Banewhip Punisher

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Uncommon

Combos Browse all

Banewhip Punisher

Creature — Human Warrior

When Banewhip Punisher enters the battlefield, you may put a -1/-1 counter on target creature.B, Sacrifice Banewhip Punisher: Destroy target creature that has a -1/-1 counter on it.

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Banewhip Punisher Discussion

HOPMONSTER on Oh for Fuck's Snake

4 days ago

TheWa1kingBush it would work, but in a very limited capacity since I only have 1 copy of Anointed Procession. Banewhip Punisher is the only other permanent with ETB triggers.

Panharmonicon (PH): If an artifact or creature entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

AP: If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

So with Hapatra and AP and PH out, for each -1/-1 counter placed, I get a snake, an anointed snake, and a panharmonisnake. That's pretty great and all, but with only one AP in the deck, and having to replace other -1/-1 generators with PH, I feel like that's going to take away from the speed of the deck. I think there are better uses of these two cards in a token oriented deck rather than a -1/-1 deck... like a bw token deck Servo-Schematic Addict Insane - I would love to squeeze PH in there, but there's already almost too much self-interaction.

Banewhip P: When Banewhip Punisher enters the battlefield, you may put a -1/-1 counter on target creature.

Cute, but not worth playing PH just for a few extra -1/-1s I don't think.

TheVectornaut on beginner deck tips appreciatedb

2 weeks ago

You have a pretty good curve and some nice bombs, but like many new decks, the biggest problems are lack of consistency and lack of a unifying theme. I'd choose your favorite finisher and try to build the rest of the deck with that card in mind. Then, you just want to acquire duplicates of the best cards in that strategy so they can replace the less useful cards. If it was me, I'd focus on The Scorpion God and build around -1/-1 counters. Add green for Channeler Initiate, Hapatra, Vizier of Poisons, Obelisk Spider, etc. I'd also consider more Banewhip Punisher, Festering Mummy, Nest of Scarabs, Plague Belcher, and maybe Soul-Scar Mage with enough burn spells. Finally, I'd look at Torment of Hailfire as another win condition.

Tremblayk19 on -1/-1 Counters v2 (under $30)

3 weeks ago

I don't really like Baleful Ammit. I would probably have Ammit Eternal as a four-of and then Banewhip Punisher over it. Unless your decision is a budget thing.

It's a nice budget deck though!

Bababad on Meren of Clan Nel Toth

3 weeks ago

Jarad's Orders to grab an Eternal Witness and just repeatedly fix your yard and hand for early game victory.

Protean Hulk lets you dig out a litany of creature combinations for a tailor made victory based on the board state. As good as razaketh is, I would almost always recommend PH in this deck over him.

Banewhip Punisher kills almost indiscriminately while fueling your death triggers

Shadowborn Demon an extremely potent kill spell, subsequent early turn sac outlet depending on your yard state, and a solid body all tied into one card. I have tutored for this card as a repeatable commander killer far more often than any of my usual kill dorks.

In multiplayer, this deck should do quite a bit of silly things. My meren deck is tuned for 1v1, so our curves vary greatly. I focus on early game ramp, tutors, kill dorks, and some interesting dig abuse via Clone Shell, Treasure Keeper, and Protean Hulk alongside the usual suspects. Just some fuel for thought.

multimedia on Double Negatives

4 weeks ago

Why are you getting so stressed? This game doesn't have to be serious. If it's stressing you out so much that you want to quit because of it then just play for fun. Look into drafting Amonkhet with some friends or check out Commander and buy a premade deck, it's much more fun than Standard. If you're not playing the game competitively you shouldn't be stressing out over it. Ixalan is also coming to Standard and the set looks very fun with Dinos, Pirates and an overall tribal exploration theme.

Don't get the idea that looking at other peoples decks is a bad thing because it's not. In fact it's quite the opposite when you're learning. Looking at established decks gives you a much better understanding of how to correctly build a deck from the start. I'm not saying to copy a deck card for card, but it's fine to get some inspiration from established decks and see what cards are working and what cards are not.

