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Talisman of Unity
Tap: Add (1) to your mana pool.
Tap: Add (Green) or (White) to your mana pool. Talisman of Unity deals 1 damage to you.
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Talisman of Unity Discussion
5 days ago
First; you need more lands. With a commander costing 5 mana it wouldn't be vrazy to start around 37 or 38, 33 is waaaaaay too low. Lifelands are terrible. Brushland, Krosan Verge, Wooded Bastion and Reflecting Pool would be neat.
I'm not playing Sigarda myself,but my best friend is. So my ideas are based on his build as well as on my perception of core concepts such as mana efficiency and draw power.
Reduce number of creatures. Sigarda wants to go voltron here and all these don't help that gameplan. Avacyn, Hart, Mirri, Nazahn and Silverblade paladin have no business here. More enchantress effects would be helpful. Manadorks like Birds of Paradise, Arbor Elf, Llanowar Elves, Elvish Mystic and Avacyn's Pilgrim would be nice. Eidolon of Countless Battles could be fun. Stonehewer Giant or Stoneforge Mystic would be nice if you insist on keeping up the artifact theme.
As for artifacts, there are some underwhelming ones. Caged sun and Strata scythe depend heavily on number of certain basics you run, they aren't goiod outside monocolor decks. Empyrial Plate is unneeded because you aren't really keeping your hand full. Add more swords if you can.Even bad swords will do on a budget honestly. It's not much, but they're not terrible in voltron. Also add Talisman of Unity and Fellwar Stone because 5cmc commanders like to hit the field earlier than expected. Sensei's Divining Top can make your draws better,and since you lack conventional draw spells (most of Sigarda's draw is engine-like more than a good one-time boost), it could help.
1 week ago
Thank you for all the input! I do have specific reasons for each that I will try to address in order.
Channeler Initiate - will switch to devoted. All I wanted was a druid for Seton (will explain why
Karametra's Acolyte - she is certainly slow, but she also has the upside of going infinite with umbral mantle. Perhaps priests of titania might be better here for efficiency, but I wasn't certain if I had enough elves to make it worth it and reliable.
Nykthos, Shrine to Nyx - should be cradle. Buying a cradle this week. Still don't see this as bad, just not ideal. It's an untapped mana source that can, on occasion, generate stupid big mana. Makes Satyr more worth it once I add cradle too.
Shaman of Forgotten Ways - slow, for sure. But, I have won games where I can draw my deck but people have gotten rid of most all my combo pieces. It's a small inclusion that can pick up that extra game or two.
Talisman of Unity + Sylvan Caryatid The main combo needs at least one non-land source of green. Both of these are there to get my colors fixed. (I can later just cast seton to counteract damage from talisman)
Seeker of Skybreak - I'm getting close to on the same page as you on this. It's done okay, but I often just want to be able to do it the turn it comes down.
The key to Nazahn is that he's a tutorable way to tutor for equipment. I know he's big, dumb, and expensive. I don't stuggle to cast him when I need him. If I was only allowed one big dumb innefficient card, it would be him. He greatly transitions from paradox lines to selvala/mantle lines.
Agreed on scrying. Didn't have a crop rotate at the time. Didn't see a need for it until I got a cradle.
Yisan breaks parity with stax. I run into it a lot in my meta. He's my first tutor when I am in one of those matchups. He also rebuilds my board really well. He also allows access to my combo if I can get an umbral mantle on him. He may not be good enough, but I've had decent results with him.
Arashi is a tutorable instant speed way to kill linvala, aven mindcensor, hushwing griff, and all the flying hate bears that stop my deck
aura shards. I just can't agree that this is too much for the deck. This deck dies hard to null rod, sphere of resistance, static orb, rest in peace, leyline of sanctity, etc. Instead of packing 30 ways to kill those, this cheap inclusion will do the work of 3-4 cards in one card.
