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PROTEAN CAT

Welcome to my Protean Cat primer.

This is a mass-reanimation deck, which uses both a Protean Hulk combo and lines using the synergy between Leonin Relic-Warder and Razaketh, the Foulblooded . Basically, however, it is played like a fast-combo-deck with a great backup.

Nethroi, Apex of Death 's ability allows us not only to return important pieces that are in the grave, but also entire Hulk-piles at once, making us more consistent and resilient. Nevertheless, because of the very expensive ability, the focus of the deck is on the above combo's and lines, while Nethroi, Apex of Death becomes especially useful the longer the game lasts. That's why we are effective not only in the early stages, but also beyond.


In advance: For more detailed information or specific questions, join the and/or contact me: PickNik#1762

The general concept is very simple: quickly get the combo and line enablers into the graveyard and cheat them onto the battlefied. Because we are not playing an interactive deck, try to do this as fast as possible.
Nethroi, Apex of Death is your man if your first attempts will fail. Concentrate on either Hulk or Razakats, because the probability is higher that one strategy will not work fast enough if there is no focus on it.

One might now ask why both Protean Hulk and RazaKats are played and think that the deck would be stronger and more stable if it concentrated on only one of them. But:

One of the main reasons is - why we include both - that we do not have a combo-piece in the Commandzone. That's why the combo's are completely of the 99 and have to be reliable. If we only play one combo and our opponents know that, it is certain that the success is lower. We need another combo to be more adaptive and stable. But why RazaKats and Protean Hulk?

Protean Hulk -Piles are extremely effective and with a reanimation-deck easy to assemble. Cheating in a Hulk is a great strategy. Adding Razaketh, the Foulblooded to the deck does not only give us another great reanimation target, but also another combo-piece. Furthermore, the deck runs already Animate Dead , so for the loop it was only necessary to include Leonin Relic-Warder to have another strong combo.

In conclusion, RazaKats synergizes well with a reanimation strategy and does not interfere or weaken the Protean Hulk -combo.

- Resilience -

The deck runs a Hulk-Combo as well as the Leonin-Loop. Those stategies are backed up by Nethroi, Apex of Death , who can reanimate key pieces of these lines. This means not only that we play very strong combos, but also that with our commander the lategame is more stable, because we will have potential access to the important cards almost all the time. This is especially the advantage over the Varolz decks, which - if they don't win early - will be overtaken quickly.
If our strategy doesn't work in the beginning, because our reanimation spell (e.g., Dance of Dead) is countered, then we'll try it with Nethroi again later.


- Mass Reanimation -

The strength of the deck therefore also lies in the ability of Nethroi, Apex of Death to reanimate many creatures at once or directly your win-pieces. Having a reanimator in the command zone allows us to be a constant threat to our opponents as long as important cards are in the graveyard.

- No -

Without blue, we'll have little or no participation in the control game. And since we also don't focus on stax, we're not an interactive deck, so we only concentrate on our combos. At the same time, we don't prevent the victories of others, but win through speed and resilience.
Additionally, we lack not only the strong counters, but also the strong staples (like Mystic Remora ), which basically stabilize and improve decks.


- Slower than Varolz, less value than TnT -

In many ways this deck is a mixture and combination of Varolz-Hulk and Razakats. But since we are combining both decks, cards that characterize the others have to be taken out for this deck. Without Varolz, the Scar-Striped as commander, an effective combo piece for the Hulk line is missing, so our deck will be slower. Without Thrasios, Triton Hero and Tymna the Weaver we are missing comparatively value, another combo-piece and blue, from which Razakats benefits enormously.


The final question is: can Protean Cat compete in cEDH?


Probably not. It is true, that the deck uses two lines that have proven to be successful - RazaKats and Protean Hulk are insanely strong. But what is also clear is that Nethroi, Apex of Death adds too little value and therefore other commander that also use these strategies are better. Experience has now shown that although Protean Cat is very strong at the beginning and can also win very quickly, he will have problems if this is prevented. Even if Nethroi, Apex of Death is a quality back-up, unfortunately too often a gap opens up between the early and the benefit of the back-up, so that we are left too long on dry land after a failed combo.

