Pride of the Clouds
Creature — Elemental Cat
Pride of the Clouds gets +1/+1 for each other creature in play with flying.
Forecast — , Reveal Pride of the Clouds from your hand: Create a 1/1 white and blue Bird creature token with flying. (Activate this ability only during your upkeep and only once each turn.)
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Pride of the Clouds Discussion
3 months ago
Not sure how fast you pump out your tokens but Radiant, Archangel and Pride of the Clouds could offer some distractions from your commander and could be sizable beaters. If nothing else they'll eat the removal meant for Alela.
5 months ago
FOkay, I have some ideas for upgrades.
First off. You overall playstyle is pretty aggressive, but you have some cards that are geared to a very slow playstyle.
Perhaps you could do with fewer lands, and cutting the Absorb s, and like I said earlier, the Vensers.
Absorb forces you to keep mana open while you would really rather be committing to the board, growing your forces. If it's not too expensive, you could play SpellQueller instead. Otherwise, a couple Spell Pierce would be a fine replacement. They allow you to commit power to the taple, while just keeping a single mana up when needed. Personally, I would only play 2 counters, though.
Venser, the Sojourner is easily your worst card, though. Other than being pretty expensive compared to your relatively fast playstyle, his abilities just don't work too great with your cards. Making your team unblockable is not that valuable in a flyers deck, where most your team can't be blocked anyways, and you only have 2 cards in the deck that you would really like to flicker, so his +2 is not powerful either. A lot of the time, he's going to just sit there and do nothing.
Pteramander is a fine card. Nothing much wrong with it, but you're only ever going to grow it when the game goes really long. So you could possibly find a replacement for them. I recommend at least a few Spectral Sailor
Also, unless you specifically wish to play modern, which I don't knock, modern is awesome, you could easily make this a Pioneer deck.
8 months ago
I've really enjoyed Dovin, Grand Arbiter in my Azorious weenie fliers deck. I've also found Always Watching to be very strong and worth the space and mana. Pride of the Clouds is really good, too, but almost too good because it's such an obvious target. Same thing with Sephara, Sky's Blade . Faerie Seer is worth considering, as is Segovian Angel and Squadron Hawk . The Hawks are very strong in my deck, acting as a sort of draw card. Immortal Servitude is also pretty great, often bringing 4 or more 1CMC creatures back from the graveyard for 4.
I think you should try to upgrade the mana-base a bit, or even add in 4x dual-color tap-lands. The mana chart shows that this is blue heavy, so at the least, probably 12 Islands and 8 Plains would help a bit.
Healer's Hawk is awesome. It's got such great value! Windstorm Drake , on the other hand, seems pretty clunky for 5.
I think it will be worth it to cut back you creature count to 24, thereby reducing the deck to 60 cards total, and opening up a few added spots for disruption spells like Negate or Reprobation . Of the creatures here, I think the best are Faerie Miscreant and Healer's Hawk, because both have such strong value for only 1CMC. Next I like with Empyrean Eagle or Thunderclap Wyvern combo-ed with Warden of Evos Isle, but probably not both. Spirit of the Spires, Sprite Noble, and Windstorm Drake seem like the weakest links, costing a lot of mana for less good payoffs. Cloudfin Raptor isn't very strong in my mind either, but at 1CMC, it's an ok choice. I think the aggro strategy will work best when it hits the fastest, so keeping the CMC down to 1-2 for most the creatures is going to get more wins. As it is right now, CMC-wise, it would probably work better with 2-4 more lands.
8 months ago
Pride of the Clouds is good if you're going all-in on flying, but you could also change this to a spirit tribal deck. You're pretty close it already.
