The idea is to make a simple deck that can be used to teach someone how to play (so I avoided putting too many non-Evergreen keywords or extremely complex cards), but also a fun option for casual games with a cohesive theme.
I find the Mana curve too high for my taste, with only two 4 Mana ramping spell, that only searches for Nissa at that point...
CMC 1: 6 Cards
CMC 2: 7 Cards
CMC 3: 11 Cards
CMC 4: 4 Cards
CMC 5: 5 Cards
CMC 6+: 4 Cards
TOTAL: 37 Cards
I see that you have too many high CMC spells, that will see too much late play
I might want to add some Removal spells: If you want to teach somebody to play, you should teach them how to deal with the cards of your opponent, even if it is only a 1 for 1 card. If you go for the budget way, maybe a Divine Verdict, Immolating Glare or Rebuke.
I do not see that much Life gain to have an excuse to have Felidar Sovereign. I know it is a Cat Tribal deck, but that is the card that does not fit the theme as much.
Also Nissa and the spell to search for her does not fit the theme...
Also, the deck dies to evasion Creatures (Flying)
I would add some Creatures to help against this strategy: Qasali Ambusher if you want to teach the Keywords Reach and Flash Leonin Skyhunter cheap both in Mana and money for a Cat with evasion Kemba's Skyguard if you want to add some Life gain for the Sovereign Skyhunter Skirmisher if you want to teach what Fist Strike and Double Strike is
If you do not want to go through the Life gain route, Savannah Lions is much better than Sacred Cat, and you get rid of the new ability, Embalm, that might confuse the new player
Just some ideas
Please, feel free to dismantle them and tell me why they do not fit what you wanted for this deck
Edit: Added the bars to represent better the Mana Curve
Those are all wonderfull suggestions! Thanks for the whole analysis!
I totally agree with including removals. It also makes the deck a bit less frustrasting to play against creatures the cats can't deal with on combat.
Nissa is there just cause I wanted another planeswalker beyond Ajani to also show some of the characters. It didn't have to be this Nissa. This one felt simple and had an ultimate that help the little cats to overrun the opponent. But some tests have shown she has little to none impact when played. I considered Elspeth, but I didn't want non-cat tokens. Maybe Nissa, Genesis Mage or Gideon, Martial Pargon would fit the deck better?
Her support card doesn't shine either and, as you said, it is off theme and at 4CMC the ramp is not that relevant anymore. Maybe I could cut both for Immolating Glare. Even Ajani's Aid would be better, I guess. But I'll probably go for the removal spells.
Concerning Felidar Sovereign, its "win the game" clause is more of a Plan B. It turned out that the deck eventually gains some amount of life when lifelink enablers (Regal Caracal, Loxodon Warhammer, Unflinching Courage) combine with higher atk cats (Pride Sovereign, Jazal Goldmane, Adorned Pouncer). It is not something for the deck to rely on, but eventually reaching 40 life will happen before taking the opponent down to 0 (on stalled boards or multiplayer games). It's also meant to be the "top of the curve" cat of the deck. I thougth I had too few equipments for Raksha Golden Cub, I also tried to avoid Protection and Landwalk (so no Jareth, Leonine Titan or Jedit Ojanen of Efrava) and thought Phantom Nishoba would be confusing with Lifelink, but maybe I could give it a try. I could probably replace it with Arahbo, Roar of the World once Commander 2017 gets released next month.
For now I guess I could add some more life gain cats to help it. But probably getting rid of Sacred Cat would be great for lowering the keyword count!
Thanks again for your post! It will surely help me a lot =)
Her support card doesn't shine either and, as you said, it is off theme and at 4CMC the ramp is not that relevant anymore. Maybe I could cut both for Immolating Glare. Even Ajani's Aid would be better, I guess. But I'll probably go for the removal spells.
I completely agree that Ajani's Aid is much better (and in theme with the deck) than Verdant Crescendo, definitely you whould swap them if you are going to remove Nissa.
You have many more White spells than Green spells, so you need more Plains than Forests
I have upgraded the Land count up to 24 because you have expensive spells and I always follow a rule for my Mana Base
I would choose Divine Verdict against Immolating Glare because it can kill blocking Creatures of your opponent too
I kept the card count up to 60 Cards, although I like to play 61... And I would have added another Plains, 25 Lands, due to the high number of spells with CMC of 5 and 6
Felidar Sovereign as a 1-of doesn't make much sense. As it is now, you pretty much have the life you need to win when this comes down, so if the opponent cannot deal with it right away, it becomes mostly an "oh, I win" card, which is usually not very satisfying for either player. I suggest you either leave it out entirely or run at least two copies, though personally, I would cut it.
