Savannah Lions

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Savannah Lions

Creature — Cat

legendofa on Why Have Creatures in Recent …

2 months ago

This rule has never been more than a guideline. Savannah Lions breaks it in Alpha, as a 2/1 for .

Still, creatures have been getting better. In the first few years of the game, creatures were generally pretty weak and inefficient. Mold Demon is a 6/6 for that requires a two-land sacrifice, and that's one of the more cost-efficient creature cards from Legends.

Since is the most creature-centric color, it's seen more "creature power creep" than other colors. It also tends to have much heavier color weight and more expensive creatures. Craw Wurm and Scaled Wurm fall below the stats = mana value curve. In fact, it isn't until 1999 when green Trained Jackal got a creature above this curve with no drawbacks or restrictions, and that's it until 2002's Elvish Warrior. Those are the only two green creatures from the pre-Modern era to be that efficient. So even vanilla creatures in the color of big efficient creatures were generally below the curve.

Current creatures tend to be more efficient, but still stay close to the rule. Out of almost 600 creatures across all colors, Brokers Initiate, Cabaretti Initiate, Cavern Stomper, Civil Servant, Cogwork Wrestler, Goblin Blast-Runner, and Goblin Tomb Raider are the only common creatures in Standard that have a stats-mana ratio above 1, so the spirit is still very much present.

Mythic rare cards are explicitly made to be powerful and have a "wow" factor, so they're going to see a higher ceiling. Even so, very few mythic rare creatures break this ratio, and those that do generally stay close to 1. The exceptions are pretty much exclusively expensive green creatures that either are multicolor or have a heavy color weight. So the efficiency of large, expensive creatures is amplified in green, the focus color for large, expensive creatures.

FauxFaux on Card creation challenge

8 months ago

Garruk's Exotic Animal Safari

Enchantment

Whenever you cast ~, search your library for a creature with mana value 6 or less, and put it onto the battlefield tapped under your control.

Each creature your opponent's control gain, "You may have this creature fight target creature an opponent controls. If a creature an opponent controls dies this way, gain X life and create X Treasure Tokens, where X is that creatures' toughness. Activate this ability only once each turn."

"And here are the mighty Savannah Lions. Quite a fearsome quarry indeed. However, we have much more...primal game further down the tour; has anyone gazed upon the majestic titans of Ikoria?"


Repeat or wild!

vishnarg on What's your favorite mechanic, and …

10 months ago

I know I'm a little late to the party, but best mechanic? Cmon guys, that's an easy one. It's gotta be Hotshot Mechanic, no question. You get Savannah Lions, but it's also an artifact and gets that great vehicle synergy. No other mechanic comes close.

thefiresoflurve on Snarf

1 year ago

Looks fun!

I would personally cut the Spike Feeder and replace it with Regal Caracal - unless you want to go all in on combo win and add Felidar Sovereign.

Feline Sovereign is another really awesome cat that could do some major work in games.

I'd suggest cutting some things like Savannah Lions / Sacred Cat /Loam Lion which generally aren't going to be too impactful and add Feline Sovereign, Adorned Pouncer, and Regal Caracal. Adorned Pouner in particular is awesome, since double strike means you basically get your eminence ability twice ^_^

BruhYouFarted on WG Aggro

1 year ago

I'm gonna agree with Spell_Slam on this one, with aggro decks, it's usually go big or go home. For example, most aggro decks want to be very consistent, so they run many playsets of their best cards. And while I agree that Savannah Lions is a good magic card, Squadron Hawk is better used for midrange decks and Giant Growth is very 'meh'. Personally imo you should gear the deck more towards a midrange strategy instead of a clunky aggro one.

Niko9 on Pattern Recognition #232 - A …

1 year ago

Honestly, I always used to believe the idiom that white was underpowered until I started playing my mono-white deck and fell in love with it. Many cards in white are underpowered in EDH, but the color is not, at all. Sure you may not see mono-white decks at cEDH levels, but you don't see a lot of mono color decks in general. And as far as a strong casual deck, you can find many strategies that don't just work, but succeed very well in mono white.

I do agree that white's catch up strategies fall a little flat in multiplayer, and cards printed for a weenie standard will always not do enough in EDH, where other colors translate easier one to one. Something like greenie cards also being elfball cards makes them easier to slot in, but that doesn't mean that white is underpowered, it just means you have to play white different.

White can expertly slow the game down, interact as good as anyone except blue, shape the board better than anyone, create massive threats, or protect value in a million different ways. If you play it like a normal EDH deck, your ramp will be terrible, your card draw will disappoint, and yeah, you will feel like white is the worst color in magic. But if you play like Savannah Lions a slow and interactive game where you are always moving towards one big pounce of a turn, if you play that, you play effective white EDH.

