|Commander / EDH||Legal|
Printings View all
|Duel Decks: Ajani vs. Nicol Bolas||Common|
|Shards of Alara||Common|
Combos Browse all
Creature — Cat Warrior
Wild Nacatl gets +1/+1 as long as you control a Mountain.
Wild Nacatl gets +1/+1 as long as you control a Plains.
Price & Acquistion Set Price Alerts
|Have (14)||acbooster , zachi , mcstang1986 , fireborne1986 , sonnet666 , robbnoble , pskinn01 , Dawnsly , Paradise_Collectibles , philktoken8998 , thetechzombie , cryptoplasm , marsthesoos , brokendwarf|
|Want (2)||edster , failurechild88|
Wild Nacatl Discussion
1 week ago
I would concur with the others about your sideboard. Soulfire Grand Master really isn't what you want against aggro or in the mirror. Kor Firewalkers backed up by Path to Exile to deal with your opponents' Kor Firewalkers is where you want to go. You also want Path to Exile so you don't just scoop to a Wurmcoil Engine on turn 3 from a Tron player.
I'd probably change your sideboard to look something like:
If you are wanting to build up a Tribal Flames list, you play black for Bump in the Night and blue for Geist of Saint Traft. I play Tribal Zoo myself with Siege Rhino, Noble Hierarch, Tarmogoyf, and Wild Nacatl. I'll post my deck here if you want or you can find it in my profile.
1 week ago
Any reason you haven't changed Chandra, Pyromaster to Chandra, Torch of Defiance? In my Skred deck I made the switch and I would say it is definitely worth it. The versitility of her abilities makes the downside of not being able to get lands worthwhile.
Does Pyroclasm do it for you? I switched to Anger of the Gods as the exiling has come into handy more than I can count. the two damage definitely become worthwhile against tokens, but naya aggro (mainly consisting of Kird Ape, Loam Lion, Wild Nacatl, ect), abzan company decks (they play Eternal Witness so exiling is relevant there), and all of those types of decks Anger of the Gods has been very helpful. Maybe something to consider as well.
Lastly, has Goblin Dark-Dwellers performed well? It seems somewhat out of place here. It may be nice to get some of your removal spells back, but is it worthwhile for five mana? Potentially that could be more Chandras or another win condition (Stormbreath Dragon, Thundermaw Hellkite, Wurmcoil Engine, ect). Just curious as to whether or not it is worthwhile in this kind of deck.
2 weeks ago
Can confirm Bile Blight is fairly busted in the matchups in which it is good. It is another cheap removal spell against aggressive strategies, and is an absolute beast against Wild Nacatl, Goblin Guide, Elvish Mystic, Vault Skirge, Inkmoth Nexus, and even Snapcaster Mage. Obviously it has its uses against tokens, but a lot of its power comes from its capacity to just completely shut down the most aggressive draws from small-creature decks, because those draws involve multiple copies of the same creature.
It is a removal spell you can board in against Ux control to deal with Secure the Wastes, multiple Snapcaster Mage, Elspeth, Sun's Champion tokens, and Spell Queller. No other removal in the format does that quite so well.
The card has done well enough in these matchups that I'm considering going up to two copies, but that may be overkill.
Also of note, I have not at all missed Pithing Needle, and have loved Fulminator Mage. Another answer to manlands, Utopia Sprawl, etc. is just very very good, and also quite necessary. The loop with Liliana, the Last Hope is fairly nasty as well.
2 weeks ago
This looks fun w/ a pretty solid start.
Buffing creatures based on creature type, Stoneforge Masterwork also works w/ the equipment subtheme. Door of Destinies, Coat of Arms, Metallic Mimic, & Adaptive Automaton will buff all the cats, though Coat of Arms can be a little tricky for new players as it affects the whole battlefield. Also True Conviction doublestrike/lifelink is great.
Equipment for Khemba that are either useful & low cmc or not super expensive Basilisk Collar, Sword of the Animist, Trailblazer's Boots. How about a flying cat? As sanddeviljack mentioned there's Bladed Pinions, also Cobbled Wings or Fleetfeather Sandals.
All that stuff falls under, might be cool in the deck. The one big issue I see with the deck is it's basically dead turn 1. There are 4 one drops in the deck, two of which are of no use that turn. Bumping up the # of one drops up to increase the likelihood of having a turn 1 play seems good. Wild Nacatl is the first one drop that I thought of, but there are a # of 1 drop cats that have some value beyond turns 1&2. Don't want a cat, there are other options, a couple not already mentioned include Glaring Spotlight or Authority of the Consuls.
Two minor issues; the deck is also light on mana rocks, w/just Sol Ring. More synergy w/ the lands the Commander will be getting would be nice too. Maybe Landfall triggers or things based on # of lands you control.
3 weeks ago
why arent you running fetchlands and shocklands? you need those. especially with something like Wild Nacatl. with shocklands it could be a 2/2 turn 1, and a 3/3 turn 2. with only basic lands, you'll be lucky to make it a 3/3 by turn 3
3 weeks ago
Your deck as it stands seems to have 3 themes, warriors, +1/+1 counters and the dragons. You have 16 cards with a casting cost of 4 or more and in modern turn 4 or 5 is where the winner is normally determined, for consistency you also want to be running 4x of cards. That's the negative bit out the way, now if the focus turns to your themes...
Mardu Woe-Reaper, cheap efficient 1 drop with warrior synergy.
Qasali Ambusher, potentially free warrior and can block flyers.
Arashin Foremost, again synergistic with the warrior type.
Obsidian Battle-Axe, one last time, this just works with warriors.
Champion of Lambholt, makes your warriors harder to block.
Hardened Scales is a great card for this strategy, but you want 4.
Scute Mob, 1 drop which works early game or late.
Mutant's Prey removal, works with your strategy.
Renegade Krasis, pumps itself and adds counters to other creatures.
Avatar of the Resolute, again synergistic with the counter strategy.
Llanowar Elves, dragons are big expensive beaters, so use ramp to get them out quicker.
Journey to Nowhere, you are ramping to the dragons, but need to deal with opposing threats.
Pacifism, more removal.
Semblance Anvil, more ramp, though different as it is a cost reduction.
Each theme has very different suggestions, mostly because they don't really work together. I'd suggest you focus your deck more on a singular theme and then stick to it. A consistent deck will tend to do better than one which has less odds of seeing the card you need.