Wild Nacatl

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Ajani vs. Nicol Bolas (DDH) Common
Shards of Alara (ALA) Common
Promo Set (000) Common

Combos Browse all

Wild Nacatl

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

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ALA

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Recent Decks

Wild Nacatl Discussion

Greasy_Nerd on Bloodbraid Lands

1 day ago

My first update here shaves off some maybes and cuts the deck down to 60 cards. Tentative sideboard established.

Initial observations after some goldfishing:-The deck really wants more than 1 Sacred Foundry and 1 Stomping grounds. 1 Foundry and 2 Grounds should work. I feel like cutting a Knight of the Reliquary and a Ghost Quarter to smooth out the color requirements and the tax on our typed lands. I would like to be able to fetch out a lot of basics, and this is going to be hard with a utility land package and Wild Nacatl on 1.

Boza on Jace & Bloodbraid Unbanned

6 days ago

Also, BBE is a real strain since it cannot go well in any currently powerful deck. Jund is off the map and it is in conflict with Collected Company which is miles better than it. I think BBE will go well in a Wild Nacatl deck though, but there is no nacatl deck at the moment.

Boza on Jace & Bloodbraid Unbanned

6 days ago

multimedia, is it though? I think it is smart and money-making to unban Jace after he has been announced in masters 25, but can you imagine the groan and price spike there would be if he was not being reprinted? As one of the most expensive cards on the banlist, they have to unban it if and only when there is additional supply coming to avoid it becoming prohibitively expensive.

Unbanning cards also be done with the explicit thought that it will NOT shake up a format. Does anyone remember what Bitterblossom and Wild Nacatl's unbannings did to the format? Literally nothing. Do you remember that how close the modern masters reprint of Bitterblossom and its unbanning were? Same with Ancestral Vision.

SynergyBuild on Kitty!!!

1 month ago

I believe the rules of these are 60 dollars mainboard, with 10 dollars sideboard?

Same as What a HORRORble Night to Have a Curse

and Spooky Ghosts (Budget tribal tournament)

and Disciples of Ojutai


Anyway, I want to help build this deck up, since it is only ~50$ and has no sideboard!

Cats are a very good "zoo" tribe. They can be very aggresive and kill the opponent before they have a chance to respond. From the most aggresive one drops such as Loam Lion, Savannah Lions, and Wild Nacatl, to landfall creatures like Steppe Lynx and Scythe Leopard (Think triggering landfall twice with Evolving Wilds) you could easily build a very powerful budget deck.

Fleecemane Lion is a great two drop, and later if you get him Monstrous, he can be a killer on the field. Longtusk Cub is another good threat mid game, and Pride Sovereign as a finishing blow.

Cards like Adorned Pouncer which you have in the deck are only really good when used with buffs like Prepare / Fight or Appeal / Authority and Cats just is not the tribe for them.

Regal Caracal is a great card, and it looks that way, but at five mana, it is a bit two slow for this deck. I will build a quick decklist below to show you how to build Cats in a more aggressive way:

Mainboard

4x Steppe Lynx

4x Wild Nacatl

4x Scythe Leopard

4x Savannah Lions

4x Loam Lion

4x Longtusk Cub

4x Pride Sovereign

4x Prowling Serpopard

2x Regal Caracal

4x Oust

4x Evolving Wilds

2x Terramorphic Expanse

8x Plains

7x Forest

1x Mountain

Sideboard:

3x Watchers of the Dead - Against Control

2x Qasali Pridemage - To get rid of enchantments/artifacts

4x Fragmentize - To get rid of even more enchantments/artifacts

3x Prey Upon - Removal for creatures

3x Heroic Intervention - Against Board wipes

LeaPlath on Are Treefolk viable in Modern?

1 month ago

So there are three versions of Treefolk that you could play.

GWB Doran Midrange. Basically you use Treefolk Harbinger as set up and a Wild Nacatl expy. Doran, the Siege Tower as a 5/5 for 3. Tarmo, Lili, all that GWB midrange good stuff, maybe even Rhino.

Mono Green which leans on lands and Dungrove Elder to pressure decks and curve out.

4c combo. Turn 1 Birds of Paradise, turn 2 Doran, the Siege Tower, turn 3 Mardu Ascension. Attack, making 2 goblins. Sac Mardu. You are now swinging for 20.

Pheardemons on Pest Problems (MODERN)

1 month ago

Love the thought and the theme - +1.

Couple of suggestions. I don't see the keyword "budget" anywhere, so I'm going to list all possible options for this deck. They will range from expensive (as in cards in competitive magic) to budget options since the deck seems to be in that kind of range.

Lands first. Since you are two colors, playing that many basics isn't a terrible idea, but not drawing a particular color, or not enough mana sources of that color, can still be a thing that holds you back. Options are fetch and shocklands to get your colors as soon as possible - Marsh Flats and Godless Shrine are the two in your colors. You can include other black and/or white fetch lands like Bloodstained Mire or Windswept Heath because they both search for Godless Shrine. However, late game they can only search for one of the basic lands which may become a problem. In lue of other fetch lands, dual lands such as Isolated Chapel or Concealed Courtyard are the other two options that are played in modern. Ironically, they're opposites in the fact that you want Concealed Courtyard in your opening hand, and not late game, where as you don't mind Isolated Chapel late game, but would prefer not to see two in your opening hand since they would both come in tapped. These lands will greatly increase your color fixing, not to mention fetching lands helps thin the deck so that you are drawing less lands later in the game. (I do have to mention that, with each fetch, there is only a 1% less chance of drawing another land, but every bit of help can do wonders). Lastly for lands, 24 seems too much for a deck that curves out at 3 mana, and the three mana cards are only 6% of the deck. I'd recommend going down to 22. See if that helps at all.

