Pounce

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Common

Combos Browse all

Pounce

Instant

Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Price & Acquistion Set Price Alerts

XLN

Ebay

Recent Decks

Pounce Discussion

ChuckYeagurr on Turn 4 Kicked Josu Vess

1 month ago

For control you could try Prey Upon, yes at sorcery speed or Pounce at (2) and instant. Rhonas the Indomitable is great for fights, and they are both cheaper than the kicker cost on Territorial Allosaurus. You could drop Territorial Allosaurus and get some cheaper deathtouch creatures, but I would keep him and add some Tetzimoc, Primal Death, but this could hurt some of the other cards for the turn four combo.

Now as others have mentioned, Heroic Intervention could really save your bacon. I am going to be putting them in my modern Ally's deck.

Nice work

djnewellmit on Elves of Dominaria (M19)

1 month ago

The new Ancient Animus appears to be a strictly-better version of Pounce. It seems odd to me that they printed it as a common. I agree that the instant-speed is more useful than the sorcery-speed Prey Upon.

multimedia on Elves of Dominaria (M19)

1 month ago

Just made some changes.

Added 2x Walking Ballista to the main deck cutting 1x Druid of the Cowl and 1x Forest. Ballista is another great mana sink for Marwyn and Radha. Added 1x Skysovereign, Consul Flagship to the board.

I've found that playing red for anything other than Grand Warlord Radha is too inconsistent. With only 8x sources of red I can't rely on being able to cast Abrade when I need it. I've tried adding Sheltered Thicket, but this land has potential to not let me cast Llanowar turn one or Champion turn two or three. It's not worth disrupting these curves with a land that ETB tapped for more red to play Abrade. Adventurous Impulse helps a lot to be able to find a land for a red source, but I don't want to rely on Impulse to find a land I would rather use it to get a creature.

I cut Abrade from the board adding in it's place 2x Pounce and 1x more Thrashing Brontodon. Prey Upon is another option, it's only one mana which is nice, but it's not an instant.


griffstick on Dinosaur Rampage

2 months ago

Note Steely Resolve is a nombo for lots of things you want to do. You might want to reconsider that card.

Huatli, Dinosaur Knight, Huatli, Radiant Champion, Pounce, Crash the Ramparts, Savage Stomp, Rile, Hunt the Weak, Enter the Unknown, Tilonalli's Crown, Kindred Boon, Majestic Heliopterus, Cacophodon, and lastly Spirit en-Dal all don't work if Steely Resolve is out and you choose dinosaur

multimedia on Elves of Dominaria (M19)

2 months ago

Hey w33m4n, thanks for the upvote.

Most green removal such as Naturalize, Plummet, etc. will go in the sideboard. Honestly Blossoming Defense is the best pseudo removal for green with creatures who are attacking.

Red helps a lot with removal Harnessed Lightning currently main deck. Abrade, Struggle / Survive, maybe even Glorybringer are more options for sideboard removal. I'm currently not worrying about a sideboard because it's way too early, Dominaria hasn't even been released :)

Green fight removal such as Pounce, Prey Upon or Ancient Animus are cards I would like to avoid, even though they're good with Steel Leaf Champion and Rhonas the Indomitable. If I was playing mono green then these cards would be options. Territorial Allosaurus is the exception for fight removal, expect me to play a few copies of this Dino in the sideboard for midrange matchups. I like very much that Adventurous Impulse can find Allosarus, thus find creature removal.


multimedia on Mono Green Power

2 months ago

Hey, you're welcome. Haha, Elf lord, nice. I didn't know I had such a reputation here for a nickname; I like it :)

Deck looks good I like the changes, it's nicely streamlined. Consider 4x Hashep Oasis? Oasis is a very good land for green stompy. Mostly because it can be a turn one land drop that ETB untapped for Llanowar Elves and then can be used later on to pump a creature. It's great in combination with mana dorks because you can sac Oasis to pump one of them for an attack or they can help to pay the four mana to use Oasis with another creature.

I'm finding the interaction between Adventurous Impulse and Oasis to be excellent. If it doesn't find a creature in the mid to late game then finding Oasis is the next best thing.

Consider Nissa, Vital Force? As a curve topper she can be a beating with 5/5 haste lands(Forests) combined with trample from Rhonas. By herself her +1 ability can allow Rhonas to attack, that's good. Her recursion ability is quite good with green creatures and Oasis because they're permanents.