Agreed on planeswalkers. I've been testing them, don't like them. The only one I do like is Freyalise. She is slow, but she is a tutorable naturalize that also produces mana dorks. It's slow, but I plan on going futher into stax and that will make her more viable.
Reki is part of the loop with GW Selvala. He is 100% necessary to ensure that this loop can go off without a hitch. This loop is particularly good if we can't use our graveyard for the main loop.
Command beacon has already been replaced. It's decent, but not good enough
Artifact lands allow t1 sisay. a reasonable line of play is artifact land, mana crypt, mox opal, (metalcraft active), sisay.
Reliquary is a meta call. I run into Jin Gitaxiuous alot in my meta. I know it's incidental, but this land alone stops him. And I can crop rotate into it.
Scattered groves is slow. I've been looking at taking that out for a while. The cycling is occassionally good, but overall I agree.
Forest/ Plains are a judgement call due to a lot of blood moons, back to basics, etc. Need to have them to play magic. Could cut 2-3 for fetches and I think that would be fine.
K-grip, path to exile, heroic intervention - I've been told by many that k grip is too slow for competitive. I've just not found this to be true. The fact that it can't be responded to has made the extra mana worth it by far. I've not found a situation where a storm player will try to go off and not have pact of negation for similar for back up. This makes that not matter. Heroic is a cheap way to protect our whole board. For our effects it's exactly counterspell. (Same mana and just as effective). Path is one of the best removal spells in the game. I might be able to be convinced to remove it when it doesn't find a target. So far, it always has a good target.
Kamahl - This is a meta call. He is easier to tutor than living plane, and I have to have a good set up to make him work with norn. This is not a competitive choice but a choice to save face with local meta players. I know there is better, but a land destruction win through him feels earned, living plane doesn't. However, with or without him, norn is worth it. Norn stops lab man, a ton of stax and hate bears, and makes keeps some of the most popular competitive commanders from even hitting the board. It's too good against too much even without a combo.
Thalia - This is the first hint of seeing where I'm trying to transition to more stax. She keeps infinite creature combos from killing me on the turn they happen. You can create all the kiki triggers you want, they can't attack this turn. Doesn't stop porphoros, but the card can't be expected to stop everything. It also taxes really greedy mana bases that run all 10 fetches.
Avacyn - I have a hard on for this card. Plain and simple. I love this card, I can play it in this deck, and it works. This is another one that I should probably get rid of if I want to be as fast as possible, but I can't yet. She also becomes a ton better if I go the route of stax.
Overall: I will definitely look at priests of titania, steelshapers gift, crop rotation, arbor elf, and all the lands. The lands are the last place I have left to really dig into with this deck.
1 month ago
You might want to fit in some more mana rocks/dorks to better support the paradox engine (and brago with the rocks). Derevi is very good with some of the bigger mana rocks that don't untap, such as Basalt Monolith, Mana Vault, and Grim Monolith. In addition, Fellwar Stone, Talisman of Progress, and Talisman of Unity are some great 2-mana rocks. Noble Hierarch and Birds of Paradise are some strong mana dorks. Some other strong mana dorks include Somberwald Sage and Shaman of Forgotten Ways.
Some creatures that generate tokens on etb might be nice to synergize with Derevi and the flicker theme. Avenger of Zendikar is one of the best, and Geist-Honored Monk, Captain of the Watch, and Hornet Queen are some other strong options. There are some other good options that also have other nice effects. Knight-Captain of Eos can fog for a turn by sacrificing one of his tokens, while Whirler Rogue can make a creature unblockable by tapping down his spawn.
Your tap/untap shenanigan package is on the weaker side at the moment, but there are some nice options for you to consider. Nullmage Shepherd lets you tap your stuff to blow up artifacts/enchantments while synergizing nicely with tokens, and Adarkar Valkyrie protects your stuff and steal your opponent's. Reconnaissance is a great inclusion in any Derevi deck for giving your team pseudo-vigilance, but can also let you use an attacking creature's tap ability infinitely as long as its free. You can use this to generate infinite mana in the combat step with a mana dork, draw your deck with Arcanis, or activate Adarkar Valkyrie on every creature before wiping the board.
