Felidar Sovereign

Felidar Sovereign

Creature — Cat Beast

Vigilance, lifelink

At the beginning of your upkeep, if you have 40 or more life, you win the game.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Rare
Battle for Zendikar (BFZ) Rare
Zendikar (ZEN) Mythic Rare
Promo Set (000) Rare

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Legality

Format Legality
Leviathan Legal
Unformat Legal
Pioneer Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Felidar Sovereign Discussion

dzanon on Trostani's Friends

14 hours ago

Monomanamaniac glad you like the deck! I had a selesnya tokens deck back when I first started playing Magic and turned it into this one when I first got into Commander. Yeah I don’t own many copies of Sol Ring and Arcane Signet so the ones I do are in other decks, but I plan on adding them here when I can! Same thing for Panharmonicon too. Somehow never really thought about Helm of the Host, good call! And I just loved Seance, will definitely try to fit it in this deck too, thanks for all the suggestions!

About Aetherflux Reservoir, yeah it usually catches people by surprise. It has helped me close out games I couldn’t win through combat, same with Felidar Sovereign.

GeneralGarfunkel on Karlov, The HITMAN

1 week ago

You could definitely add some pay offs for your life gain triggers like Dawn of Hope, Well of Lost Dreams, Cliffhaven Vampire, and Boon Reflection.

There are also tons of other cards that get counters when you gain life such as, Sunbond, Light of Promise, Ajani's Pridemate, Wall of Limbs, and Bloodthirsty Aerialist which can all become problems very quickly since its per trigger of life gain.

You could also look into more spells that trigger at the end of turn if you gained a certain amount of life. Resplendent Angel, Regna, the Redeemer, Regal Bloodlord, Angelic Accord, the new Witch of the Moors, and Griffin Aerie.

And then adding more consistent forms of life gain will let you get more triggers therefore making you a bigger threat. Drana's Emissary, Shattered Angel, Soulmender, Nyx-Fleece Ram, Ajani's Mantra, Ajani Goldmane, and Palace Siege.

Finally, I've seen enough people win with Felidar Sovereign not to recommend it to any life gain deck.

Coward_Token on Zendikar Spoilers!

2 weeks ago

Strictly better Geomancer's Gambit gooo

Kinda surprised 's targeted enchantment removal ended up being as straightforward as a Devour in Shadow

Felidar Sovereign got a spiritual successor

Relic Robber is really cute yet not really fitting in my Marisi, Breaker of the Coil deck

Angel of Jubilation that's castable outside of mono-? kinda wowed, although I wish it traded some stats for evasion

Azeworai on Life Drain - EDH

2 months ago

Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.

So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.

Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.

So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.

Alright, same drill but I wish to offer some substantiation afore I denunciate these.

  1. Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.

  2. Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.

  3. Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.

  4. I have never seen Dramatic Rescue ere now, but I know not why it would be run. Just put in a Swords.

  5. Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.

Lovely! Now upon what I would add.

Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.

Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.

Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.

I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.

Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.

As options for better counterspells, Absorb, Counterspell, Negate, Countersquall, and Dovin's Veto are all cheap whiles bearing value at all moments in the game.

Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.

That's all from me! Have a lovely day.

Oh, and I suppose I'll put a deck of my own here. Let the Nightmare Go On.. is a constant favourite of mine and The Lands Restored offers commensurate enjoyment.

Thank you and farewell.

king0fclubs on Steal From the Rich, Give to the Poor

2 months ago

Things I like:

I think it is a good idea that you have a good number of things to dissuade being attacked. Propaganda effects will be big for keeping people off your back.

The Sabotage section seems solid and you should be able to put the pressure on the problem player as needed.

Treasure Nabber is a great ramp card for this deck and with the bonus of being able redistribute afterward, should be solid.

Starke of Rath-I've always been curious to see him at work and he will be interesting here. Might need to be careful how you use him, but as far as removal goes, the guy is going to kill a fair bit of stuff, should be fun.

