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Commander
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{"ops":[{"insert":"Arahbo Aggro Cat Beatdown"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Arahbo, Roar of the World | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Selesnya (White/Green) | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" 3\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Arahbo"},{"insert":" has been in the rotation since the precon dropped and has gone through a lot of iterations over the years. At its core it's a straightforward cats deck that wants to apply pressure from turn one and never let up. There's something deeply satisfying about a turn one cat swinging for four or five on turn two, and this deck has been refined to do exactly that as consistently as possible.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The gameplan is simple and ruthless. Drop a cat on turn one and start swinging for four or five as early as turn two with "},{"attributes":{"bold":true},"insert":"Arahbo's"},{"insert":" eminence trigger. From there you're going wide and building toward one of your big swing finishers. "},{"attributes":{"bold":true},"insert":"Jazal Goldmane"},{"insert":", "},{"attributes":{"bold":true},"insert":"Beastmaster Ascension"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Vivien's Stampede"},{"insert":" are your primary closers, turning a wide board into a game ending attack on your most threatening opponents. The deck wants to put people on the backfoot early and never give them a chance to stabilize.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Herd Heirloom"},{"insert":" has massively overperformed. A turn one cat into a turn two "},{"attributes":{"bold":true},"insert":"Herd Heirloom"},{"insert":" on the attack gets you a card draw that turn and ramp for the following turn, which is an absurd rate for two mana and sets up your mid game beautifully. "},{"attributes":{"bold":true},"insert":"Qasali Slingers"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Lion Sash"},{"insert":" give you repeatable on-theme removal that doesn't require you to spend non-cat slots on interaction. "},{"attributes":{"bold":true},"insert":"Aura Shards"},{"insert":" came in the precon and does its job well though that slot is flexible if you want to try something else. "},{"attributes":{"bold":true},"insert":"Dusk // Dawn"},{"insert":" is your best recovery tool, bringing back most of your board after a wipe and giving the control matchup at least a fighting chance.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aggression is the name of the game from turn one. Get a cat down, get "},{"attributes":{"bold":true},"insert":"Arahbo"},{"insert":" out, and start swinging. The deck is built to be the aggressor and it does that job well in the early and mid game. One important note on turn order: if you're sitting last in the rotation the gameplan shifts significantly. Rather than telegraphing your aggression and painting a target on yourself, play chill and avoid drawing removal until you can identify a window to alpha strike someone in the mid game and take control from there.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Multiple board wipes are the deck's biggest nightmare. One wipe is survivable with "},{"attributes":{"bold":true},"insert":"Dusk // Dawn"},{"insert":" but back to back removal can put you in a position you can't recover from. Early control that prevents you from establishing your board is similarly rough since the whole deck relies on putting opponents on the backfoot before they can set up. If you fall significantly behind the game is generally over, which is why protecting your early game momentum is so critical.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You want a turn one cat and a land of each color. That's the non-negotiable starting point. Getting that early pressure online is what the deck is built around so prioritize any hand that lets you hit that sequence and go to six if you have to find it.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard contains some strict upgrades that can slot straight in if you manage to acquire them, but none of them are mandatory. The deck runs fine without them and they're more about ceiling raising than fixing any particular weakness.\n"}]}
Commander
Arahbo, Roar of the World
Eminence — At the beginning of combat on your turn, if Arahbo is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn.
Whenever another Cat you control attacks, you may pay . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
Whenever another Cat you control attacks, you may pay . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
Legendary Creature - Avatar Cat

Commander
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Buffs
Communal Brewing
When this enchantment enters, any number of target opponents each draw a card. Put an ingredient counter on this enchantment, then put an ingredient counter on it for each card drawn this way.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.
Enchantment

Kaheera, the Orphanguard
Companion — Each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Vigilance
Each other creature you control that's a Cat, Elemental, Nightmare, Dinosaur, or Beast gets +1/+1 and has vigilance.
Vigilance
Each other creature you control that's a Cat, Elemental, Nightmare, Dinosaur, or Beast gets +1/+1 and has vigilance.
Legendary Creature - Beast Cat