2 months ago
To speed up the deck, I'd try fitting in some more cheap mana dorks, as well as some that scale off of the amount of creatures/elves you have. Fyndhorn Elves, Elvish Mystic, Priest of Titania, and Elvish Archdruid are some great cards for this purpose. You've got a lot of slower mana rocks in your deck, I would replace them with faster variants. Selesnya Signet, Talisman of Unity, and Fellwar Stone all are really cheap mana rocks, and coming down a turn sooner is very impactful.
To protect against massive tramplers, I'd consider running some fog effects. Arachnogenesis is a great fog that also produces an army of spiders, while Teferi's Protection is basically a catch all to defend against anything. Both of these are kind of expensive though, so I'd suggest Tangle and Spore Cloud as replacements. They can essentially fog someone for 2 turns by preventing their army from untapping, potentially giving the entire table 2 turns to kill them.
Besides that, I really like your take on Rhys! Using lifegain as your wincon of choice is really neat.
2 months ago
If you're interested in making the deck more competitive, I have some major suggestions for you:
First, let's fix up your mana base. More competitively minded Arahbo decks want to hit early land drops and get threats out ASAP. Regardless if your deck is intended for 1v1 or if you want it to hold its own in multiplayer, you don't want your lands to enter the battlefield tapped. Nearly half of your lands enter tapped, meaning you're going to be behind on mana nearly half of the time! For our purposes, I think it would be better to list the lands that enter tapped that I think would be alright keeping:
I'm not the biggest fan of Evolving Wilds or Terramorphic Expanse in 2 color green decks, as you have so many other ramp/fetch options, but for budget purposes they are perfectly fine inclusions. Anything else that can't tap for mana the turn you drop it doesn't seem worth it to me. With the same logic, I'd be mighty tempted to exclude Temple of the False God as well
As far as replacements go, we need a combination of additional lands and ramp. For the lands, while higher end fetches are nice, we can go for cheaper options (mostly under $5 each) that will provide better mana fixing than Selesnya Guildgate and company:
- Canopy Vista
- Fortified Village
- Mana Confluence - A little on the pricey side, but taps for anything.
- Sunpetal Grove
- Temple of Plenty - Enters tap, but provides a scry!
- Unclaimed Territory - Weaker Cavern of Souls!
Outside of these choices, I'd also add more basic lands. While some of the ETB tapped duals are nice, if you have more ramp options that allow you to select basics from your deck, you can pick and choose what colors you want on the fly:
- Oreskos Explorer - Get Plains out of your deck and into your hand!
- Kodama's Reach - Your second copy of Cultivate
- Farseek and/or Nature's Lore - Get a Forest or Plains from your deck. This includes Scattered Groves! I personally prefer Nature's Lore since the land doesn't enter tapped.
- Rampant Growth - See above, but only for basics.
I've got a few more mana rocks for you to consider as well:
- Selesnya Signet - Signets are staples for 2 color decks. People run it for good reason!
- Talisman of Unity - One of the benefits of ally colors is that you get to run a Talisman, which can be dropped off of a turn 1 Sol Ring for massive ramp early!
- Mind Stone - Personally, I believe this to be better than Dreamstone Hedron since it comes out much earlier, even though the ramp and draw is halved.
- Fellwar Stone - This is better in 3+ color decks, but if you need another cheap mana rock, this is about as good as they get.
- Marble Diamond and Moss Diamond - These are weaker than the others, but they can be drop early and pay themselves off in the long run.
While these cards aren't strictly mana rocks per se, they work similar to Herald’s Horn . I'd exhaust your mana rock options before considering these, however:
- Oketra's Monument and Rhonas's Monument: Reduce the cost of your creature spells while provide extra utility in the form of chumps and pumps.