Smothering Tithe-great way to get tokens to give away and perfectly on theme! Only shame is they go away once used so it won't help your permanent count too much, but people are probably only going to use them when they really need them so who knows.

Humble Defector-Great card draw especially if you can work out a deal with whoever you give it to. Overall, I think you are going to be able dig pretty deep into your deck which is always nice.

Things I'd replace:

Pride Guardian-likely only going to get you 3 health and die, not particularly worth a slot

Viridian Longbow-a good card in a combo deck but i don't think you will get much from it here, a lot of man to equip makes it tough to use well

Goldmeadow Dodger-not likely going to impact things much

Longbow Archer-not likely going to impact things much

Reckless Cohort-this guy is gonna get himself killed or get someone mad at you

Somberwald Vigilante-not likely going to impact things much

Felidar Sovereign-Sovereign is interesting, I haven't seen it ever win someone the game, but I have seen it turn everyone at the table against the player. The other side (and this is probaby personal preference) is it might feel a little anticlimactic winning this way, but again I've never seen it. I'd say try it out and see how you feel though, it is 100% a legitimate way to win especially in a Zedruu deck

Sword of Vengeance-Not sure on this one. The stats it gives are good, but I don't think there are ton of creatures in your deck that will use it super effectively. The highest power you have right now is 3 I think, so at most they are going to be 5 power, which isn't bad but compared to some of the things they will be up against. However it is hard to know what things you are going to be taking, so maybe it will come in handy. Might need to playtest.

Suggestions:

Sol Ring-it is too good to ignore. Between Zedruu eating 3 mana with that ability and some of your cards hitting 7 CMC you are going to want this extra 2 mana.

Illusionist's Bracers-when equipped to Zedruu you can give away double the stuff. Also works with Bazaar Trader, Humble Defector (you get 2 cards when your opponent uses it too!), Starke of Rath

Chromatic Lantern-having the right colors will be important to using zedruu's abilities and this will free you up from having to worry about that too much

Cultural Exchange-a pretty quick way to re-balance the board, pricey manawise but pretty worth it, especially if you use it give your opponent a ton of things you own (for the same amount of mana Zedruu can only give away two things. If you do this for even 3 creatures are being more effecient and it is a decent jump up for your next Zedruu draw/lifegain)

Well of Lost Dreams-Double the number of cards you get on your Zedruu upkeep effect.

Cradle of Vitality-Put the lifegain to work to make your creatures increasingly large each turn.

Debt of Loyalty-not the best way to take control of things but not a terrible one either especially for only 3 mana.

Blatant Thievery-expensive but you get the best stuff the table has

Chamber of Manipulation-I like this on because for the cost of one mana you can take a creature and then have Zedruu give it away permanently (it won't be given back because Zedruu's ability overwrites that part of the Chamber's ability). At 4 mana total and the ability to continually do this each turn I think this is the most consistent and cheap way to steal stuff and give it away

Ajani, Caller of the Pride/Ajani Goldmane/Ajani, Adversary of Tyrants-Potential Little John? Quarterstaff weilding A-John-i is in line with your lifegain strategy and suitably strong for being your right hand man(cat)

Generally, I'd also say take a look at more tokening effects:

Elspeth Tirel/Elspeth, Knight-Errant-Another potential Maid Marian? I like Elspeth since she gives you tokens which you can give away, and she is can potentially win you the game if she sticks around. Livinia is comparatively not as useful in this deck (it shuts down Rakdos, Lord of Riots, but that is about it in our meta I think?)

Crested Sunmare-Gotta give Robin and Co. mounts and it doesn't get much better than a 5/5 indestructible horse

Griffin Aerie-Similar to Sunmare but maybe a little to fantasy for the theme, not sure how you feel

Last notes, I'd say some things to consider would be some of the fancier lands (shock/check lands) to make your colors easier to get, a little more enchant/artifact removal, and a board wipe or two because sometimes it all must go.

All in all, looking good!