Both Razaketh, the Foulblooded and Protean Hulk are costly cards. The following describes briefly how to get one of them onto the board effectively.

The preferred way to get your fatties is to return them from your graveyard to the battlefield. Therefore, you cast a spell putting either Razaketh, the Foulblooded or Protean Hulk into the graveyard.
You have the options to get the card into the graveyard directly from the library or from your hand. From your library you use cards like Entomb or Buried Alive , whereas you use Body Snatcher or Cabal Therapy to get the card from your hand into the grave.
The deck is full of reanimation spells (e.g., Reanimate , Dance of the Dead , ...), which brings them back.
Your lowest possible costs to start the line or combo are : Entomb + Reanimate .

Another strategy is to tutor directly for either Protean Hulk or Razaketh, the Foulblooded . The most effective cards are Natural Order and Pattern of Rebirth because of their cheap costs: - cast Natural Order by additionally sacrificing a creature. - get Protean Hulk .
[to start the Hulk-Line you need a sac-outlet ( Viscera Seer ) to sacrifice Protean Hulk .]
costs: one creature and (+ for the sac-outlet).


We also play two other tutor cards that put the creature directly into play: Fiend Artisan and Finale of Devastation . But both cards are expensive to search for either Razaketh, the Foulblooded or Protean Hulk and are therefore not the preferred approach.

In the lines it is assumed that no sac-outlet is on the board and the first sacrifice of Protean Hulk is an one-time effect (e.g. by Phyrexian Tower or Slaughter Pact ).


Simple Line



Pile-Piece in Hand

If you have one of the cards in your hand, the line must be adjusted. In this case, Body Snatcher is your MVP.


(a) Karmic Guide

If you have Karmic Guide in your hand, just get Body Snatcher instead.


(b) Mikaeus

If you have Mikaeus, the Unhallowed in your hand, your Hulk-Line will change.


(c) Walking Ballista

If you have Walking Ballista in your hand your Hulk-Line will change.


Pile-Piece in the graveyard

If one of your pile-pieces is in your graveyard, your Hulk-Line will change. But the adjustment is almost the same as if the card were in your hand.

(a) Karmic Guide

If you have Karmic Guide in your graveyard, just get Body Snatcher instead.


(b) Mikaeus

If you have Mikaeus, the Unhallowed in your graveyard your Hulk-Line will change.


(c) Walking Ballista

If you have Walking Ballista in your graveyard your Hulk-Line will change.


Pile-Piece in your hand and graveyard

If one of your pile-pieces is in your graveyard and another one in your hand, your Hulk-Line will change. However, since the adjustments are a combination of the above lines, they are not listed here. But it is important to note that Body Snatcher is crucial, because he will force you discard one of the pieces and let you return one. In addition, the synergy of Mikaeus, the Unhallowed and Karmic Guide is used so that we can sacrifice Karmic Guide and return her with Mikaeus, the Unhallowed 's undying-ability.

The lines are entirely based on .

Generally, you absue the effect of Leonin Relic-Warder and Animate Dead . If you reanimate Leonin Relic-Warder with Animate Dead the trigger of Leonin Relic-Warder will go on the stack. Then you will exile Animate Dead with Leonin Relic-Warder 's ability. Animate Dead will be exiled. Then Animate Dead will trigger to sacrifice Leonin Relic-Warder . This will trigger Leonin Relic-Warder 's second ability, returning Animate Dead . Animate Dead will return Leonin Relic-Warder again and the loop begins.
With cards like Blood Artist you have infinite trigger and win the game. With Razaketh, the Foulblooded you can gain infinite tutors.



(1) Simple Leonin Loop

You need Razaketh, the Foulblooded , 3 other creatures in play and at least 6 life


(2) Leonin Loop off Razaketh's Animate Dead

You need Razaketh, the Foulblooded , 3 other creatures in play and at least 4 life

Because you respond to the initial trigger of Animate Dead to sacrifice Razaketh, the Foulblooded this trigger will remain on the bottom of the stack. Therefore, you have a tutor-loop at instant speed and response.



