Ajani deck

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I just traded for an Ajani, Caller of the Pride . Which got me to thinking about making a cat deck. I don't know if it is going to be standard or modern yet. Give some ideas that would work with Ajani. Not worried about budget so don't be shy on pricey cards.
You'll probably want to do a g/w deck with a bunch of lifegain and some proliferate cards. So things like:


Ajani's Pridemate
Contagion Clasp
Ajani's Sunstriker
White Sun's Zenith
Soul Warden
Kemba's Skyguard
Nourish
Heroes' Reunion


You may want to put in Raksha Golden Cub, but I find it hard to balance his mana cost and the artifacts necessary to use him.
If I go g/w then I think I will add dawnglow infusion and there is a cat that states: if you have 40 or more life you win the game I might put him in to.
I will throw some cards together and post it soon thanx. I was thinking about going life gain route. I don't have one built yet but Ajani seemed to me that he would fit nicely in one.
Don't forget about Felidar Sovereign or Test of Endurance.
This is what I threw together last night, let me know what you guys think. I am still open to suggestions so if you have any others that might be viable for the deck post them. Oh and I decided to keep the deck within modern format.

LANDS

10 Plains
  9 Forest
  4 Sunpetal Grove  

CREATURES

  3 Ajani's Pridemate  
  3 Ajani's Sunstriker
  3 Felidar Sovereign
  3 Healer of the Pride
  2 Kemba, Kha Regent
  3 Loam Lion
  3 Pride Guardian
  3 Savannah Lions

PLANESWALKERS

  2 Ajani, Caller of the Pride

SPELLS

  3 Dawnglow Infusion
  3 Rest for the Weary
  3 Sun's Bounty
  3 Whitesun's Passage









 
Well, I guess first is Kemba won't be doing much good without equipment. In this deck she's a shiny 2/4 for 3. :P Either drop her for more Ajanis (or whatever) or get some equipment. Loxodon Warhammer is a good equipment either way, so maybe consider the latter route...

Also, not a fan of one shot life gain. The life boost is nice, but that's all it does. So, when you need to deal with, say, a creature that is killing of YOUR creatures, or something with infect or what have you, life gain isn't gonna help. Oblivion Ring is the first thing that comes to mind. Pacifism and it's like are good too. Maybe a Disenchant effect to deal with artifacts and enchantments.
You could easily make this deck mono-white. Just get some boon reflection and beacon of immortality. White sun's zenith is awesome at making blockers, and nets life with soul warden type creatures. If you play a ton of creatures, congregate is the best 1-shot lifegain spell in the game.

If you keep green, add leyline of vitality for extra lifegain, and nacatl war-pride just because it's awesome.
HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
Ajani Goldmane isnt too bad either on life gain, and it buffs ur lifelinkers pretty well too
IMAGE(http://images.community.wizards.com/community.wizards.com/user/blitzschnell/7f93181f0a4ee0953e8ae20da960a876.jpg?v=90000)
This is the new version of the deck. I cut the deck down to mono white it seems to be more consistant. Let me know what you guys think of V2.0

LANDS

14 Plains
  4 Kabira Crossroads
  4 Sejiri Steppe

CREATURES

  3 Ajani's Pridemate
  3 Ajani's Sunstriker
  2 Angelic Wall
  3 Felidar Sovereign
  3 Healer of the Pride
  3 Pride Guardian
  3 Savannah Lions
  2 Skyhunter Prowler

PLANESWALKERS

  2 Ajani Goldmane
  2 Ajani, Caller of the Pride
 
SPELLS

  3 Boon Reflection
  3 Rest for the Weary
  3 Sun's Bounty
  3 Whitesun's Passage

SIDEBOARD

  3 Oblivion Ring
  3 Path to Exile
  3 Pacifism
  3 White Sun's Zenith
  3 Soul Warden