Pride Sovereign

Pride Sovereign

Creature — Cat

Pride Sovereign gets +1/+1 for each other Cat you control.

, , Exert Pride Sovereign: Create two 1/1 white Cat creature tokens with lifelink. (An exerted creature won't untap during your next untap step.)

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Set Rarity
Hour of Devastation (HOU) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Pride Sovereign occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Latest Decks as Commander

Pride Sovereign Discussion

9-lives on Anointed Procession Cats

1 month ago

Temur Sabertooth is definitely a great combo with Regal Caracal , but it wouldn't make a difference with Pride Sovereign as it takes two turns: one to use Temur Sabretooth and return it to my hand, one to cast it, then the same turn for its summoning sickness to release.

I think I'll use Heroic Intervention in the place of Haze of Pollen and Dromoka's Command .

Indestructible and hexproof are perfect for all sorts of threats, and Heroic Intervention is green (which I need more of) and it affects all permanents I control! Very nice!

HalbrechtHalbrecht on Anointed Procession Cats

1 month ago

I'm not sure what happened with my above comment. The "spoiler" buttons don't seem to work anymore, even though they worked fine when I was posting it. :\ Must be a T/O bug. In any case, here's the same comment as above, but with accordions, which still seem to work.


You're actually fine using a Protection card that targets only one creature, because all you have to do is play it in response to the Declaration, targeting the same creature that the Declaration player targeted, and then Declaration will have an illegal target, causing the entire spell to fizzle. But that said, single-target Protection doesn't help against burn. I'd suggest Heroic Intervention to protect against both threats — and bonus points, it has a CAT in the art! XD


Before talking about this card specifically, first a quick note regarding "fog" effects: Some people actually feel similarly about "fog" effects as they do about lifegain — it doesn't deserve an entire card slot to itself. The rationale behind this is the same as with lifegain — a Fog neither develops your board, removes threats, nor decreases your opponent's life total. It essentially amounts to a lifegain spell that gains you the same amount of life as you were dealt in combat. That said, if you can find a Fog that does allow you to have an effect on the game, they can be great.

Alright, so on to your card choices. Unless you really care about the cycling, I'd actually choose a different Fog effect in its place, as both the CMC of Haze (2) as well as its cycling cost (3) are over-costed ( Fog costs 1 and cycling is usually 2). In its place, I recommend one of the following:

  • Druid's Deliverance — Since you have a lot of token generation, you'll almost always benefit from Populate. Note also that it doesn't prevent damage to creatures, so it gives you the option of not blocking at all to save your creatures, or choosing to block in order to remove threats as well as gain life and/or put your Pouncers and Sacred Cats into the graveyard. So this Fog does develop your board a little, and allows for the possibility of removing threats.
  • Encircling Fissure — This costs 3, but it has a couple benefits. Unlike Druid's Deliverance, this allows you to freely block any way you want, more easily allowing you to kill threats while benefiting from Lifelink, since your creatures still get to deal damage. The second benefit is that, late game, the Awaken option adds a little more power to your board, which could be the little extra you needed to turn the tide.
  • Heroic Intervention — Already mentioned above and not technically a Fog, but since you will in general have so many blockers, it effectively becomes a Fog if you can block all the damage from getting to you (obviously won't work against evasion like Trample or Flying). As with Encircling Fissure, it has the added benefit of allowing you to stack-block creatures to remove threats, as well as allowing you to benefit from Lifelink.
  • Winds of Qal Sisma — It is so easy for you to control a creature with power 4+, between Pridemate, Sovereign, and an eternalized Pouncer. And if you do, then this becomes an Encircling Fissure for 1 less mana.

Of them, my favorites are Druid's Deliverance and Heroic Intervention.


Like I said before, I already feel like you DO have heavy-hitters (Pridemate, Sovereign, an eternalized Pouncer). The only thing Oketra has that they don't is indestructible (and a high-costed token producing ability). But Oketra also has the drawback of potentially being useless, as well as having no synergy with Sovereign or Regal Caracal.

That said, if you really want the Indestructible (and temporary Indestructible from instants like Valorous Stance or Heroic Intervention aren't good enough), then I recommend Fleecemane Lion — an efficiently-costed early threat that later becomes an Indestructible, Hexproof 4/4 — or Temur Sabertooth , who has a repeatable Valorous Stance ability that actually combos nicely with both Regal Caracal (creating more cat tokens after re-casting) and Pride Sovereign (who can be Exerted, returned with Sabertooth, then re-casted next turn untapped and ready to block).

Sadly, neither of them benefit from the Monument's mana reduction.... but honestly, I don't think that's the most important element of your deck to be building around. Monument is a nice "extra" if you happen to draw it and have high-CMC white creatures, but it's not a necessity for the deck to function well, IMO.

