Creature — Cat
Landfall --- Whenever a land enters the battlefield under your control, Scythe Leopard gets +1/+1 until end of turn.
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|Commander / EDH||Legal|
Scythe Leopard occurrence in decks from the last year
Scythe Leopard Discussion
3 months ago
I really like the deck idea. I feel like there's to many 3 drops. Mob, Mammoth, and Excavator all want to come down on 3, and thats just the creatures. I would suggest cutting a couple of excavators for Scythe Leopard. I do think that its a good card, but it seems very win more. I'd say cut 2 Amulets and 2 Excavators and add 4 of the Leopards. Both cards are good, but seem like they are unnecessary extra value a lot of the time.
4 months ago
Pride Sovereign is great, although its probably more for GW. Feline Sovereign is a lord that also gives you artifact/enchantment removal. Prowling Serpopard is obviously great against any sort of counterspell-playing deck, although a bit expensive. Kaheera, the Orphanguard is also sorta expensive but you can just run one as a companion. Generous Stray isn't as good but its cheap and cantrips.
I would suggest going into GW colors. Even though the manabase won't be great with budget constraints you get access to so many more cats: Adorned Pouncer, Brimaz, King of Oreskos ($$$$), Leonin Vanguard, Regal Caracal, King of the Pride (this one is OP), Qasali Ambusher, Ajani's Pridemate (good with Leonin Vanguard, etc. This'll also give you good SB options like Felidar Cub/Qasali Pridemage (not sure if needed with Feline sovereign already removing artifacts/enchantments), Dromoka's Command, Leonin Arbiter, etc.
8 months ago
Scythe Leopard allows a few more points of damage, especially when you're running fetches. Not as relevant in multiplayer as it is in 1v1 but that sums this deck up entirely really. Ultimately it's a judgment call. Gaining the life from the 1/1s (4/4s) does actually mount up over the course of a game so there's an arguement to be made for them.
I'd need to play test the deck more but Tragic Arrogance seems like a good include if we're consistently only left with 1 or 2 cats. Sometimes I think it'd be better to just wipe the board with something like Hour of Revelation an then go in with a cheap cat that we've got in hand if our strategy is to just rely on 1 or 2 cats. Then that takes us round to thinking more about equipment and your suggestion of Duelist's Heritage, which I think would be a great include. Giving unblockable or some kind of evasion and then going for some kind of cat voltron win would be awesome and probably the best way to see success in multiplayer.
Unbreakable Formation is another great suggestion for when we manage to (kitty) litter the board with cats. I do'nt think it does make the alpha swing risky either because our stuff gets indestructible and vigilance so there's really no downside or risk there.
Great suggestions and if I ever come back to the deck I'll be sure to look into including them.
8 months ago
Hello, this deck looks great! However, I'd like to also know what are your thoughts about these cards:
- Tragic Arrogance - great boardwipe that can surgically keep your best cat and leave worst permaments of your opponents
- Unbreakable Formation - after a few playtests this card proven to not only be another Heroic Intervention but can help finish the game with risky alpha strike
- Duelist's Heritage - another way to give cats (and sometimes opponents' creatures smashing each other) Double Strike is invaluable in this deck
- Charmed Stray / Trained Caracal - I guess that this might be only my preference but I like these cats more than e.g. Scythe Leopard
1 year ago
Fabled Passage , Prismatic Vista , Terramorphic Expanse Evolving Wilds , Mana Confluence , City of Brass , Undiscovered Paradise , Reflecting Pool , Sungrass Prairie , Wooded Bastion , Nazahn, Revered Bladesmith , Balan, Wandering Knight , Avacyn's Pilgrim , Steppe Lynx , Scythe Leopard & Enlightened Tutor
1 year ago
cute idea but i think people will get wise to this after a game or 2 and enchantment removal/ Pithing Needle will shut you down.