If getting your creatures through to deal combat damage is a problem, a Rogue's Passage or two can fix that.
In terms of removal, if you just want to add a bit, it should be most versatile. I'd choose something like Oblivion Ring, its "fixed" cousin Banishing Light, or Faith's Fetters, all of which can deal with planeswalkers, artifacts, and enchantments to a degree, while the Fetters can even help against utility lands.
Speaking of utility, Felidar Cub is a cheap cat that can deal with enchantments should the need arise. If not, it's a body to attack and block with.
If getting your creatures through to deal combat damage is a problem, a Rogue's Passage or two can fix that.
Rezzahan is right about this.
Since I first saw the Rogue's Passage in Return to Ravnica, I add 1x of that Land to EVERY one of my decks
I have none currently where I am Living, and it is not legal in Standard anymore, which is the format I play the most...
But, when Origins was around... I had WONDERFUL Times with it and my old friend Kalitas
About the removal, I was thinking about teaching the person who is going to pilot the deck about destroy effects, and trying to aim to cheap (not money expensive) cards; but "Pacifism" cards could also show the difference between destroying and doing something else to remove the Creature. Nice idea!
Any suggestions?
3x Adorned Pouncer
2x Brimaz, King of Oreskos
1x Felidar Sovereign
4x Fleecemane Lion
2x Jazal Goldmane
3x Loam Lion
3x Prowling Serpopard
4x Regal Caracal
3x Sacred Cat
4x Pride Sovereign
4x Canopy Vista
6x Plains
6x Forest
3x Fortified Village
4x Scattered Groves
Artifact (1)
1x Loxodon Warhammer
Enchantment (1)
1x Unflinching Courage
2x Verdant Crescendo
1x Engineered Might
Instant (1)
1x White Sun's Zenith
Planeswalkers (2)
1x Nissa, Nature's Artisan
1x Ajani, Valiant Protector
Link to deck @ TappedOut.net
Commander: WUBRG Superfriends, GW Rhys Tokens, WUBRG Scion of the Ur-Dragon
Kitchen Table (now that's real Magic): WUBRG Domain, GU Biovisionary, UB Korlash Grandeur, UW Merfolk Mill
CMC 1: 6 Cards
CMC 2: 7 Cards
CMC 3: 11 Cards
CMC 4: 4 Cards
CMC 5: 5 Cards
CMC 6+: 4 Cards
TOTAL: 37 Cards
I see that you have too many high CMC spells, that will see too much late play
I might want to add some Removal spells: If you want to teach somebody to play, you should teach them how to deal with the cards of your opponent, even if it is only a 1 for 1 card. If you go for the budget way, maybe a Divine Verdict, Immolating Glare or Rebuke.
I do not see that much Life gain to have an excuse to have Felidar Sovereign. I know it is a Cat Tribal deck, but that is the card that does not fit the theme as much.
Also Nissa and the spell to search for her does not fit the theme...
Also, the deck dies to evasion Creatures (Flying)
I would add some Creatures to help against this strategy:
Qasali Ambusher if you want to teach the Keywords Reach and Flash
Leonin Skyhunter cheap both in Mana and money for a Cat with evasion
Kemba's Skyguard if you want to add some Life gain for the Sovereign
Skyhunter Skirmisher if you want to teach what Fist Strike and Double Strike is
If you want to go through the Life gain route, my advise is to add more Creatures that give you Life, like Kemba's Skyguard, Healer of the Pride or Ajani's Sunstriker
If you do not want to go through the Life gain route, Savannah Lions is much better than Sacred Cat, and you get rid of the new ability, Embalm, that might confuse the new player
Just some ideas
Please, feel free to dismantle them and tell me why they do not fit what you wanted for this deck
Edit: Added the bars to represent better the Mana Curve
Even If You Cannot See It
Sengir, The Half-Vampire Paladin
Link BattleKnight
Link Bitefight
Return to Ulgrotha (My Expansion)
I totally agree with including removals. It also makes the deck a bit less frustrasting to play against creatures the cats can't deal with on combat.