(3) Low-creature, high-life Leonin Loop

You need Razaketh, the Foulblooded , 2 other creatures in play and at least 13 life
Nethroi, Apex of Death 's ability can be used to assemble the combo's or to directly win with reanimating the entire Hulk-Pile.
Don't forget that it is necessary to have one creature on the battlefield to use Nethroi, Apex of Death 's mutate ability.



Nethroi-Razaketh

You need one creature on your battlefied, Razaketh, the Foulblooded and at least one creature with power 2 or less in your graveyard and at least 4 life
  • mutate a creature with Nethroi, Apex of Death .
  • return Razaketh, the Foulblooded and
  • either one other creature with maximum power 2 to the battlefield (total power 10/10).
    With the mutated creature you now have 2 creatures and Razaketh, the Foulblooded on the battlefield.
  • start Razaketh-Loop (3) [at least 13 life].
  • or two other creatures with power 1 to the battefield (total power 10/10).
    With the mutated creature you now have 3 creatures and Razaketh, the Foulblooded on the battlefield.
  • start your preferred Razaketh-Loop [at least 4 life].


Hulk-Pile

You need your final Hulk-Pile in your graveyard


You need Protean Hulk in your graveyard.

with sac-outlet in the graveyard without sac-outlet in the graveyard
- mutate a creature with Nethroi, Apex of Death . - mutate a creature with Nethroi, Apex of Death .
- return Protean Hulk and Viscera Seer / Carrion Feeder to the battlefield (total power 7/10). - return Protean Hulk to the battlefield (total power 6/10).
- sacrifice Protean Hulk . - sacrifice/destroy Protean Hulk with a spell (e.g., Slaughter Pact ).
- start the Hulk-Line. - start the Hulk-Line.


If you do not reach the power total of 10, Grand Abolisher / Sylvan Safekeeper are good ways to protect the line if they are in our graveyard.

We are playing a fast-combo-deck that is backed up by Nethroi. That is why our hands should be very risky, greedy and effective; the combo's should be executed as soon as possible. A good example is the following hand:


glass-cannon


This is a potential turn 1 win and probably the strongest hand. We put Protean Hulk into the graveyard with Entomb , get him back with Reanimate and kill him with Slaughter Pact , starting the Hulk-Line. But if this gets interrupted we are out of the game, because we have no engines to get us back into it. Nontheless, it's definitely worth the risk.


As long as we don't have the key cards for the combo, we should make sure through tutors or carddraw that we have quick access to them or have the potential to get them:

effective setup


This is a straight keep. We got ramp, graveyard-tutor, removal, tutor and carddraw. We can basically do whatever we want. Kill a threat, get a key card, put key cards into our graveyard and get later a reanimation spell or play Bob. That's just good.


If you have both Necropotence and Dark Ritual in your hand, you keep the hand. Period. Unless this is not prevented, we have won. If it is, we lose. The gamble is worth it.

NecroRitual



Because this deck lacks interaction, we really need the cards that will lead us to our combo. Otherwise, we cannot keep the hands.

no keep


This seems to be a good hand, but I would suggest to not keep it. We do not get anywhere with it. Yes, we have ramp or could even play an effective stax-piece with Drannith Magistrate , but we are still quite far away from a victory. This hand might be possible if it is the third one we have drawn. Then I probably would get rid of Priest of Titania . With Eladamri's Call we could get Body Snatcher and try to get a setup for a Razaketh-Reanimation - but it's still pretty humble.


