Creature — Cat Monkey
Scrounging Bandar enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, you may move any number of +1/+1 counters from Scrounging Bandar onto another target creature.
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Scrounging Bandar Discussion
10 hours ago
PureIce22 Thank you so much!It's funny you should mention Scrounging Bandar. I actually just cut a playset after doing some testing. I LOVE the card, and it does interact quite well with Hangarback Walker and others. My problem with it was that it...didn't do much right when it hit. I'm concerned that Frontier may be a more interactive format, and so having the equivalent of a 2-mana vanilla 2/2 or 3/3 in my deck wasn't as appealing. He's definitely still an option. Also, as strong as Greenwheel Liberator may end up being, she's STILL just a vanilla creature. I'm a sucker for grindy decks! =D
Thanks for the removal options. I'm just bad about putting removal in my decks in general, but it's good to have more ideas!
14 hours ago
I've playtested against a few decks and dropped Drana, Liberator of Malakir entirely, the double black was a pain in the ass. In it's place I'm adding a third Nissa, Voice of Zendikar and, after seeing how well it performed, another Animation Module.
As far as Scrounging Bandar goes I'd drop Narnam Renegade before him. He interacts so well with Animation Module by creating servos, with Winding Constrictor quickly multiplying counters, or just moving counters around to protect your more important cards from direct damage and/or getting the benefit of the ability on Rishkar, Peema Renegade.
I think i'd keep Fatal Push in the sideboard and rely on the size of my creatures to force a block or block incoming damage, however it did suit me well vs a control deck running 4x Thing in the Ice Flip. I'll probaby drop narnam altogether for your suggestion, Baloth Pup, and then sideboard him out for game 2 if I find I need my Heroic Intervention vs control, Ruinous Path vs. superfriends, or Fatal Push if they have creatures with troubling abilities.
18 hours ago
I'm not the best deck brewer myself, but i think i can help a little bit:
1) I would start building with the "god hand". Let's assume, that you draw all cards that you need, and you draw ideal cards through the game. How would it look?
It's not looking good. Why?
1) Mana. It's very easy for you to get the wrong amount of mana. Playing cards with x 2 black or x 2 green cost, like Drana, Liberator of Malakir is generally bad idea. So Drana, Liberator of Malakir and Kalitas, Traitor of Ghet are out.
2) Why do you play only one Nissa, Voice of Zendikar? Play 4! Remember, if you want to pull something, it's better to have 4/60 chance of pulling it and not 1/60. You know that you can have 1 legendary on battlefield, but 4 the same legendary cards in the deck?
3) Noosegraf Mob too late too little.
4) You clearly have no main idea how to win, i mean it's fun to put counters, i'm thinking on building counter B/G deck myself, but you want to win. With your best hand that i made (i'm sure someone can make better, but it's an example) you will deal enough damage to kill your opponent at turn 5. With your opponent not moving. It's not so great and here's why:
5) You have no defence! No hexproof, no way to protect your creatures. Your enemy will clean your battlefield like my dog cleans his bowl, super fast and efficient. There's no sense in putting counters if you don't have anything to put it on. Blossoming Defense - I would at least play that.
6) Building your deck is not only about what I will play, but what my enemy will play. With Fatal Push it will be hard to put anything that is sticking on the board. Think about that when you build your deck.
7) Black is for removal, green is for the ramp. Where is it, gladhwen? WHERE?
Don't get discouraged, build more and learn. Deckbuilding is fun, but like all things it needs time and practice ;) I hope you will build something nice and that I at least helped a little bit.
18 hours ago
I like the way you made this build! I just notice that you don't have Scrounging Bandar. My list does not use lead by example, but rather uses Bandar to spread counters, trigger revolt, in order to play frontier's Goyf, Greenwheel Liberator. Also splashes white in addition to black for Oath of Ajani, Just throwing some ideas around. Also, removal-wise, I run 2x Fatal Push and 2x Grasp of Darkness As my deck wants affordable removal with my 2 mana curve. Just some maybe helpful suggestions! Regards to Hardened Scales Return!!
20 hours ago
Thanks for the info! I'm pretty convinced that in this meta, Fatal Push has to be at least two mainboard. Hard to figure what Blossoming Defense would replace in either my version of the deck or yours, but I can see why it would be important. I don't have Walking Ballista in my deck right now but I am going to have to get two-of into the main board.
Are you still sold on Scrounging Bandar? That's one of the biggest differences between my deck and yours/SlippinJimmys.
23 hours ago
Scrounging Bandar's first ability is not a trigger, so Panharmonicon does not copy it. Triggers start with words like "when", "whenever", or "at"; his second ability is a trigger (though not one that would get copied by this artifact).
mluc on B/G Counters
1 day ago
Thanks for feedback, makes a lot of sense, let me explain my reasoning, I didn't have chance last night to do it:
Loam Dryad: I wanted to have a one drop in my starting hand. Can help cast spells until Rishkar, Peema Renegade, so it makes the deck more consistent on activating creatures for mana. The deck wants to consume a lot of mana. It also helps accelerate towards a Verdurous Gearhulk. I'm not convinced also that is a good pick, but I felt like I needed more one-drops.
4x Nissa, Voice of Zendikar: It is the engine of the deck, it does so many things that I feel it is indispensable. I played against GW humans that had Traben Inspector, Avacyn, Nissa, Gideon. Nissa on both sides was the wining card.
Winding Constrictor is the best card ever and is a super combo together with Scrounging Bandar. So many times I just moved counters from one monkey to the other and the other way around just to put more counters on them.
Aetherborn Marauder: 3 at the moment, but I think this is a card that will be sided out most often, as it has a nice feature, but it can die to removal before getting a chance to influence the battlefield.
Drana, Liberator of Malakir is strange, as it has to hit the player to activate, which might be hard to achieve so I am not convinced that it should be in this deck. The only advantage that I see at the moment is that it has flying.
I don't feel Verdurous Gearhulk is essential to this deck, as by the time you put it in play you should already have bigger creatures than what it can provide. And, if you just want to spread counter, Nissa, Voice of Zendikar does a better job at it.
Lands: I agree on the fact that due to how I changed the manabase, more lands enter tapped than before, but I had a big issue previously: I could not play Winding Constrictor on turn 2! The way I balanced land colors is directed towards casting the snake when it is most useful, not for casting Drana.
Gameplay: Not drawing lands feels bad for this deck, but I suppose this is true for any deck...
Always it feels necessary to either have a Winding Constrictor or a Durable Handicraft in play as soon as possible.I liked playing Nissa as soon as possible for either + or - abilities.
Maybeboard: Tireless Tracker seems like a good addition against control decks, maybe 1-2 in main and other 2 in side.
1 day ago
Permeating doesn't seem like a smart idea with the type of creatures you are playing. You should play 4 Scrounging Bandar, 2 Verdurous Gearhulk and 4 Narnam Renegade instead of 4 Tireless Tracker, 4 Maulfist Revolutionary and 2 Rishkar.
To trigger revolt you could add 4 Renegade Map removing 2 lands and 2 Rishkar.(You don't need that many lands with your low curve)
I also suggest Hissing Quagmire (it kills enemy permeating mass and becomes one itself).