Savannah Lions

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Savannah Lions

Creature — Cat

BruhYouFarted on WG Aggro

2 months 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 months 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.

Epicurus on When did you start playing, …

3 months ago

My first deck was a blue/white weenie deck, with Flying Men, Savannah Lions and Counterspells. I quickly started running mono-white weenie, which is why to this day I get offended when people badmouth white. That first white weenie is actually still together 30 years later, it just gets updated every few years or so. And it still wins more often than not. Armageddon + Howling Mine + a crap load of creatures that only cost one mana = a lot more powerful than people want to give it credit for. More than half of the cards in that deck were pulled from packs of Revised (3rd Edition) that I bought back then; including the cards I listed above, as well as Swords to Plowshares.

I'm with Fuzzy003 on the power creep thing. However, just like I said in a previous comment about another topic, it's really always been that way. Back in the day, if you weren't playing black/blue draw/control or Suicide black, you weren't going to win any tournaments. The only real combo was Channel + Fireball , but a good lockdown control deck was nearly impossible to beat (besides the fact that Channel was one of the first non-ante cards ever banned, because it was too easy to win with it).

I did once own a turn 2 Guilty Conscience + Stuffy Doll deck. It won every game I played. As such, it was pretty boring. I never competed with it, because it was Vintage legal, and I didn't have Power 9 cards with which to make it a turn 1 deck. So I ended up selling it (which I've regretted ever since, because this was before Commander drove up the prices of the four Plateau in there from $75/each to well over $300/each, and the Wheel of Fortune in there that I had pulled from a pack jumped from $40 at the time to I-don't-wanna-know how much it is now).

The best I ever did at a competition was getting 3rd place out of 50 people back in ('95/'96?) with a budget Goblin tribal deck, that ran such beauties as Goblin Balloon Brigade and Keldon Warlord, hahaha. Of course, my Wheel of Fortune and Sol Ring were in that deck, as well as the Howling Mines, but remember, that's when WoF listed at a whopping $10. I believe that I even had a couple Juggernaut in there. And I beat some very competitive decks with all that jank. It was awesome.

I decided to post this story partly because the last couple of y'all made me nostalgic for the old days. Also, though, to say that:

  • a) it's kinda annoying to me, having been playing as long as I have, that everyone plays Commander now. I miss the old 60 card constructed formats. I have a lot of fond memories playing 8-player games in what was basically Legacy format (though you can call it "casual" or "kitchen table" if you like). Not to mention how much Commander format has inflated prices of individual cards.

  • b) I personally find infinite combos to be a nuisance, and wish that more people shied away from them in casual play. Honestly, it's more about variety and creativity than anything else. I'm tired of looking at the 31 flavors of Thassa's Oracle decks, for example. Like, someone will be like "Hey, check out my new (insert legendary creature here) deck." And I say "oh, I love that guy! What's the theme?" And they reply with something like "It's (insert creature type) tribal, with synergies built around (insert mechanic)... and it wins by going infinite with XYZ and casting Thassa's Oracle." And then, when I say "Oh, so it's a Thassa's Oracle deck," they get butthurt, because they think they're being creative in their construction of a deck that wins using exactly the same card as a million other people's decks. "But, but, MY Thassa's Oracle deck is different!"

I don't mean to be a downer or an old fogey, I just appreciate a bit more creativity than that. Always have. And since there's a finite number of ways to go infinite in any given color combination, and a finite number of wincons that flow from those infinite combos, decks that do so all look the same to me. Just a bunch of fetch, removal and draw surrounding a combo. 50% of the deck is setting up and executing the combo, and the other 50% is protection/denial/removal. So what percentage is leftover for theme?

Anyway, that's this old man's grumpy gripe about the state of the game these days. The old budget Goblin deck wouldn't stand a chance anymore. Although, I would put my White Weenie against any 60-card casual deck you'd want to try to throw at it ;)

But I don't want that rant about Commander or infinite combos to be the final takeaway from my post here. Fact is, I've ultimately enjoyed the journey. The ups and downs are as much a part of that journey as they are with anything else in life. Here I am, still playing a game that I learned before I had pubes. And still enjoying it. And I taught my kids to play it, and they love it too (though, maybe I should have gotten them into drugs instead, because it would probably be a cheaper hobby, hahaha). And I've been around the block long enough to know that nothing lasts forever, so I hope to keep on enjoying it until kids don't like it anymore and it ends up fading away.