I'd suggest implementing a Landfall theme to help support a heavy land count:
Grazing Gladehart , Undergrowth Champion , Lotus Cobra , Embodiment of Insight , Baloth Woodcrasher , Avenger of Zendikar , Murasa Ranger , Oran-Rief Hydra , Turntimber Basilisk , Jaddi Offshoot , Territorial Baloth , Snapping Gnarlid , Snapping Creeper , Scythe Leopard , Rampaging Baloths
1 year ago
Hey, I also don't have a Arahbo deck, but to take more advantage of eminence (+3/+3 for a Cat) my advice is to keep the mana curve low. Mostly one and two drop Cats, some three drops, couple of four drops and top the curve at five drop Regal Caracal and Arahbo:
Here's an example:
- Loam Lion
- Wild Nacatl
- Savannah Lions
- Jungle Lion
- Steppe Lynx
- Scythe Leopard
- Sacred Cat
- Trained Caracal
- Glittering Lynx
- Fleecemane Lion
- Qasali Pridemage
- Adorned Pouncer
- Metallic Mimic
- Leonin Arbiter
- Leonin Skyhunter
- Ajani's Pridemate
- Leonin Relic-Warder
- Brimaz, King of Oreskos
- Mirri, Weatherlight Duelist
- Skyhunter Skirmisher
- Pride Sovereign
- Mirri, Cat Warrior
- Alms Collector
- Jazal Goldmane
- Leonin Warleader
- Regal Caracal
2 years ago
You're very welcome, always fun to help out!
Harrow is a good card if you want to continue the landfall theme. Note that you can sacrifice one of the lands you already tapped for mana, That way you won't lose any unused mana.
I think Modern-casual is a great starting format, since you have a larger card pool than say standard, which will give you more flexibility when creating decks!
Now, since you're playing casual magic you don't need to spend a lot of money on great cards. There are really good commons, uncommons and even rares that are very cheap.
Some more things to consider when building decks: - A common mistake for newer players is to focus to much on your life total. The game is not lost until your life is at 0 (or if your library runs out of cards..). This means that as long as you have one point of life left, you're still in the game. Cards such as Grazing Gladehart is only good if you're already winning. It's landfall-ability is not very impactful, meaning it doesn't do much to affect the playing field.
Card advantage/card draw. You start with 7 cards in your hand and naturally draw one extra at the start of your turn. Now, say that you manage to play two or even three cards in the same turn. This means that you will have a net card-advantage of -2. The last thing you want is to rely on that one card draw each turn to get out of a situation (also called top-decking). If you have 5 cards in hand you'll possibly have answers to the opponents creatures and spells. But if you have no cards in your hand, your options are severely limited. So make sure you're able to draw extra cards to keep that hand filled up with juciy answers to what your opponent does!. River Hoopoe is a great example of a great card that generates good advantage. If you draw it early, you'll be able to play it turn 2 and do some damage or stall by blocking your opponents creatures. Late game, it's not a dead draw, since you can use it's ability to gain more cards and draw into an answer.
Removal is good! Cards such as Prey Upon is perfect for you, since it's a green card that can take care of creatures with evasion! It's also very good to Murder your opponents creature that he's invested several cards in, with just one card.
Bit of a long section, but in my opinion some very important points to keep in mind :)
As for more cards to fit into your deck (i'll try to keep the list on the cheaper side):
Rampaging Baloths - Great Landfall card!
Prey Upon - As mentioned above, Great removal!
Overrun - A great finisher, buffs all your creatures and gives them trample!
Llanowar Elves - Since most of your cards costs a bit of mana to play, having some creature based ramp is very good.
Retreat to Kazandu - Again, landfall that either stabilizes your health if needed or gives your creatures a boon.
Think Twice - One of my favorite cheap card draws out there. You play it once to draw one card and can also play it again from the graveyard when you have some mana left!
Giant Growth - A perfect battle trick to buff your creatures, either to deal that extra 3 damage to the opponents life or to play in order for your creature to survive!
Vapor Snag - A cheap card to return your opponents creatures in order to squeeze some of your big hitters through. A bit better than unsummon, since your opponent loses 1 life as well!
Dissipate - Since you have access to blue, why not throw in some counters, to negate some of your opponents spells?
Arcane Flight - To give your landfall creatures flying..
These are only a few suggestions, but it might help you get some ideas on what to build!