Creature — Cat
: You may return another target creature you control to its owner's hand. If you do, Temur Sabertooth gains indestructible until end of turn.
|Have (2)||pskinn01 ,|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Fate Reforged (FRF)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Temur Sabertooth occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
Temur Sabertooth Discussion
2 days ago
I would go with Arahbo, Roar of the World and with a tactic of always having one or two cats on the field trying to hit people. Go tall. Alms Collector , Enlightened Ascetic , Kinjalli's Sunwing , Lost Leonin , Skyhunter Skirmisher , Stalking Leonin , Temur Sabertooth , Whitemane Lion , some ramp, removals, protection, a board wipe or two and some equipment. would take out Jareth, Leonine Titan because too much mana, Jazal Goldmane, Nacatl War-Pride , Qasali Slingers and Jedit Ojanen of Efrava for the same reason. Also cool are Heroic Intervention and Selesnya Charm. Stave Off has a cat on it.
3 days ago
Hi, I'm looking around the net for some ideas on building a new common/uncommon commander. Currently have Ghave and Animar built. I saw your list and was curious why you're not running either Windfall to go with Narset, Parter of Veils or Retreat to Coralhelm to go with your put land into play creatures like Sakura-Tribe Scout? Also Thwart synergizes with Tatyova's strategy.
Seems like your only ways to win are combat damage / infect with token creatures made from Rise from the Tides, Sprout Swarm, or Zendikar's Roil. Maybe possible taking someones Eldrazi or something with Take Possession. Do you think Centaur Glade would be a decent addition to your token producers?
How has the deck played out for you? Decent win ratio? What's your meta like (very casual, mid-power, high-power, competitive)?
Are there any infinite combos that you've considered? Maybe something like Peregrine Drake + Ghostly Flicker + Mnemonic Wall or maybe Temur Sabertooth + Peregrine Drake + some lands that tap for 2 mana. Infinite mana basically just gives you a lot of token creatures though. Maybe Capsize would be your way to end the game on the same turn you get infinite mana.
1 week ago
PhotogenicParasympathetic zzz please don't @ me so aggressively if you are a scrub.
Recurring Nightmare is a repeat value engine in a format that is almost entirely combo oriented at the competitive side of things. Notably, it requires a creature card in two zones to function. So when you're busy putting 1 creature on the field, 1 in the yard, and then paying 3 for Nightmare, anyone with a brain is just going to send Protean Hulk to the GY and Reanimate + sac/destroy it for a much faster and powerful combo. The card is slow and requires creatures on field and in GY to make it go. It probably wouldn't even make a splash in competitive EDH if it were unbanned, not even as reanimate effect #6 in a reanimate deck.
Selvala, Heart of the Wilds allows for more explosive mana production much faster, and you can use that explosive mana to get access to more cards by playing creature spells. It also serves as an outlet to draw your deck with infinite mana with Temur Sabertooth. Consider if you get a Selvala versus a Rofellos onto the field turn 3. Rofellos is AT MOST making 3 mana (maybe 4 or 5 if you had a fat land tutor or something). With powerful options like Phyrexian Dreadnought available for the Selvala pilot, you can get much more than 3 with the added benefit of also getting repeat draw triggers. Once again, probably wouldn't make a splash in competitive. Selvala is a MUCH stronger commander, even with Rofellos benefit of 1 cheaper to cast.
Erayo is babyshit easy to play around if you can think your way outside of a box, and actually makes comboing easier. Imagine you're a pilot holding your Oracle + Consult combo. Every single person besides the owner of the Erayo gets their first counterspell handled by the Erayo. Burn a weak cantrip and rip the combo, and if you now don't have to worry about 2 of the other 3 players in your pod stopping you. Burn a weak cantrip then remove the Erayo if you aren't ready to combo. Erayo may gain a spot in some jank esper stax control build, but will not see competitive play in tier 1 decks if unbanned. Any player foolish enough to run Erayo as the commander will not have a competitive viable deck.