Like I said in a previous comment, I was really excited about Neon Dynasty. I haven't seen anything from New Capenna yet that has me as excited, but time will tell. And The Brothers' War has me stoked. In other words, to hell with my complaints about the state of the game these days. Let's throw some damn cards! Turn 'em sideways! Play on!

RambIe on RNR_Gaming

7 months ago

posting here so thread stays on topic
lore wise im not sure ether. but cats Savannah Lions have always been and Arahbo, Roar of the World just doesn't make sense to me. also Lord Windgrace activated abilities seem like naya to me +2 discard and draw , -3 land from gy to battle field , -11 semi wipe and make cat tokens seems to me
also Sarkhan's progression of , , & just makes sense that one day he would be jund. ugin sending him back in time suddenly makes him ?

Idoneity on The Pragmatist's Pet

1 year ago

As more cards are added to the game of Magic, each bearing the modern design philosophy that urge them to be relevant in near to all formats, there comes the time for a player to edit their decks.

I shall confess that I primarily dwell in the realm of Commander, but this is an argument that can be made for all methods of casting spellls. (Mostly Commander)

Within each set is a card that is fated to find a home in a specific archetype, yet this entails that another piece of the machine is removed. I have a mono-black discard deck built around Chainer , but they have since printed Tinybones , Tergrid  Flip, and Tourach . Each of these are more potent in the command zone, but Chainer is closer to my twisted heart and nocent at shackling my foes.

I have a Naya-lands list around Hazezon Tamar , but they have put forth into the world, Zacama and Obuun , but Hazezon offers nostalgia and tokens.

This especially pertains to the list below the commander, such as Murderous Rider over Hero's Downfall , Fierce Guardianship over Counterspell , Usher of the Fallen over Savannah Lions , and the list goes on for eternity. I enjoy adding asinine old artifacts to lists (see: Temporal Aperture and Phyrexian Portal ), yet felt as if I had no choice but to cut Moonring Mirror for Sevylun .

My query of this thread is when do players feel obliged to cut cards from lists despite any strong emotions towards maintaining their inclusion? When can the poignant piece of cardboard at last meet anguish? When does power eclipse pet?

Note: This is not a question of whether it is correct or not to snuff the asinine spell. Optimization is a separate topic than what is meant to be discussed here.

plakjekaas on What, Exactly, is Wrong with …

1 year ago

Have you played Mardu in Kaladesh? That was not a drag-out-the-game deck. It used Thraben Inspector , Toolcraft Exemplar and Gideon, Ally of Zendikar along with vehicles to pressure your opponent really fast.

Your analysis left out the part where white is also the color of Savannah Lions and Isamaru, Hound of Konda . And those are strong enough cards in other formats, because it's 1v1 and because it's only 20 life. White weenie tactics don't translate that well to 40 life multiplayer, thàts why you can't win turn 4 in white in commander, with 120 life opposing you instead of just 20. When you use the stax way to compensate for that, drag everyone down to your level, you'll have three opponents annoyed that their playing pace have slowed down, with three times the answers to oppose your plan.

Don't get me wrong, I love playing mono white, but all the sighs from across the table whenever I do what white does best, tells me that white's probably the least enjoyable color to play against. People don't like getting their spells countered, an argument could be made for blue, but a counterspell is just once, move on and forget about it. A Deafening Silence is a constant reminder why I'm preventing you from executing your plan. A Day of Judgment is a conscious effort to destroy everything you've been playing for the last 5 turns.