HalbrechtHalbrecht on Anointed Procession Cats

1 month ago

RE: Declaration in Stone Show


RE: Haze of Pollen Show


RE: Oketra the True Show

HalbrechtHalbrecht on Anointed Procession Cats

1 month ago

I think we may just have a difference in philosophy regarding Heroes' Reunion . It was drilled into me that a card that only gains you life is bad. Incidental lifegain is great, but only if attached to an effect that helps your gameplan. If Reunion fits your playstyle and deckbuilding instincts better, go for it! But if you'll indulge me, let me attempt to present a stronger argument one last time. If you disagree, then I won't bug you about it again. ;)

Blessed Alliance's 3rd mode is good removal in this deck. You'll be swarming the board with a lot of little lifegainers, so I found in my playtests that the opponent would rather crash in with one or two bigger and/or evasive threats rather than let me gain a lot of life and put cards like Sacred Cat into the graveyard for additional value. In one game, the opponent had a large threat protected with Spectra Ward , swung in with that each turn, and kept his other creatures back as blockers. But Blessed Alliance doesn't target, so it completely bypassed his Protection, and he got 2-for-1ed! Likewise, it'll deal with Hexproof and Indestructible creatures (imagine facing down an Oketra on the other side of the battlefield). Obviously, it won't be as good against decks that DO attack with a lot of creatures, as they'll just sac their worst, but that's where your sideboard will help you — you'd side Alliance out and bring in something more effective.

Alliance's second mode is mostly useful with Pride Sovereign's Exert ability. Since he doesn't untap the turn after exerting, sometimes you're put in the bad spot of having to decide whether to generate cats to develop your board or leave him available as an attacker / blocker. What if you didn't have to decide that? Or, what if you wanted to generate FOUR cats (or even EIGHT with Procession out) by using his exert ability twice, perhaps the turn before you land a Regal Caracal ? Blessed Alliance just happens to have incidental value with Oreskos Sun Guide as well, but Sun Guide was hardly my main focus. (In fact, I'm not even a fan of Sun Guide, since, like you said, you have to attack with him to get any value out of him. I'd recommend a different card.) Finally, say you take advantage of an opening and attack, but that leaves you without enough blockers? Simply untapping two of ANY of your cats in response to a counter-attack will leave your opponent in a worse situation, since it'll mess up his calculations.

And yes, if you REALLY need it, Alliance's first mode gives you some life. But honestly, in the several games I played, I was always able to stablize with around 5-10 life left, and then from there, I started gaining way more life than my opponent could keep up with. Like I said, Regal Caracal was the key!

So that's my argument. Basically, Heroes' Reunion is, based on everything I've learned about deckbuilding, a bad card, because it has no impact on the board nor on your opponent's life total. So even if you dislike Blessed Alliance in it's place, I'd still recommend choosing something else that has more impact (like something to actually remove the threats that are dealing that damage you're trying to use lifegain to recover from).

Or if you truly desire to have a pure lifegain card, then I suggest Life Goes On — 1 mana for 4 life is already a better rate than 2 mana for 7, but you have so many chump blockers that will die (in fact, some you want to die, in order to Embalm/Eternalize later), that most often you'll be getting 8 life for that 1 mana!


As to your concern about needing a finisher and ways to deal with deathtouch, you actually DO have double strike from Adorned Pouncer . And after Eternalizing, Pouncer can be a finisher all on his own. In one game, I played an Anointed Procession and Regal Caracal on curve, turns 4 and 5, then eternalized an Adorned Pouncer turn 6. My opponent couldn't deal with two 5/5 lifelink double strikers, and it was swiftly game over! But even a single 4/4 double striker can be hard to deal with. And of course, you have Pride Sovereign and Ajani's Pridemate which can both get big. So between the 3, you have lots of finishers.

The danger with Oketra is that it CAN be turned off if you lose your creatures. And while yes, like you said, you plan on making lots of 1/1s with the Monument and other means, you also already pointed out that you're susceptible to damage spread across your whole team. You could easily find yourself with no 1/1s and a deactivated Oketra.

What you actually need instead of Oketra are ways to get the damage through from the above large threats. Easiest would be trample, but any type of evasion might be good, depending on the meta. Protection can be strong.