- Pearl Medallion and Emerald Medallion**: Can be dropped off of a Turn 1 Sol Ring, which is where they'd really shine.
Now that we've got your mana covered, let's talk about your win conditions. One thing I dislike about the deck out of the box is that you're split in a few directions - do you go wide with tokens, do you voltron it up/go tall? In either case, lets consider your finishers for each win-con (outside of Arahbos abilities):
At a glance its easy to see how each of these cards could win you the game, but its worth it to take a more critical look at how each of these work, and the best ways to support them.
Lets start with going wide with tokens.
First, Coat of Arms: Ignoring for now that this boosts your opponents creatures as well, we gotta do some math. Worst case scenario, lets say each of your opponents are at 40 life, and you want to swing for the kill. Math wise, were looking at your cumulative damage across the board being equal X*(X-1)+P, where X is the number of cats you control, and P is your total power. If youre in 1v1, the math is simple, as youre swinging all of your cats at one opponent, but in multiplayer things get trickier, as you have to split your attacks. You may find yourself in a position where you have 80 damage on the board, but due to an uneven number of creatures or differences in power, you can still only kill one of your opponents.
In any case, given the exponential nature of Coat of Arms, the more players youre going up against, the less cats you need to generate per player to win. Still, if youre going for quick kills (Im thinking competitive = win asap), then you want to find a way to drop multiple creatures Turn A, then Turn B cast Coat of Arms and swing. Tokens are the best way of doing this, but as far as dropping a bunch in one turn, your options are currently limited to just White Sun's Zenith, Regal Caracal, and Pride Sovereign, with the latter two being limited to 2 tokens a pop unless you include a token doubler like Anointed Procession.
Ajani, Caller of the Pride I believe should go in nearly every Arahbo deck, given how much synergy it offers to the multiple playstyles Arahbo can support. While getting the Ult off can be tricky, you could easily end up with 20+ cats, which would be enough to kill almost any table.
Nacatl War-Pride is another great finisher that actually works in non-token strategies as well, given the blocks that it forces. If you can enable trample on your creatures across the board, then this can easily kill with Coat of Arms and your opponent just controlling a handful of creatures. Coat of Arms also boosts your creatures that arent attacking the same opponent as War-Pride, so you dont have to be forced to pick off one opponent at a time!
Other than that, flickering Regal Caracal with something like Felidar Guardian could also assist with the token generation.
The same principles above apply to Jazal Goldmane the more tokens you have the better. Jazal costs 9 more cumulative mana than Coat of Arms does, however, so you really want to focus on ramping out as much as you can in order to make the most effective use of him, and in extension your biggest potential token generator, White Suns Zenith.
If youre keen on the tokens route, you can instead focus on getting the most bang for your buck with those tokens. Turn them into mana generators with Cryptolith Rite, or make each individual token a massive threat with cards like Beastmaster Ascension and True Conviction. I particularly like those latter cards because they work well with non-Cat tokens just the same. Im thinking cards like Oketra's Monument like I mentioned earlier, which provides additional tokens for you to use that wouldnt necessarily help out with Coat of Arms. But getting a 6/6 Soldier instead of a 1/1 thanks to Beastmaster Ascension? That seems like a hell of a great deal to me!
For all of the above token strategies, its no surprise that Mirri, Weatherlight Duelist is your best friend. Only being blocked by one creature per opponent means your threats will almost definitely go through. Still, you know that by default, they will also block your strongest creature given the choice. Thankfully, you can take away that choice thanks to Krosan Vorine. Its an old card with the Provoke ability, which also happens to be a Cat Beast! I dont think your deck could be asking for more synergy here this card allows your game ending-threats to go through with ease.
Thats the extent of what I have to offer with token-based wins. Ill cover some general token boons for your deck shortly, but before that Id like to touch on the Tall/Voltron focus your deck has.