Nissa is there just cause I wanted another planeswalker beyond Ajani to also show some of the characters. It didn't have to be this Nissa. This one felt simple and had an ultimate that help the little cats to overrun the opponent. But some tests have shown she has little to none impact when played. I considered Elspeth, but I didn't want non-cat tokens. Maybe Nissa, Genesis Mage or Gideon, Martial Pargon would fit the deck better?
Her support card doesn't shine either and, as you said, it is off theme and at 4CMC the ramp is not that relevant anymore. Maybe I could cut both for Immolating Glare. Even Ajani's Aid would be better, I guess. But I'll probably go for the removal spells.
Concerning Felidar Sovereign, its "win the game" clause is more of a Plan B. It turned out that the deck eventually gains some amount of life when lifelink enablers (Regal Caracal, Loxodon Warhammer, Unflinching Courage) combine with higher atk cats (Pride Sovereign, Jazal Goldmane, Adorned Pouncer). It is not something for the deck to rely on, but eventually reaching 40 life will happen before taking the opponent down to 0 (on stalled boards or multiplayer games). It's also meant to be the "top of the curve" cat of the deck. I thougth I had too few equipments for Raksha Golden Cub, I also tried to avoid Protection and Landwalk (so no Jareth, Leonine Titan or Jedit Ojanen of Efrava) and thought Phantom Nishoba would be confusing with Lifelink, but maybe I could give it a try. I could probably replace it with Arahbo, Roar of the World once Commander 2017 gets released next month.
For now I guess I could add some more life gain cats to help it. But probably getting rid of Sacred Cat would be great for lowering the keyword count!
Thanks again for your post! It will surely help me a lot =)
Commander: WUBRG Superfriends, GW Rhys Tokens, WUBRG Scion of the Ur-Dragon
Kitchen Table (now that's real Magic): WUBRG Domain, GU Biovisionary, UB Korlash Grandeur, UW Merfolk Mill
I completely agree that Ajani's Aid is much better (and in theme with the deck) than Verdant Crescendo, definitely you whould swap them if you are going to remove Nissa.
The changes I would make to that deck would be:
3x Adorned Pouncer
2x Brimaz, King of Oreskos
1x Felidar Sovereign
4x Fleecemane Lion
2x Jazal Goldmane
3x Loam Lion
3x Prowling Serpopard
4x Regal Caracal
3x Savannah Lions
4x Pride Sovereign
1x Loxodon Warhammer
Enchantment (2)
1x Unflinching Courage
1x Ajani's Aid
Instant (3)
1x White Sun's Zenith
2x Divine Verdict
Planeswalker (1)
1x Ajani, Valiant Protector
Lands (24)
4x Canopy Vista
9x Plains
3x Forest
4x Fortified Village
4x Scattered Groves
You have many more White spells than Green spells, so you need more Plains than Forests
I have upgraded the Land count up to 24 because you have expensive spells and I always follow a rule for my Mana Base
I would choose Divine Verdict against Immolating Glare because it can kill blocking Creatures of your opponent too
I kept the card count up to 60 Cards, although I like to play 61... And I would have added another Plains, 25 Lands, due to the high number of spells with CMC of 5 and 6
You are welcome, my pleasure
Even If You Cannot See It
Sengir, The Half-Vampire Paladin
Link BattleKnight
Link Bitefight
Return to Ulgrotha (My Expansion)
If getting your creatures through to deal combat damage is a problem, a Rogue's Passage or two can fix that.
In terms of removal, if you just want to add a bit, it should be most versatile. I'd choose something like Oblivion Ring, its "fixed" cousin Banishing Light, or Faith's Fetters, all of which can deal with planeswalkers, artifacts, and enchantments to a degree, while the Fetters can even help against utility lands.
Speaking of utility, Felidar Cub is a cheap cat that can deal with enchantments should the need arise. If not, it's a body to attack and block with.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Since I first saw the Rogue's Passage in Return to Ravnica, I add 1x of that Land to EVERY one of my decks
I have none currently where I am Living, and it is not legal in Standard anymore, which is the format I play the most...
But, when Origins was around... I had WONDERFUL Times with it and my old friend Kalitas
About the removal, I was thinking about teaching the person who is going to pilot the deck about destroy effects, and trying to aim to cheap (not money expensive) cards; but "Pacifism" cards could also show the difference between destroying and doing something else to remove the Creature. Nice idea!
Even If You Cannot See It
Sengir, The Half-Vampire Paladin
Link BattleKnight
Link Bitefight
Return to Ulgrotha (My Expansion)