If you take the temperature of the competitive community, you will find the PE ban to be poorly received. At to cast, and presumably another to start the engine, you're not very mana efficient for a wincon. It also requires board presence in rocks or dorks which can be disassembled prior to or in response to the PE cast. Finally, you also need an outlet for all that mana, requiring yet ANOTHER card, either on field or in hand to utilize the mana/untaps. PE makes the competitive meta much less boring BECAUSE it allows certain decks to be competitive viable that otherwise can't hack it. Specifically, Hannah Dralnu Sisay and Arcum all move from being practically unplayable to at least fringe decks.
For the cards that I consider boring, notice how being boring isn't the only context used to evaluate the cards. Reread my comment. I pretty thoroughly explain reasoning for each card I would ban based on power level. Me subjectively thinking the combo is boring is an anecdote, not the meat of the argument. I consider all kinds of other cards in the format boring to see, but don't wish for their bans. For example, I find Dramatic Scepter to be another boring choice for winning, but have no wish for the combo to be banned, as the format is more interesting for its inclusion.
You really need to think in context of cards on board and resources available. When you compare the necessary components for Flash Protean Hulk to win and how resource intensive it is on your mana, compared to Paradox Engine, you will see that one of these is significantly stronger than the other. When you require permanents on board to win, and heavier mana investment, your win is going to be slower and easier to stop. When your win revolves around getting 2 cards in hand and spending 2 mana, or getting 2 cards in hand and spending 3 mana (Thassa's Oracle + Demonic Consultation), that is MUCH harder to stop than when you let someone drop 3 mana rocks and their untap outlet then play PE then cast ANOTHER spell. Once you are able to evaluate combos and winning lines with this framework, the quality of your posts and decks is going to rise quickly.
While you claim I have clearly never played against these cards, its much easier to claim you have clearly never played a competitive pod in your life. Rofellos is a blip on the mono green radar and his non-bo with Gaea's Cradle and other non-basics makes him iffy at best, especially compared to Selvala and Marwen. Recurring Nightmare is too slow. Erayo is baby stax that takes time to activate and almost every deck that could possibly want to slot Erayo is going to slot Nether Void instead. Flash Hulk is a big degenerate combo that is hard to interact with, just as I said, and so is Fish Consult. Educate yourself on competitive before you feel the need to speak freely on it.
1 week ago
Wheres that Temur Sabertooth at? Perfect to bounce Uro back to hand after cast.
1 week ago
2 weeks ago
If you play Uro, I suggest adding in Rampaging Baloths, Tatyova, Benthic Druid, Temur Sabertooth, Zendikar's Roil, Multani, Yavimaya's Avatar, Ulvenwald Hydra, Splendid Reclamation, Hurricane, Horn of Greed, Helm of the Host, and Abundance
3 weeks ago
Hey, what's the max budget you have to make upgrades?
It can be a long process to upgrade an entire precon. What the precon really lacks is ramp, tutors and cards for better interaction with Ghired. The manabase in the precon can be upgraded with better dual lands, but casually is actually fine the way it is. Draw sources is one thing that the precon has a lot of which is surprising.
This is a summary list of some budget cards ($5 or less each, most are less than $1) that I think would help your deck:
- Ramp: Avacyn's Pilgrim, Wild Growth and Elvish Mystic
- Ramp: Selesnya Signet, Gruul Signet and Boros Signet
- Tutors: Eladamri's Call, Idyllic Tutor, Fierce Empath and Sylvan Scrying
- Extra Combats: Aggravated Assault with Savage Ventmaw
- Haste: Hammer of Purphoros, Ogre Battledriver and Lightning Mauler
- Protection: Mother of Runes, Eldrazi Displacer and Boros Charm
- Utility: Temur Sabertooth, Eternal Witness, Reclamation Sage and Regal Force
- Removal: Swords to Plowshares, Cleansing Nova and Heliod's Intervention
- Land: Canopy Vista and/or Scattered Groves that way Farseek can search for a dual land that can make white mana.