Onto creatures. I see why you like Doomed Necromancer here, but he is someone that should be taken out of the deck. First off, he's three mana which is at the top of your curve. Secondly, he takes a full turn to be able to activate his ability. Thirdly, even if your opponent doesn't (or can't) pay the three life (assuming Athreos, God of Passage is on the battlefield) he still then takes another three mana and another turn to activate. He's too slow for modern, especially with the fact that you're not bringing anything BIG back. Just other smaller aristocrat type creatures. I feel like Spiteful Returned is in a similar position. Four mana to bestow, just for two life upon attacking? Aside from Cartel Aristocrat, how many of your creatures are truly just going to keep attacking? modern is full of 2/3 and 3/3 one drops (Wild Nacatl, Kird Ape, Merfolk, ect) that will simply just block your creatures. I know you don't care about dying, but those kind of decks can assemble and be MUCH faster than you, so you need to be able to compensate in order to beat those types of decks.

Honestly, you could try to go the infinite route with Viscera Seer, Kitchen Finks, Anafenza, Kin-Tree Spirit, and Murderous Redcap. However, that isn't exactly new and you lose a lot by not adding green. In saying that, I do think you should consider Viscera Seer as another sacrifice outlet. It also helps you scry which has the potential to be game changing in the long run.

Other control aspects. Being that you're playing black and white I think you should consider these options for creature destruction: Path to Exile and Fatal Push. These are arguably the strongest creature removal spells in the format. Also, for more hand disruption, you could look into Thoughtseize. The 2 life is almost irrelevant being that you're playing Blood Artist to gain life.

I am not trying to sound like an arrogant jerk here assuming you don't know what your cards do, but I do want to make sure you understand two interactions that could potentially happen in your deck. If you already knew these, I'm sorry. Gift of Immortality, while useful, does have a potential backfire. If Athreos, God of Passage is out and a let's say Black Cat dies with Gift of Immortality on it, then you would need to choose how the stack would resolve. You have the option of choosing when your opponent discards there card at random, when Athreos, God of Passage's trigger goes, and when Gift of Immortality goes. Here's the problem. If you allow Athreos, God of Passage's trigger to resolve first, your opponent can NOT pay the 3 life and allow the creature to return to your hand. While this may sound beneficial at first, you then LOSE Gift of Immortality being that the creature is not returned to the battlefield, and Gift of Immortality has no target. If you allow Gift of Immortality to resolve first, then Athreos, God of Passage's trigger is meaningless. Just wanted to make sure you knew how that went to decide whether or not to keep Gift of Immortality.

The second interaction is with Tidehollow Sculler. For him to be used to his MAXIMUM potential you need a sacrifice outlet. Let's say you have Cartel Aristocrat on the battlefield. You cast Tidehollow Sculler and he resolves, and his enters the battlefield (ETB) trigger goes on the stack. BEFORE HIS FIRST TRIGGER RESOLVES, you then sacrifice him to Cartel Aristocrat so that you now have two triggers going onto the stack above Tidehollow Sculler's etb. You give Cartel Aristocrat protection from whatever color you want, then Tidehollow Sculler's second trigger resolves returning whatever card he exiled. Here's the kicker, HE HASN'T EXILED ANYTHING YET. Therefore, nothing happens. Now that those triggers resolved, his initial ETB trigger resolves, and you get to permanently exile whatever nonland permant is in their hand. Again, if you knew these interactions, I apologize for wasting space and your time to describe them.

CheeseTheGunslinger on Naya Burn (No One Expects the Ball Lightning!)

1 month ago

I'm finding all things informative and intriguing as long as you both remain respectful. So far id call it heated but respectful. That being said burn is definitely tier 1. I'm aware that swapping out the searing blaze for ball lighting actually weakens the deck but at full form there are few decks out there are can stabilize consistently against a frequent turn 4-5 win. Sure some fair better than others but no Deck makes playing burn a complete wash. Closest thing would be affinity which can actually be even faster. So can you really call that tier 2 either?

Grubbernaut I don't think Wild Nacatl is the answer. It's a little too slow and it's even more susceptible to the removal you mentioned. At least with the elemental creatures they drop, do their thing, and are going. The Wild Nacatl has to sit there for a whole turn while it waits to be useful and it's fairly useless after a few turns.

[lukas96 the magma jet admittedly is a little weak for 2 Mana but don't you think on turn 3-5 when you're plotting your finishing moves that scry 2 might be the difference between winning and losing?

I think at the end of the day testing is the answer. I'm also open to some outside the box options to test if anyone suggests them.

Grubbernaut on Naya Burn (No One Expects the Ball Lightning!)

1 month ago

I'll just have to disagree, there; If you've got no gas but a Magma Jet in hand and your opponent has a Death's Shadow, a Gurmag Angler, or a Geist of Saint Traft staring you down, you don't benefit by drawing any of your creatures; you need direct damage or removal.

Conversely, you can also have situations where you don't want your direct damage spells. Lava Spike doesn't help if you're going to die next turn to a human, an opponent's Goblin Guide, or any other midrange threat.

You also don't usually want an Eidolon of the Great Revel late game; sometimes it's an entirely dead draw because your life total is too low to make use of it.

Basically, burn is a pretty inconsistent deck to begin with, and the scry can prevent you from losing to dead draws a lot of the time.

If you're dead-set against Magma Jet, it might be worth looking at Wild Nacatl in this build

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