If I can speak frankly, I strongly feel that if you want to go the voltron/equipment route, you should make Nazahn, Revered Bladesmith your commander. He is better suited for going for a commander-damage win, and you have equipment toolbox tutoring whenever you need it with him in the command zone. The more I personally playtested my Arahbo deck, I found myself short on actual cats to boost with him when I ran too many equipments. Personally speaking, your deck would be best optimized if you either lessened the equipment focus, or changed the commander.
If you intend to keep the focus as is with Arahbo sitting at the helm, I still have some pointers that should hopefully help you out.
Youre going to want to get Artifacts that give you the most bang for your buck. This can either be in value these equipment provide, or them being high power for their cost.
Skullclamp is included in the base deck, and I feel it should be definitely part of your 99. No, you dont have many 1/1s currently to abuse the draw, but Skullclamps value necessarily stem from repeated draws like youd see in Marath, Will of the Wild and other token decks. Just being able to replace your one card with 2 is immensely valuable. Youre already running Heirloom Blade, and I feel Skullclamp in the long run is more valuable than that card.
Sitting down at competitive tables means youre going to be seeing some big name cards, some that may be too big or expensive for your own deck to run. But that doesnt mean you cant play them still! Look no further than Masterwork of Ingenuity, which copies any other equipment on the field. I cant afford or Umezawa's Jitte, but Im sure Masterwork would be in your budget range.
Speaking of masterworks, Stoneforge Masterwork is a best of both worlds kind of card, working as hybrid between your tall and wide strategies. It effectively turns any one of your cats into a Pride Sovereign, which is nothing to scoff at!
If you have the budget for them, consider some larger (and easier to cast!) equipment threats like Darksteel Plate, Godsend, and Sword of Fire and Ice if youre a real high roller. I wouldnt run any of the other swords given that I believe they all have protection from White or Green, meaning you couldnt boost the same creatures with Arahbo. In a Nazahn deck, however? You could go nuts!
The one additional thing I would offer for you in regards to voltron-ing it up would be to add evasion to your creatures. Trample enablers are nice, but youre missing a pretty significant one in the form of Rancor. Not an equipment, but its cheap and your opponents will be hard pressed to remove it for good. Gryff's Boon is in the same vein on the flying side of things, with similar recursion. While it lacks recursion, Shield of the Oversoul is another aura that will make your creature nigh unstoppable.
Speaking of flying, Fleetfeather Sandals is a slightly weaker version of Swiftfoot Boots that offers flying instead of hexproof. Ive personally been running it in my own Arahbo deck over Lightning Greaves given that Shroud prevents me from targetting my own creatures with Arahbos eminence ability. Ajani, Caller of the Pride (who I mentioned in my token coverage earlier!) also enables flying!
For your tall builds, dont be afraid to branch away from the equipment focus if you stick with Arahbo. In addition to thos enchantments, I personally am I massive advocate of Duelist's Heritage, which you can use to your advantage by encouraging your opponents to take each other out first! It comes out much earlier than Raksha Golden Cub, and while it lacks the additional anthem it provides, being able to swing a few turns in advance with it makes it worth considering.
If you want a quick and dirty equipment win, look no further than Grafted Exoskeleton. With Arahbos eminence, if you enable double strike on the equipped creature, one unblocked attack is guaranteed to knock out an opponent thanks to infect. This very much depends on your playgroup, so please consider it carefully. Im personally a big fan of infect, so I consider this single card one of my primary win-cons in my Arahbo deck, even though theres not as big of an equipment focus as yours.
For the above, youre going to want to be able to toolbox the right equipments and auras for the right scenarios. Open the Armory is a very cheap tutor that would serve you well, which you can later upgrade to Steelshaper's Gift or even Enlightened Tutor.
Anything more Id have to add about your win-cons would be dependent on what direction you eventually take the deck. In the meantime, Id like to cover some general utility and quality of life improvements for your deck!