White is full of powerful effects just as any other color, but where a red explosion turn can leave you impressed by everything that just happened, a green Craterhoof can make you scratch yourself behind your ear how you went from 36 to -152 life, black's race to finish you before accidentally finishing themselves keeps you on the edge of your seat, and blue's gigantic card advantage potential leaves you jealous, white's strongest avenues to victory will almost always upset all opponents. When you pay Real Life taxes, at least the community will benefit from it. Nobody likes to be put in prison. Which is a problem when you're gathered with a few others for a night of fun, and the white deck is trying its best to prevent the rest of the table from having their fun.

Suppressing others from having fun to have your own is a great competitive 1v1 tactic to annoy your opponent, make them prone to more mistakes, but it's terrible for social multiplayer formats if you want to get invited back. That's White's image issue. Combine that with the in-game inability to keep up with the other colors in both cards in hand and available resources to spend in a turn, and you've summed up pretty concise how white is typically bottom in most rankings.

psionictemplar on Jumanji Aggro || Selesnya Surprise

1 year ago

As far as the land matter goes, I would always suggest switching out tap lands when possible. The mana fixing of many of these lands are convenient, but as an aggro deck you need speed more. With that being said I'll offer these suggestions in line with your thoughts and other thoughts I have in general (keeping budget in mind).

  1. Switching frondland to loxodon heirarch is a change, I can totally get behind. Side note: kaheera doesn't work with some of your currently listed creatures (assuming you intended it as a companion).

  2. Given the choices you listed, birds of paradise would be your best choice. It not only gives you something to do on your first turn, helping you be faster, but the evasion can be real handy for flying over potential blockers when enchanted/equipped.

  3. I don't personally like the idea of working in another shield of the oversoul. If anything consider something like All That Glitters or Daybreak Coronet.

What's next are my personal ideas/suggestions:

  1. Remove the fog effects (fog and ethereal haze specifically): As a creature based deck, these do not progress your plan in any way. I would make an exception for the dawn charm on the reasoning that it can protect your creatures. But even then I would drop 1-2 copies on that as well.

  2. Remove cultivate: Ramp spells are most useful during the early game to allow more powerful spells to be played before their normally intended turn. Casting an early cultivate will use all your mana for a turn slowing you down. The mana upside really isn't something you can make use of since your curve essentially stops at 4.

  3. Ephemerate: I'm not totally sold on this because you could lose any enchantments you have attached to a creature. Not to mention, you really don't have any game changing enter the battlefield abilities to take advantage of this. If you were running something like Skyclave Apparition, it would be a different story (not budget, I know). I suppose keeping a creature alive is good, but it also doesn't progress your plan of attacking or developing your board. Maybe drop this to a couple copies or all together is my suggestion.

Things you could add in place of the above.

  1. Savannah Lions: Has good stats for 1 mana and has synergy with kaheena. Would recommend the full 4.

  2. Aegis of the Gods: Not as good stat wise for 2 mana, but could be a functional creature depending on your meta. (Probably better in the sideboard)

  3. Oversoul of Dusk: This can dodge many of the commonly played removal spells in the format and is a solid creature to boot. Maybe 2-3 copies total, just because it is 5 mana.

  4. Crown of Convergence: Power boost for your creatures and can help keep your deck drawing useful cards instead of things like land #8.

  5. Unbreakable Formation: I don't think this needs explaining.

These are my thoughts for now and I look forward to your decks evolution from here. But remember above all, its your deck and have fun with it however you choose.

Epicurus on Card creation challenge

1 year ago

First, I wanna say that Savannah Lions was my absolute favorite card when I first started playing almost 30 years ago. At one point in time, it was actually worth money. In fact, I still have a Legacy, mono-white, Armageddon deck that runs 4 of them, and it is one of my best decks.


Seedbearer Scout

Creature - Elf Scout

When ~ dies, search your library for a basic land card for each ~ in your graveyard, put them onto the battlefield tapped, then shuffle your library. Then, if there are 4 ~s in your graveyard, untap all lands you control.

1/1


I think that the whole needing multiples of it makes it over cost to be good in commander, and it isn't powerful enough to be good in Legacy or Vintage. But I could see it in Modern or Pioneer.

Next, make a pair of cards that have a similar synergy to Diligent Farmhand and Muscle Burst, but not related to the graveyard.

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