In my opinion the most important cards that mono color decks have going forward into Dominaria Standard are the new triple same colored CC rare creatures in Dominaria such as Steel Leaf Champion. If mono colored decks other than red are going to succeed it's because of these creatures. These creatures in all colors have potential and are best in their mono color decks.

Other than Champion I think if you want to play these cards then a mono colored deck is the only option. Champion can be played in a two color deck because green has mana dorks that can make green or another color, Servant of the Conduit and Aether Hub energy interaction.

I'm playing Champion in a two color deck Gruul. I get away with doing this because of Hub, Unclaimed Territory and one of my strategies is to make a lot of green mana. I'm also not playing a land in the manabase that can't make green mana for a creature.

The interaction between Llanowar Elves and Champion I feel makes mono green the new stand out for a mono colored deck in Standard mostly because mono red aggro is a good matchup for you. Black with the new Shade, new Coffers, Cast Down and Vraska's Contempt is next. Black could gain the upper hand on all other mono color decks especially green because of Cast Down, having better removal options.

Cast Down minus Ghalta and Seal Away can remove all your creatures at instant speed for two mana. Blossoming Defense to prevent this is going to be a staple for green.


The only reason to splash a second color which is something consider is to play better removal then Pounce.

Black for Fatal Push, Cast Down and Hour of Glory(budget). Red for Abrade, Struggle / Survive and Harnessed Lightning which you can take better advantage of with Servant of the Conduit's energy. White for Seal Away, Cast Out and Ixalan's Binding. Blue for Negate, Blink of an Eye and Unsummon.

For a splash black is a very good option because of Blooming Marsh which can cast Llanowar Elves or Fatal Push turn one. It can also ETB untapped for a turn three Steel Leaf Champion.


da311homie on Zacama's Dino Brawl

2 months ago

Cool deck! I feel like you are pretty light on lands for a 9-cmc commander. I think that you might get better results cutting some mana dorks for a few more lands.

A couple of cards like enter the unknown and Rile seem pretty bad. I know it isnt a dino, but walking ballista is great just in general. Pounce is good at triggering enrage and can lead to total blowouts when you have big creatures, and might be worth including.

Skinken on Selesnya Exertion

3 months ago

Wow, I haven't been on untap lately, but the arguments about this deck turned pretty interesting. I would like to state my opinion.

First off, HeavyR, Shapers' Sanctuary does work with Blossoming Defense. Your opponent casts say Lightning Strike on your creature, then the sanctuary trigger goes on the stack. You can respond to the trigger by casting Blossoming Defense on your creature. Now let's resolve the stack: first the Blossoming Defense grants the creature +2/+2 and hexproof, then you draw a card from Shapers' Sanctuary, then the Lightning Strike looks to see if it's targets are all still valid. They aren't since the creature has hexproof and thus it fizzles.

While we are at it, let's make another correction: FlabbyAbs said there are no Overruns in standard. We actually have exactly a powered down overrun in Overcome. Is this something you want in your deck? I don't know how your deck tends to play out when facing other standard decks, but if you often sit on 3-6 creatures but no window to attack, then sure. If you have trouble sticking more than 2 creatures on the board don't even consider it. I would also like to think Overcome is simply better than Engineered Might.

Personally I'm a huge fan of Heroic Intervention, but only as a 1 or 2-off. I was lucky enough to draft two of them in an Aether Revolt draft last year and I went undefeated. The strength of the card lies in it's ability to take care of a lot of problems your creatures might encounter: Blockers, Attackers, Removal and Wraths. I would include a copy mainboard, and maybe one in the sideboard as well. Blossoming Defense just keeps perfoming in the games i've seen it. In my opinion it's the only card worth splashing green for, and I would prolly run the full playset if you don't run Heroic Intervention. If you run heroic, I would run a 3-1 split between the two. Cut Sheltering Light, it's just a way shittier card than the two great green options.