One thing that would help would be to lower the curve of your deck. Your average CMC is 3.65 currently, meaning most of your cards are being dropped turn 3 or 4, by which point more competitive decks would already have gotten the ball rolling. We can fix this by reducing the number of large cards youre running, or at least making sure that those cards are REAL power plays.
Personally, I dont play anything of CMC of 6 unless I know it can contribute to an actual victory on a regular basis. Cards in your deck like Argentum Armor, Jareth, Leonine Titan, Jedit Ojanen of Efrava, and Spirit of the Hearth are big and flashy but wont turn the game around for you.
Instead, something like Felidar Sovereign is another large cat in the same range, which can add some additional win-cons for you! More low costed threats that can be just as big and deadly like Mirror Entity (technically a cat!), Lost Leonin (gotta love infect!), and Adorned Pouncer (built-in double strike to take advantage of eminence!) would be massive boons that help make you a threat much earlier in the game.
There are also a handful of cards I feel are entirely outclassed in your deck. Relic Crush, for example, is practically a worse version of Sylvan Reclamation which exiles AND has cycling on it. Instant upgrade! Other small removal improvements would be the inclusion of Swords to Plowshares and/or Beast Within, which both offer great utility.
Right now, its difficult for me to suggest some specific cuts, as that is dependent on what direction youd like to take the deck. For now, Id like to offer you a few resources which can hopefully help you make up your mind.
First, my own deck!
Commander / EDH
SCORE: 12 | 1652 VIEWS | IN 7 FOLDERS
I implement many of the above ideas in my own deck, so hopefully it can give you a good idea of what a more heavily modified Arahbo deck looks like.
Second, this excellent article on MTGGoldfish on upgrading Arahbo on a budget:
If you implemented all of my suggestions, things would add up pretty quickly. This article should give you a quick idea of what some quick easy changes you could make would be.
Third, the CommandCasts podcast episode on the Arahbo deck!
These guys know EDH like the back of their hands, and they offer some insightful tips on how to improve upon the strengths of the Feline Ferocity deck. Another episode of theirs worth watching is the one where they cover the basics of deck construction, which has significantly improved my own deck building after watching:
Finally, the holy grail of EDH utilities: EDHREC!
This page lists the most popular cards used in Arahbo decks. Experiment with the filters, putting in cards youd like to use, or cards you dont like, and see what people with similar tastes are running!
I really hope this all helps. I know I wrote a novel here, but Id love to hear your thoughts on my suggestions, and hopefully we can take things from there!
3 months ago
A few thoughts on this list, no particular order:
You're running quite a few lands that ETB tapped. Mosswort Bridge, Secluded Steppe, Stirring Wildwood, and Tranquil Thicket. In order to keep my own Arahbo deck more on the aggressive side, I've opted to exclude most lands that come in tapped. I did keep a handful, like Temple of Plenty however. Still, with less tap lands you may be able to get your artifacts on your creatures more quickly.
Speaking of lands, there are some notable exclusions I'm curious about. I see you're running Vanquisher's Banner from Ixalan, but haven't included Unclaimed Territory ! This card is a weaker Cavern of Souls, but nonetheless provides great fixing for your cats. I think it would be worth your while to slot it in.
Looking at your 1 drops, I very much like that you've included Gryff's Boon, but I feel your deck could also use Rancor. It works similarly in that it recurs itself, and trample practically guarantees damage goes through. Other 1 drops to consider would be Berserk, which serves as both pump and removal (I'd replace Path to Exile with it, personally) as well as Enlightened Tutor for better card selection than what Steelshaper's Gift could offer.
How have Lightning Greaves been working for you? Shroud prevents you from using eminence on your equipped cats, so I've been hesitant to slot it back into my own deck.
While they provide some card draw, Mind Stone, Hedron Archive, and especially Dreamstone Hedron have always felt underwhelming to me. As mana rocks, Mind Stone is on the worthwhile side as it is cheap, but Archive and Dreamstone don't scale as well. If you're going for the mana, Gilded Lotus is a better bet, whereas if you're going for the draw, Rishkar's Expertise is only 6 mana for 3 cards minimum and cheating of mana costs when Dreamstone effectively takes NINE.
