Creature — Cat
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Cat with no mana cost. Embalm only as a sorcery.)
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Sacred Cat Discussion
1 day ago
4 days ago
Brought this deck to my first FNM and went 2-1 (win vs. B/R control & mono-black zombies, loss vs. Temur Energy)! Made some mistakes, got lucky at times, but definitely felt like this deck had what it takes to compete against more expensive decks. Plus people aren't expecting a "White Weenies" deck right now!
1. Aethergeode Miner -- Without other energy cards to synergize with, this guy seemed too easy to take out with targeted removal before I could get in an attack with it. Also, its "evasion" didn't make it hard to block.
2. Glint-Sleeve Artisan -- This card performed better than the Miner, but didn't seem as good as the other three drops in the deck. The two bodies were nice, but often got stalled on the board until I drew a trial for an alpha strike. Although, it was pretty sick when I was able to go turn two Servo Exhibition into turn three Artisan into turn four Sram's Expertise (which dropped a free Artisan) and then follow up with a Trial of Solidarity on turn five!
1. Trial of Solidarity & Cartouche of Solidarity -- I felt that I underutilized the potential of a Cartouche as a standalone card, and instead I focused mostly on its ability to bounce back a trial. But as expected, pumps from a trial give this deck its power and main win condition (pumps from Shefet Dunes are nice too). Also, don't overlook the vigilance from a Trial, it can be quite good!
2. Sacred Cat & Trueheart Duelist -- These resilient creatures help us to always have a board presence to pump (embalm is dope!), and can serve as excellent chump blockers if the need arises. They are a big reason that this deck can hang in grindier games.
3. Servo Exhibition & Sram's Expertise -- Exhibition at times seemed to be the best card in the deck. Two mana for two bodies is really really nice (especially on turn two). The three bodies from Expertise definitely help us go wide, and the tempo from additionally playing a free three drop can be amazing.
1. Gust Walker -- I kind of added this guy in as an afterthought, but he performed really well! Being able to fly over blockers can be really valuable in board stalls, and it synergizes super well with Trial of Solidarity because vigilance allows Gust Walker to exert without a drawback.
2. Aerial Responder -- I expected this card to be good (which is why it takes the #2 spot), but it turned out to be very, very good. It pretty much single-handedly won me a game or two. It's really hard for opponents to deal with. It almost always attacks in for a four point life swing, and can still block if needed.
Potential Changes to the Main:
-2 Aethergeode Miner for +2 Gust Walker
-? Glint-Sleeve Artisan for +? Sunscourge Champion
Asked for some suggestions from other players about the deck, one of which was to switch these out. The life gain from Sunscourge seems nice, but what seems more exciting is being able to bring it back as a 4/4. Adds value and grindiness.
-? Glint-Sleeve Artisan for +? Solemn Recruit
Recruit seems like it could really pack a punch, especially if pumped by a trial.
The sideboard definitely needs work. I think Aetherstorm Roc could be a good addition that would give the deck more midrange power. I did like Oketra's Attendant, and think that Fragmentize (although I never boarded it in) is excellent in the sideboard. Not sure about the other cards.
1 week ago
legion's landing or Sacred Cat isnt a bad 1 white drop perhaps.
hullos on Life Steal
1 week ago
you might like cards like Regal Caracal and Sacred Cat good creatures overall. Glory-Bound Initiate can gain lifelink and Blessed Alliance is ok. Crested Sunmare is an amazing card but might be a little expensive also not how (from the description) you want to play it.
1 week ago
I think other than Leonin Shikari (combat tricks with Equipment), Mirran Crusader (built in protection and evasion), and Puresteel Paladin (card advantage), you shouldn't be playing creatures that get a bonus only from equipping something (Auriok Glaivemaster, Auriok Steelshaper, Kor Duelist). My rationale is that they are going to be quite weak when played early, and that's not ideal. You need some resilient creatures in the first few turns, not creatures that become better on turn 4 when you equip something on them. Even if you cast them early, they are likely not attacking nor blocking anyway given they are basically vanilla 1/1s.
Therefore, some suggestions are Doomed Traveler (gives you an evasive spirit after dying), Sacred Cat (two lifelink bodies for a 1-drop), or Knight of the Holy Nimbus (tricky to get rid of), or Squadron Hawk (gives you more evasive bodies to hold the swords), or Auriok Champion (protection from more than one colour, goes well with the swords too). These guys will probably be better early-mid game.
I would also cut Quest for the Holy Relic entirely - it is a terrible top deck, objectively quite slow even if you manage to play it on turn 1, especially since your deck doesn't run that many creatures in the first place. And since that is the case, you may as well cut Argentum Armor, and play another sword or something like a Batterskull instead? Also, you can double up on Swords - Sword of Fire and Ice and Sword of Light and Shadow are objectively the best two swords and you can play two of each if you want.
I'd also suggest playing Gideon, Ally of Zendikar over Elspeth, Knight-Errant. He is more popular in midrange white decks ever since he was printed. I think his abilities are more relevant here. He can even animate himself and equip something if it comes to that.
Generally, I think 21 Lands, 4 Sorcery, 4 Instant, 2 Planeswalker, 6-7 Equipment, 22-23 creatures will work. Having only 19 creatures is quite risky, especially if you play against removal heavy decks like control (removal into Snapcaster buyback and/or boardwipes), Jund/Junk, etc.
1 week ago
thanks liljramos88, what ended up happening is: I knew I wanted to make a deck with Oketra's Monument. I already had one, so I bought 3. Then I grabbed what i thought was useful and made the deck. Only then did I decide to be cheap and bought another Cloudblazer, another Aven Wind Guide and 3 Tah-Crop Elite.
I do want Dusk / Dawn, but I'm cheap, so I'm going to wait a lil bit xP
The thing with Temmet, Vizier of Naktamun is that it only helps one dude, and you can only have one on the battlefield. Personally, I don't get the appeal of Champion of Wits. Between Sacred Cat and Proven Combatant, I went with the combatant 'cuz it's better if the game goes on for to long. I did thought about Anointer Priest, but I ruled it out since I want to put as much pressure on the board as possible.
Thanks for the suggestions. Thou the only one I like is Dusk / Dawn, I feel like you have an idea for the deck that's a bit different from mine. But hey! Try it for a spin, if you fell like it xD