Creature — Elemental Hound
Whenever Ashmouth Hound blocks or becomes blocked by a creature, Ashmouth Hound deals 1 damage to that creature.
Printings View all
|Duel Decks: Sorin vs. Tibalt (DDK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Ashmouth Hound Discussion
1 month ago
Artifact - Equipment
Whenever equipped creature attacks, remove all counters from the defending player and you gain that many counters.
Equipped creature cannot be blocked or targeted by artifacts opponents control.
4 months ago
I'll continue with the ones in the Innistrad block: Corpse Traders Deadeye Navigator Defy Death Angelic Overseer Alpha Brawl Afflicted Deserter Flip // Werewolf Ransacker Bloodline Keeper Flip // Lord of Lineage Harvester of Souls Grave Bramble Ghost Quarter Fiend of the Shadows Doomed Traveler Helvault Hinterland Hermit Flip // Hinterland Scourge Hunger of the Howlpack Hysterical Blindness Immerwolf Kruin Outlaw Flip // Terror of Kruin Pass Lunar Mystic Marrow Bats Midnight Duelist Misthollow Griffin Morkrut Banshee Paraselene Purify the Grave Rally the Peasants Tormented Pariah Flip// Rampaging Werewolf Screeching Bat Flip// Stalking Vampire Silverclaw Griffin Smite the Monstrous Sorin, Lord of Innistrad Traitorous Blood Treacherous Pit-Dweller Wakedancer Zealous Strike
Only on Transformed side: Bane of Hanweir Archdemon of Greed Gatstaf Howler Howlpack of Estwald Ironfang Krallenhorde Wantons Merciless Predator Ravager of the Fells Silverpelt Werewolf Tovolar's Magehunter Wildblood Pack
9 months ago
Greatsword : even Ashmouth Hound 's ability wouldn't kill Master of Waves before blockers were declared, for 2 reasons. the first is that the hounds ability can't trigger until after blockers are declared, and the 2nd is that Master of Waves has pro-red, and can't be dealt damage by Ashmouth Hound .
9 months ago
Dude that sucks.
Unless there was some sneaky stuff with blocking like Ashmouth Hound 's ability or a quick spell that killed the Master of the Waves, yeah you got got. That's not the way the game's played and dragonstryke58's citation is correct.
1 year ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
1 year ago
Looks pretty well thought out to me. Seems like with all the combo parts, there's not a lot of room for other spells left. Given the nature of instant win combos, the more disruption you can pack in the better. When I brew here, I often use the "Play Test" feature and just see how often I can get to the win-con within a 5 turns or so, depending on how much disruption I'm running. It helps me gauge the decks consistency and speed. Aside from that, I like playing against my friends on Cockatrice (free) - I further test new brews that seem decent there before I buy a list in paper.
Ramp options: There's not really much in the way of ramp for black - Crypt Ghast is pretty much it, and at 4CMC it won't really help you much. It does combo nicely with Liliana of the Veil which would offer you some added utilities, too, but together, that's a lot of mana spent on non-wincons. There's also Cabal Stronghold, but again, not really going to accelerate your game much. I suppose if you had more Goblins, Skirk Prospector might be an option. There are, of course, other red ramp spells, but at low CMC, you typically only gain 1 extra mana.
Lands: Perhaps you could make a little more room or create greater consistency running some Bojuka Bog (or Scavenger Grounds) over or in addition to Tormod's Crypt. 1xGhost Quarter/Field of Ruin will throw a wrench in Tron. 1xBuried Ruin will bring back destroyed Coils, which will probably useful sometimes.
Tutors: Another tutor to help you get Harmless Offering might be good - Dimir Machinations seems to fit the bill. Mastermind's Acquisition might also be a good idea. With no CMC tutor requirements it's got broader applications and not revealing the tutored card is probably worth the extra 1CMC unless you're confident your opponent has no removal ready.
Other useful spells: I imagine something like Geth's Verdict would be good in your sideboard against Indestructible/Hexproof threats that slip past your Divests. Dash Hopes - not really very good, but it seems somewhat relevant to your game-plan.
Ashmouth Hound seems like the least-essential spell in the list. I'd cut that in favor of more tutors, removal, discard, etc. (or just to get the list down to 61). After that, I'm looking at Gnat Miser as the next card to cut. It's a cool card, but only great against certain decks - blue control would suffer, while green ramp might not even notice it.
1 year ago
While you have to kill a defending creature to move onto the next, I believe you can fudge the numbers some. I did not find an official rule on this, however, and may be wrong, so take my understanding with a grain of salt. There's some difficulty when your keyword disappeared before the internet really took off!
They have a 3/3, a 1/2, and a 5/5. You have your Cockatrice and Sengir Vampire. Sengir Vampire deals 1 damage to the 1/2, Cockatrice deals 1 damage, it dies, Cockatrice does 1 to the 3/3, Sengir does 2 (it dies), Sengir does it's last damage to the 5/5, Cockatrice's ability kills it. You get +3/+3 counters.
Regarding your first question, you are correct--only creatures with flying can block that band.
Predator Ooze is the card you want. You attack with Predator Ooze and Cockatrice. Your Cockatrice has lure, forcing your opponent's creatures to block. You direct all damage from the blocking creatures onto Predator Ooze. It survives as it has indestructible. You parcel out damage, killing one or more creatures, netting yourself a +1/+1 counter. Yes, it starts as a 1/1, but it has built-in protection from removal, it attacks the first time as a 2/2.
Another option would be Scythe of the Wretched and a creature like Ashmouth Hound. Asmouth Hound's ability would trigger, dealing 1 damage to each of their blocking creatures. It has now satisfied Scythe of the Wretched's ability. Your Cockatrice would destroy all the creatures at the end of combat--Scythe of the Wretched would activate for each. You would suddenly own all their creatures.
3 years ago
You could try running the card Tremor, and IWould take out the two Ashmouth Hound for Circle of Flame. I really like geltrode but I don't know about him because he is a 3 mana 0/1 that may be a bit scary and modern cause he gets taken out by a lot, and he doesn't do all that great at blocking especially if there is no other creature(s) on your board. Although I like this deck,