Speaking of Mana Rocks, I'm not sure if Commander's Sphere is worth an extra mana for the cantrip. Talisman of Unity can be dropped off of a Turn 1 Sol Ring to really ramp you up!
If you're using Strata Scythe, I'd imagine you'd want to be running Traverse the Outlands alongside it. You can effectively double your equipped creatures power with this combo!
3 months ago
Some thoughts on some of your card choices, in no particular order.
Sylvan Reclamation for all intents and purposes in a deck like this is strictly better than Relic Crush. Trading out one generic mana for one White mana (which 99 times out of 100 you WILL have) gets you basic landcycling AND exile instead of destroy. The switch is a no-brainer, imo.
Thought Vessel isn't doing a ton for this deck. How often will you be at or above your hand limit for more than a turn or two? Card draw in GW isn't that impressive, even with Rishkar's Expertise and company. I think you'd be better off with Talisman of Unity over Thought Vessel, and I'd dump the Spellbook for a Sol Ring so you can get some more ramp going.
For a deck that wants to get ahead early, I believe you're running far too many ETB tapped lands. Blossoming Sands, Grasslands, Krosan Verge, Mosswort Bridge, Myriad Landscape, and Stirring Wildwood will all set you back a turn on mana production. I'd say Temple of Plenty too, but at least you're getting the scry on that. I'm Opting not to run that, but that's your call! Get some more rocks in there like Selesnya Signet, and be on the lookout for the new Unclaimed Territory in Ixalan, which is pretty much budget Cavern of Souls. Some more relevant utility lands like Rogue's Passage over Reliquary Tower would be worthwhile, too.
If you can, I'd sooner run Brimaz, King of Oreskos over Jedit Ojanen of Efrava. The forestwalk is nice, but 6 mana is steep. Brimaz is only 3 CMC and provides an excellent source defense with Vigilance.
Running Lost Leonin signals to me that you want to use Infect combined with the Arahbo's eminence for a quick kill. Double Strike enablers like Duelist's Heritage, Silverblade Paladin, and Ajani, Caller of the Pride (did somebody ask for flavor?) are huge boons for this, and in general allow you to get the most of Arahbo's pumps. Not to mention them having 3 CMC and similar casting costs as Lost Leonin lead to a superb curve out of your plays. Grafted Exoskeleton also turns any of your cats into a bigger Lost Leonin, for what it's worth!
The last comment that I'll make, and this stems from "mistakes" I was making when first build this deck, is too much focus on cheap cats as soon as quickly being too big a focus. Smashing your opponent for 6 with a 2-drop sounds appealing, but that's only going to go so far in multiplayer. If you're doing 1v1 commander, that's largely fine, but you'll want to diversify your line-up if you want to hold your own in multiplayer. Admittedly, I'm still trying to squeeze these in my own deck, but it wouldn't be remiss of you to include cards like Reveillark and Karmic Guide in here for some recursion. (Also, those two go infinite with Leonin Relic-Warder, Greater Good, and a mana rock!)
4 months ago
I see where you are coming from. I'm going to be honest, I forget all the time about the Talismans, but I agree with your argument. I think I'll replace Into the North with Talisman of Unity and swap Arctic Flats with something like Ancient Tomb.
I'll try out Mom in place of Archetype and Mangara in place of green Myojin in my next couple of games to see how they run. I like Mangara and want to run him, but I've been trying to figure out what to take out in his place. What would you suggest to make room for Swords or Path? I guess I can try it in place of a tutor? What would you swap for Avacyn's Pilgrim? I run Bloom Tender and Priest of Titania because they often tap for more than 1 mana. I guess I could replace Sac-Elder?
I'm going to try out a couple of other changes I've been meaning to try as well, like Stonecloaker in place of Scooze, since it plays better with Paradox Engine.