It is difficult to judge with this deck to hold hands that are rather fragile but will lead to a combo in the foreseeable future. An example would be the following hand:

meta dependend (note: Apprentice Necromancer is put to "considering". Nontheless, you get the idea with this hand)


This is obviously very risky and fragile. I would not recommend this hand, but it really depends on your opponents. If the decks of your opponents are slow, we could keep it, but it is still probably too much a gamble.
We play the land and cast Llanowar Elves . On turn 2 we cast Sol Ring and Apprentice Necromancer . On turn 3 we can cast Entomb putting Razaketh, the Foulblooded into the graveyard and getting him onto the board with Apprentice Necromancer (if we have drawn a land!). Then we need 1 green mana (hopefully again draw) to cast Life / Death and start a tutor chain. This is a potentially turn 3 win, but has to be untouched. Like I mentioned above we need to be greedy and this hand is just on the edge between too risky and keepable.


Since we are a fast-combo-deck, there is not much to write here. The strategy is obvious. And the content of this section is a bit redundant after the previous explanation, but it helps to understand the deck better.

Early

In general, we want to win with one of our combo's as fast as possible. Of course, it can happen that our hand does not provide the ideal quick victory. That's why there are basically two ways to start: build up the setup or prepare the combo. If you cannot win as planned, you need cards like Dark Confidant / Slylvan Library to get your pieces or play Aven Mindcensor / Drannith Magistrate / Collector Ouphe / Linvala, Keeper of Silence to slow your oppontents. But, as said several times, we want to win early and so we should always think of the game as a sprint, not a marathon.


Mid

It's actually not a good sign if we have to go here at all. But if that is the case, then hopefully we will not only have the pieces, but also protection. Otherwise, Nethroi, Apex of Death will take effect here, since he can now restore the failed plan by reanimating the pieces. Cards like Fiend Artisan or Finale of Devastation are also effective, if your early did not proceed as calculated. With both cards you can react (for a lot of mana) to the respective exertions and try to achieve victory.


Notable Inclusions



Agadeem's Awakening
Testing.
This is a new card and needs to be proven. Mostly it will be played as a land, but it can be used (for a lot mana) to get crucial pieces back into play. It's probably too expensive though.

Allosaurus Shepherd
40 % of our spells are green. That's a lot. Allosaurus Shepherd is an important protection piece in a deck lacking blue. He makes crucial spells like Pattern of Rebirth or Natural Order uncounterable (or our commander or even hardcast Protean Hulk ). His "pumping" ability is a nice on the top ability, because we run plenty elves. Overall, he is good.

Destiny Spinner
Because we run many creature spells this card is already really helpul. But we also run many reanimate-enchantments that are crucial for our strategy. Destiny Spinner is - because of our lack of blue - great to protect us.

Body Snatcher
Still the MVP in this deck. His utility is crucial to adjust the combo-lines. And even if he is not needed for adjustment, he is an enabler for the Hulk-Line.

Slaughter Pact
This is a free combo-enabler. It kills for zero mana Protean Hulk and starts the combo. Being a potential removal is just the icing on the cake.

Thoughtseize
You either target your opponent (most likely one with removal/counterspells) to be sure you can start your combo without (or less likely) interventions or you target yourself to discard a crucial card for you victory - e.g. Protean Hulk if you have a reanimation spell.

Culling the Weak
Ramp/ritual + sacrifice-effect for Protean Hulk or Pattern of Rebirth . Do I need to say more?

Dark Confidant
Probably one of the strongest carddraw cards in black and a justified staple. Even though this deck wants pace - and Bob obviously is pretty slow - he is played, because his value can be crucial to get effectively to the combo-pieces.

Grand Abolisher
This card can't be underestimated in this deck. Without blue we lack protection, but with this gem we are untouchable. Especially now when everyone plays Thrasios, Triton Hero he becomes even more powerful.

Autumn's Veil / Veil of Summer
Without blue these spells are the most effective ones protecting our combo's. I highly recommend them.

Cabal Therapy
This card is insanely strong in this deck, because both effects are useful. First, if you have one important piece in your hand, but you want it in your graveyard to cheat it out, you can discard it with casting Cabal Therapy naming the card (yes, you reveal your hand, but who cares if you win?). Second, you can sacrifice Protean Hulk or a creature enchanted with Pattern of Rebirth for free. Imo this card is no-brainer.