- Land: Battlefield Forge, Sunpetal Grove, Rootbound Crag and Sheltered Thicket
The avg. CMC (converted mana cost) of the precon is high at 3.9. This 3.9 number means that consistently you're not able to cast a spell until you have four mana sources and/or four lands which is slow. Consider reducing this number? Getting it down to 3.0 and then even lower after that. To do this consider cutting many high mana cost cards and replacing them with low mana cost ramp? Reducing the avg. CMC will speed up game play.
The most obvious upgrades to start with are adding more low mana cost ramp and tutors, but other upgrades to consider is how to make Ghired better overall for the deck since he's the Commander General. Casually Ghired is about attacking since he powers your deck's strategy by populating which he does when he attacks. Because attacking is important then consider strategies that can improve combat/attacking? Haste, extra combats and double strike are strong strategies with attacking.
I would make the Rhino the focus of the token population because it's big creature (4/4 trample) and is easily accessible because of Ghired. Because Ghired creates the Rhino token I don't think you need to go over the top with lots of other creatures or cards that create tokens. However, if relying more on Ghired and the Rhino token then consider more repeatable protection for Ghired to keep him alive on the battlefield. Not having to do combat damage with Ghired to populate is nice.
Not having to do combat damage means you can protect Ghired in combat so he survives while still populating a token since he attacked. If you can repeatedly protect Ghired in combat then you can keep safely attacking with him. Ghired needs to attack to populate which means he has to survive combat to be able to attack again. Protection for Ghired in combat is another area for upgrades to consider because you want Ghired to be able to keep attacking.
Extra combats are good with Ghired because he wants to be attacking and extra combats means you get to attack again or multiple times on your turn. Aggravated Assault + Savage Ventmaw is infinite combats which is infinite attacks. As long as Ventmaw can attack it makes six mana. Five of that mana can be used with Assault for an extra combat. At the extra combat Ventmaw will attack again and make six mana; use that mana with Assault and repeat. Without Ventmaw Assault is still a very good card because it can be repeatable for five mana on your turn you get to attack twice which can be a lot of Rhinos.
I offer more advice, more explanations about each of these suggestions, more detailed steps you can take to improve your deck, cards you could cut, etc. Would you like more advice?
Good luck with your deck.
4 weeks ago
On to the creatures. Most things look pretty good. I actually really like the inclusion of Tendershoot Dryad and Verdant Force as a sneaky alternate win-con. Some things I don't think should really be included are your 0 drop artifact creatures. I don't see them doing much. I also don't really like the inclusion of Lovestruck Beast as he doesn't really fit theme and he can be pretty fragile when it comes to being able to attack. Satyr Wayfinder also could be replaced since you don't have much graveyard interaction. I could also throw out Goreclaw, Terror of Qal Sisma here since she doesn't reduce most of your hydras, but I think her attack bonus is enough to warrant her inclusion.
I think you've got your bases covered in terms of what effects you want to have in here so I think if you're adding cards it'd be good to look for redundancy. If you've got Nykthos, Shrine to Nyx in here you should probably run Voyaging Satyr. Llanowar Tribe works well with your Leyline of Abundance. Speaking of which, one or two mana dorks would probably be prudent. You could focus on more elves and do something like Priest of Titania or Elvish Archdruid or you could just do other dorks like Whisperer of the Wilds or Druid of the Cowl. Some more card draw creatures could be good like Soul of the Harvest. One card that doesn't really have anything like it in here is Temur Sabertooth. You've got a number of good creature ETB effects that you can repeat with the Sabertooth. Also, I think it would be good tech for resetting an X cost hydra that you played early in the game and making bigger late in the game once you land a big mana producer like Karametra's Acolyte. Some other creatures w/ good ETBs on them that you could consider are Acidic Slime, terastadon, Regal Force, Fierce Empath, Avenger of Zendikar, and Bane of Progress. Oh yeah. You don't have Genesis Hydra in here. It should be in here. Also, I really like your idea to get Seedborn Muse and Yeva, Nature's Herald in here. They are great.