G/W Standard cats

By Zoorexian Created Dec 14, 2017 Updated Dec 14, 2017
Standard Other Tribal
+1
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Main Board (60)

Sideboard (15)

Quick Info

Hello and welcome to my take on Standard G/W Cats. While probably no contender for a GP or very large event, this deck is actually capable of playing an amazingly grindy game of Magic. If it could be put under a deck archetype, I would call this particular Cats version Midrange leaning toward control (as opposed to a Midrange deck that leans toward a more aggro approach.) It might be odd to say that it leans toward control, but the fact remains that a good number of our cards are capable of generating card advantage in someway.

 

So if you enjoy playing creatures, (especially cats) grinding your time and opponents at FNM, or playing Midrange, this could be the deck for you.

 

Early Game

For the early game as this grindy creature-based midrange deck, what you should be doing is simply hitting lands and putting cats into play. One key to success with this deck is identifying whether you should be attacking early or blocking early. This deck isn't the most aggressive in this approach due to our early cats not being too strong on their own, although they could be important road blocks against aggro decks. 

 

Sacred Cat, Adorned Pouncer, and Feral Prowler sadly only have 1 power each but the important point is that eventually, each one of them can generate card advantage and in the case of Pouncer, become a legitimate late-game threat later.

 

While it is important to not overvalue your life total, don't be too afraid to multi-block favorably or even draw a card in the case of Feral Prowler. I would argue that this little cat alone gears my cats towards a controlling type of strategy simply because Metallic Mimic and Initiate's Companion give the deck a more aggressive approach. Prowler right now is my stand in for Mimic, and if you want to get Mimics or have them, please do play them! This deck appreciates both the fact it's a tribal card AND it's a go-wide tribal deck where MM is most potent. 

Mid Game

In the mid-game, which for the average version is gonna be the 2nd strongest or even the strongest phase of this deck. This is a critical time of the game where you simply look to resolve cards that can certainly win the game in the end. 

 

Pride Sovereign is one big cat, and thanks to our split card Appeal // Authority can break a stalemate at nearly anytime by forcing removal or a game. Prowling Serpopard has different effectiveness based on counterspells flying around, but there is also the fact that technically by itself is the individually biggest cat we have. 

 

Lifecrafter's Bestiary As odd as it may seem to play 3 of these, it's possible that 4 could be played largely because it's a decent way to consistently use up our mana to overwhelm our opponents with cats. Even paying 1 extra G per cat turns all of them into creatures our opponents must find a way to remove, it makes them cantrips too. And it gets even better when our creatures can become Divinations. While technically not in the mid-game stage that will happen, that's the time that most Bestiaries will resolve and start allowing us to really grind the game out.

 

And finally, we come to our mid-game removal options, Cast Out and Ixalan's Binding. I am hard-pressed to say which one is better, because for our deck, they may be expensive to cast, but they are good to have. CO obviously has 2 very flexible modes (Cycling in the early game, Flash for any hasty or otherwise immediate threats that come down and give us a way to not take an entire turn to deal with it) but Ixalan's Binding? It not only gets ride of the threat, but it can even have a "gotcha" type feel to it. As an example, what if you exile a The Scarab God? That takes away 1 approach to the opponent being able to grind you out, because their others are uncastable. Or Binding a Glorybringer or Whirler Virtuoso? It may not have flash, or cycling, but Ixalan's Binding has a very potent effect that eliminates outs that our opponents could have.

Late Game

Onto the late game, we have a couple particular cards here, but so much of our deck comes online at this stage. To the inexperienced, it's surprising to learn how much our deck flourishes in the late-game.

 

Regal Caracal: if it wasn't obvious already, the RC can be a super roadblock or wombo combo with Pride Sovereign (my Sovereign is suddenly a 6/6 with lifelink? Sure!) or an eternalized Adorned Pouncer (5/5 Double Strike Lifelink is a beating!). Rarely does the actual cat lord ever attack, but in the go-wide strategy we have, making 2 2/2s with lifelink is a good roadblock already, and it only gets better with multiple Caracals.

 

Vanquisher's Banner: While not nearly as good as Lifecrafter's Bestiary, I find it a little important to run it as a 2nd lord effect and to continue letting our cats grind away. Unfortunately, this card becomes a bit worse if you do have the powerful Metallic Mimics I mentioned earlier. It is expensive, but can provide nice redundancy with our other card draw engine. After all paying GW to cast a 2/2 Sacred Cat+Divination is the weakest possible play if you survive with a Bestiary+Banner in play. And finally, Appeal // Authority. It may cost 3 mana, but it's a late-game card designed for game 1 cheese kills in combination with Adorned Pouncer or Pride Sovereign as the best targets for it.

General

Here in the general section, I'll talk about my sideboard card choices, and why I selected particular cards for certain matchups.

 

Due to current database bugs, Shapers' Sanctuary is the stand-in for 2x Authority of the Consuls. Truthfully, Ramunap Red is already a good matchup, but this card shutting down haste and slightly helping with (stall with lifegain) works perfectly into that plan. 

 

2 Crook of Condemnation: In my honest opinion, if you want GY hate, this is the best card in standard for it. It may cost more than most, but the actual selection is pretty powerful as well, shutting down God Pharoah's Gift, Torrential Gearhulk, The Scarab God activations, even though you might think Watchers of the Dead could be better because it's a cat, I personally find it incorrect due to the choice your opponents get, plus in the case of TSG, they get your stuff too anyway. 

 

3 Heroic Intervention: Very powerful and absolutely needed against decks trying to board clear or maybe have too much removal in general. A blowout vs Fumigate.

 

3 Solemnity: #1 VS any energy variant. I would imagine if you manage to resolve 1 of these, and 2 Ixalan's Binding against Glorybringer and Whirler Virtuoso, it becomes nearly impossible for them to win. Because of no more energy and no more aerial attacks.

 

1 Cast Out if I feel I need a bit more removal in someway, like a creature combo deck of sorts.

3 Gideon's Intervention: Sideboard for many powerful haymakers that may destroy us. It's at its best vs threats that want to damage us Hazoret the Fervent, Glorybringer. But the more useful part of the card, when you know what your opponent's playing, is possibly naming key cards to prevent them from being cast. The Scarab God, Settle the Wreckage, Fumigate, Approach of the Second Sun. GI has a good amount of application.

1 Vanquisher's banner when my grinding needs to really count.

 

And thus concludes my version (where are the Mimics?!) on Standard G/W "memerange" Cats.

 

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