9-lives on Anointed Procession Cats

1 month ago

With Blessed Alliance and Oreskos Sun Guide , even if I use Blessed Alliance to untap two Oreskos Sun Guide , I am only gaining 8 health, which is one less than Heroes' Reunion, which only costs 2 mana of one white and one green; Im not using Heroes' Reunion for anything other than life advantage just in case I get beat up and having more life is never a bad thing, plus each time I play that card I will be able to give Ajani's Pridemate 1 counter. Also, in order to untap Oreskos Sun Guide I will have to tap them first, thus possibly having them killed in combat before I can untap them. Plus, I'll have to also have the hand that gives me two Oreskos Sun Guide and play both on at the earliest in the game in at least two turns. I'll take out birds of paradise and add two lands and one more Ajani's Pridemate. And I don't mind spending one mana on Sacred Cat, so that doesn't really count in the whole scheme of Oketra's Monument, so only 6 of my creatures are really not making use of Oketra's Monument,and don't forget, if I land Anointed Procession, and even before I do, I will be using the 1/1 white warrior token that is generated by casting creature spells with Oketra's Monument as soon as I play Oketra's Monument! So, with all this in mind, the only reason I am using Oreskos Sun Guide is because he only costs two mana which will become one mana cost with Oketra's Monument, and will generate a warrior with it. I really think I need some heavy hitting card like an Angel or Oketra the True just in case I face something large, and Oketra the True is great for my deck if I can get the mana curve in place; plus I plan on having lots of tokens with Oketra the True, which means I can play her. If I don't have a bunch of cats and Pride Sovereign , Oketra's 3/6 with double strike and indestructible is basically a game ender, and with Oketra's Monument it will cost one less to cast! If I didn't have Valorous Stance I would be very screwed if there were any behemoths I have to face if I don't have enough cats and Pride Sovereign in play, which would force me to pile in my cats attacking onto that one creature. Also, Oketra the True can deal with deathtouch; I don't have any creatures that are first-strike or double-strike or indestructible, so if I play a strong Pride Sovereign, he could be instantly destroyed by a 'destroy creature' instant. Also, if I don't buff my 1/1 cats, they are easily dispatched with with a card that deals 1 damage to all creatures as a burn (i think that's what they call those instants?)Thanks for all the advice! Keep the comments coming!

HalbrechtHalbrecht on Anointed Procession Cats

1 month ago

I really like cats (both in Magic and in real life), so an automatic +1 from me! ;)

One card I don't love in here is Heroes' Reunion — lifegain for lifegain's sake isn't worth a card slot in a deck. I'd recommend Blessed Alliance in its place — still has lifegain as an option, but its other modes are useful. The second mode in particular combos nicely with Pride Sovereign . More importantly, it'll have greater impact as the game goes long, due to the ability to escalate (also useful for mana flood).

Dragaan on Cats Company

4 months ago

Sorry for the third post (I wish you could edit your posts on this site), but I just realized Blessed Alliance provide some really sick plays in this deck. It's already a pretty good sideboard card (even more so if people start busting out Bogles), but with the Pride Sovereign and Giver of Runes in the deck, it could fuel some absolute blowout tricks.

hungry000 on Oh Drat, It’s Cat Attack! (2.0)

5 months ago

For starters, I would drop all the noncreature spells you're currently playing. That gives you 8 cards to work with; 4 of those are Path to Exile (or if you still want to keep it kinda budget On Thin Ice ) and for the other 4 I'd play Metallic Mimic . When you have access to potentially 16 one-drops (all really good one-drops, at that) Mimic is pretty insane.

After that, I'd cut down 2 Regal Caracal and a land (or -3 Caracal and -2 lands) and finish the playsets of Loam Lion , Savannah Lions , and Pride Sovereign . Caracal is a super strong card, but with a really good lord like King of the Pride and equally good aggro 1-2 drops, you don't actually need it.

Another thing you could do if you cut all the Caracals is play a set of Aether Vial . You would be able to get away with 21 lands that way since the top end of your curve would be 3 cmc and you'd have Vial. To make it simple, the changes would be this: -3 Caracal , -3 Forest/Plains, +1 Loam Lion , +1 Pride Sovereign , +4 Aether Vial . Given the power of Aether Vial, this would be the most competitive way to make this deck in my humble opinion.

For late game card advantage, 4 Horizon Canopy will do the trick, especially after cutting Caracals and even more so with Vial. As for the rest of the mana base, it's relatively simple to upgrade: 4 Windswept Heath , 2-3 Temple Garden , some fast lands and maybe a check land, and voila!

A final tip: if you have the gall, you can cut a set of 1-drops to fit in a set of Leonin Arbiter . Not only is it on theme, but it is great against more competitive decks with fetches and works with Path to Exile and Ghost Quarter . Arbiter is especially good at instant speed with Aether Vial since you can flash it in in response to a fetch, so there's some more incentive to turn this into a Vial deck. Remember not to play fetches yourself, though.

Hope this helps!

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