Aven Mindcensor / Drannith Magistrate / Linvala, Keeper of Silence
No comment needed. Just insanely strong.

Collector Ouphe
He compensates our speed problem, because he slows our opponents. Yes, he does not only stop our activation of Lion's Eye Diamond but also of Walking Ballista . That means he would prevent both combo's, making him unplayable besides his big benefit, right? No, because for the Hulk-Line we get a sac-outlet, that can sacrifice Collector Ouphe before we get the Walking Ballista ; and Razaketh, the Foulblooded can sacrifice the Ouphe before we want to use Lion's Eye Diamond .

Summoner's Pact
This card is insanely fast and strong. We basically do not care about the upkeep-costs, because we intend to win with it the turn we cast it. We get Protean Hulk for free into the hand and thats just beautiful.


Notable Exclusions


Golgari Thug
If he dies, he can put important creatures on top of our library, which is a nice effect. This might stop opponents attacking us preventing the value of Tymna the Weaver or Oakhame Adversary for one turn. Furthermore (and most importantly), he has dredge 4 and we want this effect. We need cards that put our combo pieces into the graveyard and Golgari Thug helps us. Nontheless, he does not really perform constantly the way I want him to and this deck needs consistency.

Turntimber Symbiosis  
This is a new card and needs to be proven. Mostly it will be played as a land, but it (really costly effect) can be great to get either Protean Hulk or Razaketh, the Foulblooded onto the battlefield. It's probably too expensive though.

Lurrus of the Dream-Den
Tricky one. Lurrus is obviously a great card in reanimation decks. Furthermore, we could get Lion's Eye Diamond back using it two times a turn giving us the mana for our commander. Nontheless, Lurrus is only a nice value-piece but do not really strengthen the deck insofar as it deserves one place in the 99. This might change though, because we could get our important protections pieces with him back too.

Fiend Artisan
In this deck I like him more than Birthing Pod . He is a Green Sun's Zenith with legs, but additionally sacrifices a creature, enabling the Hulk-Combo. Sacrificing Hulk and getting protection ( Sylvan Safekeeper or Grand Abolisher ) is a straight win. Nontheless, it is a slow card. Playing him is therefore not fastforward and should be calculated. Unfortunately, this card seems to be on the edge of being too slow and effective and is now excluded.

Birthing Pod
Even though we could sacrifice Protean Hulk and start the line and even could tutor for Razaketh, the Fouldblooded I decided against this card. Apart from the benefits mentioned above, in this deck the card unfortunately does not bring enough value and also costs too much mana for a sorcery speed sac-effect.

Smothering Tithe
It might be weird to exclude this card, because of its sheer value. But Smothering Tithe is a card that generates value over time and we don't want to be so biding our time, because we need speed. Protean Cat is not a deck that casts a spell for 4-mana and will sit back afterwards.

Fauna Shaman
Even though it can be extremely powerful, Fauna Shaman is too slow. Activating her ability once per cycle is not good enough. Yes, we could tutor for Proten Hulk or Razakaeth, the Foulblooded, but if we cannot discard them directly, we have to wait again (and we do not want to rely that we don't need to tutor them and can discard them directly).

Final Parting
This tutor is too expensive (). Yes, we could easily go for both either Razaketh, the Foulblooded or Protean Hulk - and put them into the graveyard - and Reanimate ; for at least you get one of your combo's, but 5 mana in sorcery speed is not the ideal way.

Auriok Salvagers
With Lion's Eye Diamond he easily generates infinite mana. Nontheless, we do not need him: Hulk and Razakats work without Auriok Salvagers . He would be useful, of cource, because with infinite mana and good cards in our graveyard, Nethroi, Apex of Death can be bonkers. Furthermore, with a sac-outlet we could repeatedly cast our commander. But this is not a line we should aim for and Auriok Salvagers make the deck more fragile and inconsistent, because we would run too many pieces.

Thanks for reading this Primer. Comments, critics and general feedback is appreciated.

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Casual

97% Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

51 - 0 Rares

18 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.00
Folders Cool decks, Commander
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