A Realm Reborn

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

A Realm Reborn

Enchantment

Other permanents you control have ": Add one mana of any colour."

legendofa on Cats White and Green

3 months ago

Welcome to the club, Puppyroni!

This is pretty good for a first deck, but there's still some points to consider.

First of all, 20 lands isn't enough to support anything but the absolute fastest tournament-level Modern decks. 23-24 lands will make this deck much more reliable at hitting its top-end cards. I would say even the deck that inspired this one is short on lands.

Related to that, A Realm Reborn probably won't do too much here. Since your only mana sources are lands until then, it's going to be very slow to come out. By the time it does, you're either going to be so far ahead that it's unnecessary, or so far behind that you can't use it. ARR is a good card in the right deck, but I don't think this is the place for it. Similar thoughts for G'raha Tia. If your group is super casual, it's not too bad. But usually when you get to 5+ mana in Modern, you should be pushing to win the game, not gathering more resources. If a card costs more than 4 mana in Modern and doesn't directly and immediately help you win, it's probably not worth it. Regal Caracal might be an exception for this deck, but I recommend trimming it down to 1-2 copies.

Third, a Modern sideboard is allowed to have 15 cards, not 20. This is also a note for antagon1st's deck.

I like the green splash for Feline Sovereign. Feral Prowler is a little awkward--with higher toughness and a lot of buffs, it's not going to be a useful death trigger too much. Overrun is the right idea, but having three pips in a mostly white deck will make it hard to cast. This would need a mana base with lots of dual lands to cast reliably. Look for cards with a similar effect but more balanced/less heavy cost.

Again, related to that, balance the basic lands based on pip proportions. You have a lot more cards than cards, so using equal numbers of Plains and Forests will end up with extra and not enough to cast your cats.

Finally, try to get full playsets of some of your 2-ofs. Generally, you want to have more copies of fewer cards, to get the most reliable and consistent results. Pick your favorite buffs and get four copies of those, and trim down the cards that don't seem to be doing as much for you.

After all that, the most important thing is that you build the deck you want to play. If my suggestions make the deck less interesting for you (which of course I hope they don't), then do what makes it more interesting. Above all, have fun!

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