Buffs
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Draw
Draw
(CTRL to add secondary)
Finisher
Vivien's Stampede
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
Sorcery

Finisher
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Just a lil' guy
Just a lil' guy
(CTRL to add secondary)
Land
Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Protection
Protection
(CTRL to add secondary)
Ramp
Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


Ramp
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Removal
Lion Sash
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent.
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Cat

Removal
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Tokens
Brimaz, King of Oreskos
Vigilance
Whenever Brimaz attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.
Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
Whenever Brimaz attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.
Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
Legendary Creature - Soldier Cat

Tokens
(CTRL to add secondary)
Maybeboard
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Ocelot Pride
First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Creature - Cat

Winnowing
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
Sorcery

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Arahbo Aggro Cat Beatdown"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Arahbo, Roar of the World | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Selesnya (White/Green) | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" 3\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Arahbo"},{"insert":" has been in the rotation since the precon dropped and has gone through a lot of iterations over the years. At its core it's a straightforward cats deck that wants to apply pressure from turn one and never let up. There's something deeply satisfying about a turn one cat swinging for four or five on turn two, and this deck has been refined to do exactly that as consistently as possible.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The gameplan is simple and ruthless. Drop a cat on turn one and start swinging for four or five as early as turn two with "},{"attributes":{"bold":true},"insert":"Arahbo's"},{"insert":" eminence trigger. From there you're going wide and building toward one of your big swing finishers. "},{"attributes":{"bold":true},"insert":"Jazal Goldmane"},{"insert":", "},{"attributes":{"bold":true},"insert":"Beastmaster Ascension"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Vivien's Stampede"},{"insert":" are your primary closers, turning a wide board into a game ending attack on your most threatening opponents. The deck wants to put people on the backfoot early and never give them a chance to stabilize.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Herd Heirloom"},{"insert":" has massively overperformed. A turn one cat into a turn two "},{"attributes":{"bold":true},"insert":"Herd Heirloom"},{"insert":" on the attack gets you a card draw that turn and ramp for the following turn, which is an absurd rate for two mana and sets up your mid game beautifully. "},{"attributes":{"bold":true},"insert":"Qasali Slingers"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Lion Sash"},{"insert":" give you repeatable on-theme removal that doesn't require you to spend non-cat slots on interaction. "},{"attributes":{"bold":true},"insert":"Aura Shards"},{"insert":" came in the precon and does its job well though that slot is flexible if you want to try something else. "},{"attributes":{"bold":true},"insert":"Dusk // Dawn"},{"insert":" is your best recovery tool, bringing back most of your board after a wipe and giving the control matchup at least a fighting chance.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aggression is the name of the game from turn one. Get a cat down, get "},{"attributes":{"bold":true},"insert":"Arahbo"},{"insert":" out, and start swinging. The deck is built to be the aggressor and it does that job well in the early and mid game. One important note on turn order: if you're sitting last in the rotation the gameplan shifts significantly. Rather than telegraphing your aggression and painting a target on yourself, play chill and avoid drawing removal until you can identify a window to alpha strike someone in the mid game and take control from there.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Multiple board wipes are the deck's biggest nightmare. One wipe is survivable with "},{"attributes":{"bold":true},"insert":"Dusk // Dawn"},{"insert":" but back to back removal can put you in a position you can't recover from. Early control that prevents you from establishing your board is similarly rough since the whole deck relies on putting opponents on the backfoot before they can set up. If you fall significantly behind the game is generally over, which is why protecting your early game momentum is so critical.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You want a turn one cat and a land of each color. That's the non-negotiable starting point. Getting that early pressure online is what the deck is built around so prioritize any hand that lets you hit that sequence and go to six if you have to find it.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard contains some strict upgrades that can slot straight in if you manage to acquire them, but none of them are mandatory. The deck runs fine without them and they're more about ceiling raising than fixing any particular weakness.\n"}]}






































































