|Commander / EDH||Legal|
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|Ultimate Masters (UMA)||Common|
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Target creature gets +2/+2 until end of turn. You may remove a -1/-1 counter from it.
Shed Weakness Discussion
1 year ago
Nice effort with the deck. As far as the archetype, I think this fits somewhere between tempo and midrange. It is too slow to be aggro and is certainly not a control deck. I think with a good draw this deck can definitely win games, and I imagine it's best match-ups would be against aggro where you can create a board-state they can't reach through, while you can ping through unblockable damage.
The weakest match-ups would be against control variants, where you can get board-wiped and may not be able to recover advantage in time before they Approach of the Second Sun you. Holding up and even just representing Negate will be the key in this situation.
My two cents on card slots to work on:
There are very few artifacts in this deck, so Temporal Machinations should be replaced with something with a higher upside or lower mana cost, such as Blink of an Eye (though there are many other options for this slot)
Shed Weakness should be replaced with something like Blossoming Defense, since there are no "-1,-1" counter synergies in this deck, and you are unlikely to see any in most standard tournaments (for now..). Same argument for Hapatra's Mark in your sideboard.
Speaking of the sideboard, I think the Meandering River and Teferi, Timebender plan absolutelly needs to be replaced with something more versatile and useful. Teferi, Timebender is unlikely to win you the game and dedicating 5 sideboard slots towards enabling him is unlikely to pay off.
I would suggest sideboard cards that offer specific advantaged against certain decks:
Lifecrafter's Bestiary to give you card advantage. Shaper's Sanctuary would be nice against red/black targeting kill spells specifically. Spell Pierce to supplement your Negate's in protecting against big board wipes
Prey Upon (or similar fight style effects - there are many) to trade off against weaker aggro creatures.
This is a less obvious one, and would largely depend on the kind of meta game you are facing. Something like Baral's Expertise could be worthwhile against fastish midrange decks like Mardu Vehicles to give you a bit of a tempo swing maybe?
Finally (though I think you are aiming to make this deck on a budget) one of the best way to improve it would be to add some dual lands like Botanical Sanctum. Even 2-3 Evolving Wilds should be considered just to make sure you hit your colours. A big advantage to dual lands specifically is that because they cover more of your coloured mana requirements, you can afford to include a few colourless utility lands like Scavenger Grounds or Field of Ruin, which can take care of troublesome things like graveyards and other utility lands, when your main colours have no way of dealing with them naturally.
Anyway, I hope some of that might be helpful to you, best of luck!
1 year ago
Maybe Resilient Khenra for when you're almost able to drop Ghalta, Primal Hunger for GG but not quite there? For this same reason, I suggest Shed Weakness as well, as it would allow for a turn 3 Ghalta.
Only other thing I really have for a suggestion would be Larger Than Life, but it would be for the same reasons as Khenra and Shed Weakness.
1 year ago
This deck reminds me of some of my early decks - I wanted to play all my good cards, regardless of how big my deck was. If you are playing this deck casually with friends, then that's fine. But this deck probably shouldn't have the "competitive" tag.
Looking through your description, you almost have two entire decks in your build - a WB tokens, and a GB -1/-1 counters. However, I think there is potential with what you are trying to do with Anointed Procession + Hapatra, Vizier of Poisons + Nest of Scarabs .
Focusing on the -1/-1 counters, then tokens, let's go through some of your creatures. Channeler Initiate will give you a better interaction with your combo; I recommend swapping out Rishkar, Peema Renegade for the Initiates. You currently have 11 creatures with converted casting cost of 5 or more; Decimator Beetle supports the -1/-1 strategy, and the other three all support a "go wide" strategy by pumping all your tokens. For a start, I would drop the 2x Bellowing Aegisaur, then probably go down to only 3 each of the Angel and the Beetle. Encampment Keeper is a NO in my opinion. Sacred Cat gives you an early game one-drop, gains you one or two life, then comes back double later once you have your Anointed Procession.
For your non-creatures, drop Shed Weakness, Dowsing Dagger Flip, and Engineered Might. Appeal and Driven are very good choices in your deck. Grind seems like a nice choice that supports the -1/-1 strategy very well. Liliana may just be getting greedy; she can probably go. Growing Rites of Itlimoc Flip doesn't really have a big payoff for all the mana it will produce; it's kind of a "win more" card in here. Also, Oath of Ajani supports the "go wide" strategy, but it doesn't work well with the main combo, so I would drop it too.
1 year ago
I highly recommend the Channeler Initiate. Its ability to ramp and trigger enter battlefield triggers was very useful whenever I played it. The fact you get 3 tokens from each Nest of Scarabs is play makes it still a useful draw in the later part of the game.
Another card I have found much success with when playing this kind of deck is Key to the City. You can use this to sneak Hapatra, Vizier of Poisons across the battlefield getting its combat trigger and more snakes. You can also use it to sneak any Ammit Eternal into your opponent if it gets shrunk too much.
Looks like a nice deck list you have here. best of luck with it.
2 years ago
This gives you more Creatures to build a fast aggro version. With Excavator you can build your Manabase with returning evolving wilds every turn, to search the right lands. The Charioteer gives your creatures trample. Ramunap Ruins with Excavator can be a solid 2 damage per round in the mid or late game without a landloss.
2 years ago
Haha yeeeeaa its still a prototype.
2 years 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.
2 years ago
I have a similar deck, with a few exceptions, might help? Melira, Sylvok Outcast and some infect cards (for the -1 counters) like Blight Mamba and Rot Wolf and even Hand of the Praetors. Spells like Shed Weakness help get rid of the -1 counters on your guys. Stinging Shot for counters, Splendid Agony all help to get those deathtouch snakes out for defence.
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