11 months ago
Thanks for helping out kamarupa. I decided to have less lord effects like Always Watching and Signal Pest in favor of more interactive spells such as Spellstutter Sprite and Spell Queller ; tempo cards like that reduce the need for buffs every game since you'll be able to win with incremental value from countering threats and removal; having a board of big fliers that dies to an Anger of the Gods or Damnation is worse than a board of smaller fliers that doesn't, imo. As I said in an earlier comment, the reason I'm not playing Squadron Hawk is because the Spellstutter Sprite s (ie the interactive spells) take up their spots. As for Segovian Angel vs. Healer's Hawk , I personally think it's pretty even. The angel can attack and leave a body to crew Smuggler's Copter and block (though I don't think that situation comes up too often) while hawk is more useful with buffs; either way, I might just replace those 4 cards with Siren Stormtamer since it's EVEN MORE protection and it seems fun to screw with interactive decks with it and the other tax-counter 1-drops.
In regards to the land count, I opted to go under 20 because the deck has a significant amount of drawing power with Smuggler's Copter , Curious Obsession , and Faerie Seer , plus the curve is low enough (with only four 3 cmc cards in the deck at the top end) to handle the lower land count. In testing, the deck doesn't often have trouble getting to that third land or even the fourth. I'm hesitant to add colorless lands to a budget 2-color mana base, and I probably won't. Temple of Enlightenment is a tapland so that's a no-go, Remorseful Cleric is a better answer to graveyards than Scavenger Grounds since it also serves double-duty as a threat. I won't play Immortal Servitude either since it costs a bit too much for this deck and the WWW casting cost is pretty hard to get.
I don't think any of those are substantial reasons to cut Vesperlark , Curious Obsession , Spell Queller , or Smuggler's Copter ; especially the last two. First, Curious Obsession . If you followed standard at all recently it's pretty evident how good it is, but to summarize the good things about it: it is usually able to replace itself immediately (therefore isn't a 2-for-1), gives a little bit of extra damage, and can easily run away with games (through card advantage) if left unchecked. So I really don't get what you mean when you say it's "too narrow."
Vesperlark is, I'd argue, one of the least narrow cards in the deck. As you said, Pride of the Clouds is a prime target for removal; if they have it, they'll kill it. But as long as it's not exiled, Vesperlark can get it back. The same goes for Mausoleum Wanderer or Judge's Familiar , which you can reuse for 2 mana if you've sacrificed them once and are in need of some protection again. Basically, it can serve as copies 5 and 6 of pretty much every creature in the deck. It's also a great value-generator in longer games: a full-cost Vesperlark is able to block, kill something, and leave a body on the battlefield, kind of reminiscent of Kitchen Finks but potentially better if you get a Pride of the Clouds or protection 1-drop back. If you play it on a full board and your opponent sweeps it, you'll still have a board presence afterwards which reduces the tempo swing a little bit. In short, it's a pretty flexible card.
If you search around online, Smuggler's Copter is played in nearly every Favorable Winds deck, and for good reason: it's an undercosted flier that also lets you cycle through your deck, discarding extra lands or dead removal spells and finding more threats. Some people even play Copter in Merfolk, a deck that has no apparent synergies with the card, because the ability to find gas in exchange for useless cards you draw is so good. As for Spell Queller , the mana cost is never a problem. 18 lands is plenty to get to 3 mana on curve, and add the card draw/cycling/scry from Curious Obsession / Smuggler's Copter / Faerie Seer it's even rarer that I don't get a third land eventually.
I haven't put any thought into a sideboard yet since this deck was honestly just a 10-minute draft (budget deckbuilding practice) that I had no intention of sharing with others, but I'll keep those in mind. Sanctimony 's a cool card I didn't know about :D
11 months ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .
11 months ago
Thanks! The reason I don't include Squad Hawk is because I prefer interaction over value in an aggro deck like this. Hawk wouldn't, for example, be able to protect your Pride of the Clouds from a Path like Spellstutter Sprite can. Tempo plays like that help you eke out wins, plus there are already a few value-generating cards like Curious Obsession , Vesperlark and Smuggler's Copter in the deck.