TypicalTimmy on EDH variant - Blitzkrieg

2 months ago

Technically this works for all formats, but it functions best in EDH.

The changes make the game exceptionally fast paced and aggressive.

The changes are meant for more casual decks, and not ones built for competitive environments.

This changes the following:

  • Starting life totals.
  • Your opening hand and Mulligan rules.
  • Lands per turn.
  • Endstep.

Each player's starting life total is increased by +10 for each opponent. In a 4-player pod where you have 3x opponents, your starting life total is 40+30, or 70. 5-player pods, it's +40 since you have four opponents.

While no cards are banned outside of regular banlists, some should be considered:

Essentially, cards that win you the game for having a specific life total, or cards that can immediately bring a player down significantly. A T1 Sorin or Aetherflux is a cheap play and a bad feeling.

In Modern, you have one opponent so +10.

In Two-Headed Giant, you technically have one opponent, despite being two players. However, feel free to consider +10 per person, so +20.

Archenemy, if you are one of the three, you get +10. If you are the Archenemy, you get +30.

After shuffling, each player puts the top 10 cards of their library face down without looking at them. Once all players are ready, those 10 cards become your hand.

To balance the absurdity of this, there is no Mulligan. You take what you get.

Before the first turn begins, all players may put all lands from their hand onto the battlefield untapped.

Yes. All players put all lands from their hand onto the battlefield untapped.

Yes, this means you will have available mana before your first turn begins. For example, if you are last in turn rotation, you still have mana. This can be used for instants or spells with Flash.

Yes, this gives added power to with regards to counterspells. However, bare in mind all colors benefit from this massive influx of mana. For example, white may now aggro. While blue does have an advantage, countering spells before your very first turn will draw the ire of the table. If you wish to put a target on your back, that is up to you.

Having said this, all colors have instant-speed removal. If you want to Path to Exile their Commander before your first turn even exists, that is fair game.

Therefore, all colors are equally powerful with regards to being able to interact prior to their first turn.

Yup. Those are the rules.

It gets worse.

Before the first turn, after all lands are in play, each player now draws cards until their hand is back to 10 cards.

The first player goes as normal, without drawing on their first turn.

Each player may play 2x lands during each of their turns. The rules for the lands are normal and follow proper rules for each card. For example, a basic land enters untapped, a shock costs you 2 life to untap, Scry lands enter tapped, etc.

The only difference is you may play 2x lands per turn, rather than 1.

The exception is the first player. Because they go first, they are only allowed 1 land play this turn, outside of using spells or abilities to get more.

At the beginning of your Endstep, you discard all cards you still have in your hand and draw 5 new ones. This happens for every player, including the first turn of the first player.

The changes are designed to increase the overall speed of the format you are playing. It is generally played in EDH as Turn 1 wins in other formats become too easy to pull off.

Yes, even EDH can suffer from Turn 1 wins in this method.

It is advised that players use decks that can not normally win this way, such as not playing with cEDH decks. The format is meant to take casual gameplay to a new level, increase the power of all colors, get games in quickly if time is restricted, open new challenges and overall create a more aggressive (albeit in a fun sense) environment.

smackjack on What cards deserve to be …

2 months ago

Omniscience_is_life there is always gonna be a best card and people are always gonna use the best card. If you ban the best card another card is gonna become the best card. Flash is no longer a "problem", now its Expropriate? or Tooth and Nail? Felidar Sovereign might be good let's ban it. Craterhoof Behemoth is really strong in EDH, hope it doesn't get banned :/.

CaptainToll NEVER BAN Stasis! Its the most fun card ever printed: Tipping the scale (Stasis) ;)

SynergyBuild on Omniscience_is_life

2 months ago

I only know of four cards that directly work similar to those, being Angel of Vitality, Felidar Sovereign, Serra Ascendant, and Twinblade Paladin (only in a precon, despite being great!) and I honestly think they should be changed in the rules. Way too easy to abuse in a deck like Oloro, Ageless Ascetic, which didn't need more abusive cards In my opinion xD!

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