Savannah Lions

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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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Savannah Lions

Creature — Cat

sylvannos on Is this the end of …

6 months ago

Even in Limited, the baseline for what's considered "playable" has gone up. On one hand, there are a lot more playables in current sets than there were in formats like Dragon's Maze or Urza's Saga. On the other, the days of Savannah Lions, Jackal Pup, and Watchwolf are gone. And in Constructed formats, even a "vanilla" 3/4 for is venturing into unplayable territory.

I wouldn't be surprised if the next Watchwolf-tier card is a vanilla 3/3 (or better) for .

nuperokaso on Pauper Vanilla Creatures

6 months ago
  • Sandstone Bridge gives vigilance, and as such should be removed.
  • Many tokens also don't have abilities, making them a good addition to the deck.
  • You missed a lot of playable creatures such as Savannah Lions
  • Play some Equipment which doesn't grant abilities, such as Bonesplitter.
  • Multiple cards you play are simply bad and can be easily replaced by more powerful alternatives, such as Folk Medicine by Congregate.

legendofa on Why Have Creatures in Recent …

1 year ago

This rule has never been more than a guideline. Savannah Lions breaks it in Alpha, as a 2/1 for .

Still, creatures have been getting better. In the first few years of the game, creatures were generally pretty weak and inefficient. Mold Demon is a 6/6 for that requires a two-land sacrifice, and that's one of the more cost-efficient creature cards from Legends.

Since is the most creature-centric color, it's seen more "creature power creep" than other colors. It also tends to have much heavier color weight and more expensive creatures. Craw Wurm and Scaled Wurm fall below the stats = mana value curve. In fact, it isn't until 1999 when green Trained Jackal got a creature above this curve with no drawbacks or restrictions, and that's it until 2002's Elvish Warrior. Those are the only two green creatures from the pre-Modern era to be that efficient. So even vanilla creatures in the color of big efficient creatures were generally below the curve.

Current creatures tend to be more efficient, but still stay close to the rule. Out of almost 600 creatures across all colors, Brokers Initiate, Cabaretti Initiate, Cavern Stomper, Civil Servant, Cogwork Wrestler, Goblin Blast-Runner, and Goblin Tomb Raider are the only common creatures in Standard that have a stats-mana ratio above 1, so the spirit is still very much present.

Mythic rare cards are explicitly made to be powerful and have a "wow" factor, so they're going to see a higher ceiling. Even so, very few mythic rare creatures break this ratio, and those that do generally stay close to 1. The exceptions are pretty much exclusively expensive green creatures that either are multicolor or have a heavy color weight. So the efficiency of large, expensive creatures is amplified in green, the focus color for large, expensive creatures.

FauxFaux on Card creation challenge

1 year ago

Garruk's Exotic Animal Safari

Enchantment

Whenever you cast ~, search your library for a creature with mana value 6 or less, and put it onto the battlefield tapped under your control.

Each creature your opponent's control gain, "You may have this creature fight target creature an opponent controls. If a creature an opponent controls dies this way, gain X life and create X Treasure Tokens, where X is that creatures' toughness. Activate this ability only once each turn."

"And here are the mighty Savannah Lions. Quite a fearsome quarry indeed. However, we have much more...primal game further down the tour; has anyone gazed upon the majestic titans of Ikoria?"


Repeat or wild!

vishnarg on What's your favorite mechanic, and …

1 year ago

I know I'm a little late to the party, but best mechanic? Cmon guys, that's an easy one. It's gotta be Hotshot Mechanic, no question. You get Savannah Lions, but it's also an artifact and gets that great vehicle synergy. No other mechanic comes close.

thefiresoflurve on Snarf

2 years ago

Looks fun!

I would personally cut the Spike Feeder and replace it with Regal Caracal - unless you want to go all in on combo win and add Felidar Sovereign.

Feline Sovereign is another really awesome cat that could do some major work in games.

I'd suggest cutting some things like Savannah Lions / Sacred Cat /Loam Lion which generally aren't going to be too impactful and add Feline Sovereign, Adorned Pouncer, and Regal Caracal. Adorned Pouner in particular is awesome, since double strike means you basically get your eminence ability twice ^_^

BruhYouFarted on WG Aggro

2 years ago

I'm gonna agree with Spell_Slam on this one, with aggro decks, it's usually go big or go home. For example, most aggro decks want to be very consistent, so they run many playsets of their best cards. And while I agree that Savannah Lions is a good magic card, Squadron Hawk is better used for midrange decks and Giant Growth is very 'meh'. Personally imo you should gear the deck more towards a midrange strategy instead of a clunky aggro one.

Niko9 on Pattern Recognition #232 - A …

2 years ago

Honestly, I always used to believe the idiom that white was underpowered until I started playing my mono-white deck and fell in love with it. Many cards in white are underpowered in EDH, but the color is not, at all. Sure you may not see mono-white decks at cEDH levels, but you don't see a lot of mono color decks in general. And as far as a strong casual deck, you can find many strategies that don't just work, but succeed very well in mono white.

I do agree that white's catch up strategies fall a little flat in multiplayer, and cards printed for a weenie standard will always not do enough in EDH, where other colors translate easier one to one. Something like greenie cards also being elfball cards makes them easier to slot in, but that doesn't mean that white is underpowered, it just means you have to play white different.

White can expertly slow the game down, interact as good as anyone except blue, shape the board better than anyone, create massive threats, or protect value in a million different ways. If you play it like a normal EDH deck, your ramp will be terrible, your card draw will disappoint, and yeah, you will feel like white is the worst color in magic. But if you play like Savannah Lions a slow and interactive game where you are always moving towards one big pounce of a turn, if you play that, you play effective white EDH.

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