Epicurus on When did you start playing, …

2 years ago

My first deck was a blue/white weenie deck, with Flying Men, Savannah Lions and Counterspells. I quickly started running mono-white weenie, which is why to this day I get offended when people badmouth white. That first white weenie is actually still together 30 years later, it just gets updated every few years or so. And it still wins more often than not. Armageddon + Howling Mine + a crap load of creatures that only cost one mana = a lot more powerful than people want to give it credit for. More than half of the cards in that deck were pulled from packs of Revised (3rd Edition) that I bought back then; including the cards I listed above, as well as Swords to Plowshares.

I'm with Fuzzy003 on the power creep thing. However, just like I said in a previous comment about another topic, it's really always been that way. Back in the day, if you weren't playing black/blue draw/control or Suicide black, you weren't going to win any tournaments. The only real combo was Channel + Fireball , but a good lockdown control deck was nearly impossible to beat (besides the fact that Channel was one of the first non-ante cards ever banned, because it was too easy to win with it).

I did once own a turn 2 Guilty Conscience + Stuffy Doll deck. It won every game I played. As such, it was pretty boring. I never competed with it, because it was Vintage legal, and I didn't have Power 9 cards with which to make it a turn 1 deck. So I ended up selling it (which I've regretted ever since, because this was before Commander drove up the prices of the four Plateau in there from $75/each to well over $300/each, and the Wheel of Fortune in there that I had pulled from a pack jumped from $40 at the time to I-don't-wanna-know how much it is now).

The best I ever did at a competition was getting 3rd place out of 50 people back in ('95/'96?) with a budget Goblin tribal deck, that ran such beauties as Goblin Balloon Brigade and Keldon Warlord, hahaha. Of course, my Wheel of Fortune and Sol Ring were in that deck, as well as the Howling Mines, but remember, that's when WoF listed at a whopping $10. I believe that I even had a couple Juggernaut in there. And I beat some very competitive decks with all that jank. It was awesome.

I decided to post this story partly because the last couple of y'all made me nostalgic for the old days. Also, though, to say that:

  • a) it's kinda annoying to me, having been playing as long as I have, that everyone plays Commander now. I miss the old 60 card constructed formats. I have a lot of fond memories playing 8-player games in what was basically Legacy format (though you can call it "casual" or "kitchen table" if you like). Not to mention how much Commander format has inflated prices of individual cards.

  • b) I personally find infinite combos to be a nuisance, and wish that more people shied away from them in casual play. Honestly, it's more about variety and creativity than anything else. I'm tired of looking at the 31 flavors of Thassa's Oracle decks, for example. Like, someone will be like "Hey, check out my new (insert legendary creature here) deck." And I say "oh, I love that guy! What's the theme?" And they reply with something like "It's (insert creature type) tribal, with synergies built around (insert mechanic)... and it wins by going infinite with XYZ and casting Thassa's Oracle." And then, when I say "Oh, so it's a Thassa's Oracle deck," they get butthurt, because they think they're being creative in their construction of a deck that wins using exactly the same card as a million other people's decks. "But, but, MY Thassa's Oracle deck is different!"

I don't mean to be a downer or an old fogey, I just appreciate a bit more creativity than that. Always have. And since there's a finite number of ways to go infinite in any given color combination, and a finite number of wincons that flow from those infinite combos, decks that do so all look the same to me. Just a bunch of fetch, removal and draw surrounding a combo. 50% of the deck is setting up and executing the combo, and the other 50% is protection/denial/removal. So what percentage is leftover for theme?

Anyway, that's this old man's grumpy gripe about the state of the game these days. The old budget Goblin deck wouldn't stand a chance anymore. Although, I would put my White Weenie against any 60-card casual deck you'd want to try to throw at it ;)

But I don't want that rant about Commander or infinite combos to be the final takeaway from my post here. Fact is, I've ultimately enjoyed the journey. The ups and downs are as much a part of that journey as they are with anything else in life. Here I am, still playing a game that I learned before I had pubes. And still enjoying it. And I taught my kids to play it, and they love it too (though, maybe I should have gotten them into drugs instead, because it would probably be a cheaper hobby, hahaha). And I've been around the block long enough to know that nothing lasts forever, so I hope to keep on enjoying it until kids don't like it anymore and it ends up fading away.

Like I said in a previous comment, I was really excited about Neon Dynasty. I haven't seen anything from New Capenna yet that has me as excited, but time will tell. And The Brothers' War has me stoked. In other words, to hell with my complaints about the state of the game these days. Let's throw some damn cards! Turn 'em sideways! Play on!

RambIe on RNR_Gaming

2 years ago

posting here so thread stays on topic
lore wise im not sure ether. but cats Savannah Lions have always been and Arahbo, Roar of the World just doesn't make sense to me. also Lord Windgrace activated abilities seem like naya to me +2 discard and draw , -3 land from gy to battle field , -11 semi wipe and make cat tokens seems to me
also Sarkhan's progression of , , & just makes sense that one day he would be jund. ugin sending him back in time suddenly makes him ?

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