Target creature gets +2/+2 until end of turn. You may remove a -1/-1 counter from it.
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Shed Weakness Discussion
1 month 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.
1 month 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.
1 month ago
Haha yeeeeaa its still a prototype.
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
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.
4 months ago
But maybe you can make them work, I'm thinking about stuff like attacking with a 4/3 Crocodile of the Crossing, buffing it to 7/5 with Shed Weakness, after blockers are declared. There are currently many instants that give you indestructible, too: Rush of Vitality, card:Without Weakness, Destined / Lead (Destined) and Heroic Intervention
4 months ago
Hey Variux! I exactly now how you feel. I'm a fairly new player (started with Amonkhet) and when I learned about Hapatra, Vizier of Poisons, I instantaneously thought "Oh boy this is it!". Currently saving money for a Hapatra, Vizier of Poisons-Commander deck.
Regarding Plague Belcher: I borrowed a playset from a friend and there we're some good plays you can do with it, but usually the opponent will find a way to get more worth out of his blockers than you will find in attacking with Plague Belcher. But Plague Belcher can be a huge beast if you support it with instants like Rush of Vitality, Shed Weakness or Without Weakness. Sorceries like Larger Than Life can work well, too, but regarding those, it's easier for your opponent to act accordingly.
5 months ago
Hmm, interesting build ericcartman... but...
I feel like if Consuming Fervor has a home it's best paired with
Casting it on something, and having it Pushed or otherwise removed from combat isn't fun. Basically a 2 for 1... and a lot of the creatures you want to cast it on can be shocked as response to you targeting it.
I like the tech of Hapatra's Mark to remove the negative counters. I feel like you need more creature protection, and one that helps remove the downside of Fervor while keeping the creature alive is great. Have you considered Blossoming Defense or even Shed Weakness?
I think I'd mainboard Channeler Initiate. Seems like the perfect target for -1/-1 counters. Serving dual duty as mana and beater.
Going back to my original point, has Sram, Senior Edificer, so once it's cast, the enchantment replaces itself. Also, Vizier of Remedies can keep the negative effect's of the enchantment from even proccing.
I could be totally wrong. Have you playtested it?