|Commander / EDH||Legal|
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|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Uncommon|
|Battle for Zendikar (BFZ)||Uncommon|
|Promo Set (000)||Uncommon|
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Creature — Cat
Landfall --- Whenever a land enters the battlefield under your control, Scythe Leopard gets +1/+1 until end of turn.
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Scythe Leopard Discussion
1 month ago
I play quite a different style of Arahbo, Roar of the World deck, but thought I'd offer some suggestion and get some insight. I'm still trying to make mine a functional deck that compete in Multi-player consistently.
Do you find that by going the creature (Cat) forward approach, you end up with several under-powered cats. For example, Enlightened Ascetic, Grizzled Leotau, Leonin Armorguard, Scythe Leopard (He could benefit from fetch lands like Windswept Heath or Wooded Foothills, Scythe Tiger (can't be Eminence, I get hes big, but he is what he is and sets you back a land), Stalking Tiger, Wild Leotau.
What about tutoring the high-powered cats, with something like Eladamri's Call for sure, or Green Sun's Zenith. In my build im trying forward planning tutoring with Worldly Tutor and Sylvan Tutor to get into my Lost Leonin or Felidar Sovereign.
I know you run Descendants' Path so more cats is preferable, but Im always worried about a balance, drawing an extra bad cat that doesn't do much, or pulling a good cat that pushes forward my board position, if that makes sense?
What about Metallic Mimic, with so many Cats i think he would be good for you, and is an aggro cat? Would something like Vanquisher's Banner (even though higher CMC) be better than an Always Watching because of the extra draw? I think it's pretty high CMC, but the vigilence isn't key. Stuff like Mirari's Wake or Spear of Heliod totally make sense to me though.
No Mirri, Weatherlight Duelist, he provides evasion, and protection from counter-attacks. I think you should get him in there. He was in the C17 deckbox.
I would run a Triumph of the Hordes with so many cats, the +1 to each is going to defeat some opponents. +1.
PS: Really like the Privileged Position
1 month ago
Grove Rumbler + 3 Lands is a 10/10 which can make the game much faster, but does not work early that well
Retreat to Kazandu is a genius card! You can buff whatever or gain live a lot
2 months ago
i would just like to point out that you could also easily swap the black cards with green and run
Undergrowth Champion (infinitly large creature),
Retreat to Kazandu (inf life or infinitly large creature),
Knight of the Reliquary (tutor for sejiri steppe)
Jaddi Offshoot (also inf life)
Lotus Cobra (inf mana)
another black card i saw was:
Scrib Nibblers (inf mill)
2 months ago
2 months ago
If you want aggro, focus on low-cost creatures. If you want to go for the late game, you must be able to keep it stable until Regal Caracal comes. Ornamental Courage is an example of a card that can keep your main pieces alive. Drop some creatures, like Aetherstream Leopard or Scythe Leopard that aren't good or don't interact well if the rest, and don't be afraid to get non-cat creatures that can help you.
3 months ago
A couple of suggestions of cats you could add:Prowling Serpopard to deal with control decks; Aetherstream Leopard + Riparian Tiger to better exploit charge counters; Scrounging Bandar early game creature that can help out your bigger cats late game; Scythe Leopard early game creatures; Felidar Cub can serve as artifact removal or just attack; Felidar Sovereign also a potential win condition
Some instants you could add:Acrobatic Maneuver + Eerie Interlude + Long Road Home blink a cat to avoid damage or to re-trigger Regal Caracal; Appetite for the Unnatural + Decommission makes great enchantment or artifact removal; Commencement of Festivities + Encircling Fissure to stall longer; Gift of Strength + Highspire Infusion + Mighty Leap + Shed Weakness + Swell of Growth for buffing; Gideon's Reproach + Immolating Glare for potentially cheap removal; Life Goes On is really cheap life gain and can combo with Felidar Sovereign; Lifecrafter's Gift can combo with Metallic Mimic; Pulse of Murasa is a generally good card; Prepare / Fight + Tenacity for a smack down end game
Some sorceries:Appeal / Authority + Driven / Despair + Engineered Might + Larger Than Life + Ondu Rising + Overcome for more end game smack down; Approach of the Second Sun could be a win condition if you want, especially if you're stalling; Attune with Aether for lands and energy; Chaplain's Blessing for extra life and to combo with Felidar Sovereign; Collective Effort has a variety of good uses; Dubious Challenge would work well if you get more high cost creatures; Earthen Arms + Incremental Growth for a permanent buff; Mouth / Feed for a creature and card draws; Not Forgotten to either fetch from graveyard or remove from graveyard;
Finally, a few enchantments:Cartouche of Strength + Cartouche of Solidarity + Gryff's Boon + Conviction + Iona's Blessing major creature buffs, Call for Unity + Trial of Solidarity end game smack down, Always Watching make all your non token cats stronger; Authority of the Consuls to punish your opponent and limit his blockers; Bonds of Mortality potentially add to deal with hexproof and indestructible; Bound by Moonsilver removal that can move; Durable Handicraft + Oath of Ajani + Retreat to Kazandu adds more +1/+1 counters; Overwhelming Splendor + Sandwurm Convergence wind condition; Gift of Paradise extra life and mana;
Of course, this is far more cards then you could have in your deck, so you'll need to mix and match. I really recommend Felidar Sovereign and some heal cards like Life Goes On, as this makes a potentially very easy win con. I also think you should try to exploit getting +1/+1 counters more, since green and white are perfect for that. Lots of potential cards for cat decks, I wish you luck finding a good selection.
3 months ago
OK, here we go. I've got a lot of feedback for this deck.
First of all, it's REALLY fun to play.
I've always loved mucking around with
Be aware that this is quite "durdly". Make sure you play it at a reasonable pace: not so slow that you run out of time to complete a match, not so fast that your Opponent doesn't know what is going on.
You would run 20 lands in an EXTREMELY aggressive deck. This is not one of those decks.
I suggest you add 3x Attune with Aether to the mix which sort of acts like a land, colour fixes, and gives you extra
It also acts a little bit like Haze of Pollen in that you now have a chump blocker that you don't care about losing.
It works really well with Bristling Hydra
I would rather see a counter spell than Gift of Tusks. Much better to completely stop a Creature resolving than nerf it for one turn, or boost one of your Creatures. Again, the card is a bit too situational.
Here is a suggested upgrade:
This deck has a stronger purpose now - get as many as possible and use them to overwhelm the enemy.
I don't like Containment Membrane in the Sideboard. It doesn't tap the Creature, so if it's big enough they can just use it as a blocker.
Against a Control deck running Torrential Gearhulk it is next to useless.
You'll have to playtest any changes to see how they work.
If you update the deck tag me in these Comments and I'll take another look at it.
3 months ago
I get where you're going with this, but running so many lands pretty much guarantees a hand full of lands most games. You don't have any plays until turn 3, and once you do have a mess of lands there isn't a real pay off for it.
I would cut down to 27 lands MAX, throw in some early game defense and a couple of bombs.
Cards I'd look at:
Hope this helps!