Lifecrafter's Bestiary is a really good card, and in a slow control game it's totally insane. It's a sideboard card for sure, but a VERY good one. The scry is already great and the card advantage is completely stupid after drawing 4-10 cards. It also synergizes with Oketra's Monument. How? Well, both cards big weakness is Abrade. The way to counter a specific removal type is to run no targets for it or way too many targets to handle anyway. While we are on the topic of Oketra's Monument, i see no reason not to run 4. The only downside is the legendary tag, but I can't think of a case where you wouldn't want it. With bestiary it becomes "Whenever you play a creature, put a 1/1 warrior token onto the battlefield, then draw a card", since the discount and extra price counteract eachother. Good stuff.

I guess I have to state my opinion on Shapers' Sanctuary and Authority of the Consuls. I don't agree with the point that bringing down the curve makes the deck more aggresive. When neither of the cards impact the board, it's a no-tempo play. Authority is great against mono-red but the purpose HeavyR presents is to delay every blocker your opponent plays by one turn. While I agree with HeavyR that you should have a way to deal with blockers, there are honestly tons of ways to do this. Angel of Sanctions removes a blocker twice, while also developing your own board. Surprisingly many decks don't play a lot of creatures early anyway. And you deal with counterattacks very well by having vigilance from Radiant Destiny and tokens form Oketra's Monument. I would say that blockers is not really your big concern with your current list. Shapers' Sanctuary is a little more tricky. Remember that it's only good if it draws 3+ card. Drawing one you might as well just play a card with cycling, and two cards for is fine but not really impressive. And this is if you draw it on turn one, wich you are unlikely to only do. Ask yourself: If I play this on turn six, can I still expect to draw at least 2 cards? If that's the case it's awesome. If not it's a lot worse than just running Dissenter's Deliverance or something like that.

I will move on to the maybeboard and some mainboard creatures now, since you asked for it. But first remember this is my opinion on your deck. Whether to run one creature or another comes down to three things: How much you should play it, how well it actually performs and how much you want to play it. If you are really competitive the last one doesn't apply but either way I can only supply you with the first one. Here are my thoughts either way ;)

Tocatli Honor Guard is amazing... If you were your opponent. But you are unlikely going to damage your opponent more than yourself. In fact, this is the kinda deck I would love to play Torpor Orb against, seems stupid to develop it yourself.

Maulfist Revolutionary is usually a surpricingly good card, and the 3/3 trample is pretty nice in itself. If you stack the triggers right you can even play it as a followup to a turn 2 Metallic Mimic to get a 5/5 trample. However, it seems very inconsistent especially with the . I would not play this.

Narnam Renegade fits into the same caterogy: pretty good when it works, but it doesn't so it's not good enough. You don't trigger revolt often enough to make it worth it, and your deck does not need a deathtoucher (no Pounce/Prey Upon/Nature's Way to abuse it).

I like the idea of Trueheart Duelist. It's a good blocker, but mostly it's a recurring creature and a token. If you include a playset you might wanna consider running a single Anointed Procession as well. By now you have enough good tokens to justify it.

Rhonas's Stalwart is a pretty cool idea, but the card is mediocre. If you want to play warriors, Bitterblade Warrior used to be a powerhouse in limited. You know what else used to be a limited powerhouse though? Gust Walker. It's sadly not a warrior but on every other level it's almost strictly better than Stalwart. This would be my choice for two-drops 9 and 10, after Metallic Mimic and Glory-Bound Initiate.

The reason to play Sunscourge Champion would be to gain life while playing creatures. Ask yourself: Why do I need 2-6 life? The answer would most likely be: I don't. There is another reason to play it, but that would require a different deck. However, if we for a moment pretend you already play 4x Oketra's Monument instead of two and also choose to play 4x Trueheart Duelist and 1-2x Anointed Procession it is very good. It helps avoid getting flooded with legendary Monuments, and it also has the potential to be doubled, wich is insane. This would be a big detour from your deck, so I'm not sure this is something you want. It's a great sideboard card though, because you might suddenly be in a spot where lifepoints are very dear to you.

Last note: some sideboard cards seem odd. Ahn-Crop Champion seems weak, even though it does help combat enchantment-removal by being a creature version of Radiant Destiny. Ashes of the Abhorrent is only good against Torrential Gearhulk since it also hurts your own angels. Engineered Might I already mention, and lastly Restoration Specialist seems bad. I get the idea, but you might as well just run some more of the enchantments you want back from the graveyard, and it's not a human nor a warrior.

The deck has improved greatly already, so great job! I hope my suggestions are less of an annoyance than a help, I know my comments tend to be on the long side ;)

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