind that this is just a suggestion, and meant to help you cover all aspects (albeit on a low level), so feel free to do with it what you want to do ;)
1 month ago
yea 32 lands is overkill, control decks only run ~26 and your an aggro-midrange deck with an average cmc of 2.44 ... 23 lands should be more then sufficient (especially with no real demands for leaving mana open) but you can get away with 24 if you prefer ... (i would drop 6/5 islands and 3 plains)
that being said, it feels like you have a main goal, then alot of filler cards that seem redundant or dont really do what you need them to do.
cards like Aerial Guide, Aven Wind Guide, Mighty Leap and Cartouche of Knowledge give flying to an already mostly flying deck, and Slither Blade, Fan Bearer and Cartouche of Solidarity are okay but feel like they belong in a different deck, with a different goal.
[dauntless aven] does feel like a good fit for the deck, and you can shift the deck to make cards like Aven Wind Guide more useful with cards like Oketra's Monument to make the ability more relevant, and Glyph Keeper as a solid finisher.
1 month ago
Cool deck! +1 from me.
WHAT TO TAKE OUT:Aerial Guide and Mighty Leap are not very good because most of your creatures already have flying.Slither Blade doesn't really seem to fit with the rest of your deck.Cartouche of Knowledge isn't great for the same reason as Aerial Guide. I think Cartouche of Solidarity is ok, but I would not run 4, so you should probably only run 3.
WHAT TO PUT IN:Definitely go up to 4 copies of Angel of Condemnation. This card is AMAZING value at only 4 mana, acting as a good attacker and blocker, as well as a form of removal. 3 Dauntless Avens (There is no picture for this i guess) have a better effect for this deck than Aerial Guide. Add an extra copy of Angel of Sanctions, as it is just such a great card. Judging by the decklist, I am guessing that you are trying to make this deck safe from rotation. However, I would run 4 Kitesail Scout to replace the Slither Blades as a low cost flyer. This card is only like 5 cents, so the investment is worth it.
OTHER SUGGESTIONS:If you are willing to spend some extra money and don't mind rotation, Archangel Avacyn Flip is an awesome pickup for your deck. If you need more finishers, Glyph Keeper is a heavy hitter and is hard to get rid of.
Nice deck! I hope my comment helps :-)