Grasp of Darkness, Hissing Quagmire and Noose Constrictor rotate out of Standard in a month, end of Sept. meaning you have little time to play them in this deck. You're better off starting out not playing them and cutting them for other cards. Evolving Wilds or Foul Orchard can replace Quagmire, Ammit Eternal can replace Noose and Grind / Dust can replace Grasp.

In my opinion Hapatra, Vizier of Poisons, Ammit Eternal, Grind / Dust, Obelisk Spider, Channeler Initiate, The Scorpion God(requires a splash of red), Banewhip Punisher and Ifnir Deadlands are the best cards for the -1/-1 counters archetype. I essentially just build a deck with this list.

Here's a core to consider:

  • 4x Hapatra
  • 4x Eternal
  • 4x Channler
  • 4x Spider

  • 4x Grind

  • 4x Deadlands
  • 4x Wilds
  • 4x Marsh

Cards to support this core:

  • 3x Punisher
  • 2x Scorpion God

  • 2x Splendid Agony
  • 3x Blossoming Defense
  • 2x Key to the City
  • 2x Nest of Scarabs

Eternal might be the best overall card for this archetype because he's a big body, 5/5 who you can put counters on and remove them. He's especially good with Hapatra. I would start any -1/-1 counters deck build with 4x Eternal. Channeler is next because it can make mana of any color which is great and is something you can take advantage of in this archetype. Three drops are pretty important here, a turn two Channeler gives a much better chance to cast a three drop turn three. If you can keep Hapatra alive she can take over a game, that's powerful for a two drop. As long as you have ways to get counters on creatures or can attack with her. She's pretty fagile, expect her to die and even though she's legendary I would still play her as a 4 of because having her in play is very good.

Scorpion God is worth splashing red for, something for you to consider. You can splash red with 4x Channeler, 4x Wilds, 1-2x Mountain. You could also consider adding 4x Attune with Aether and Aether Hub.

This archetype is about synergy with all your creatures therefore keeping your creatures alive especially Hapatra and Eternal is important. My suggestion is to add Blossoming Defense because it can protect a creature from targeted removal and also pump it. I would cut Festering Mummy, it's not good enough for Blossoming. I would also cut Ruthless Sniper for Grind / Dust. It's no guarantee that Sniper does anything for you because it requires other cards and mana to do anything, but Grind can get counters on creatures right away and Dust has potential to exile a lot of your opponent's creatures. Channeler can help to cast Dust.

Deadlands is a better Swamp for this archetype because of it's synergy. I would cut 4x Swamp for 4x Deadlands. Spider can help to gain life back that's lost from Deadlands.

Good luck with your deck.


hanrahandh on Swarm of Scarabs

1 month ago

I'd recommend cutting some of the 3 drops for more 2 drops, the curve seems a little skewed towards 3 :P

Also your removal is split evenly between Ambuscade, Hour of Glory, and Splendid Agony. I feel like Banewhip Punisher is a better choice than most of them, as it provides a body to dump counters on as well!

Camel_Cigarette on Negative Jund Help!

1 month ago

First thing I notice, is cards you put in because they are powerful, but don't work in this current build.Example,Archfiend of Ifnir and Ruthless Sniper.-you have nearly 0 cycling cards, or effects that make you discard a number of cards.Also, you're running Consuming Fervor, which I am A-ok with, but we need some creatures that would abuse this card the most. Ammit Eternal is agreat choice, but if we want to run cards like that, why not run MagmarothNow we have a free -1/-1 counter trigger that we can take full advantage of. With cards like Obelisk Spider Now we can just sit back and watch their life totals slowly drain away, and we haven't done anything but move through our turn. Now, whenever we cast "non-creature" spells, we get to lift counters off of this 4 drop 5/5, making Consuming Fervor have even less of a downside.Since we are running these red cards, we can get away with some other red cards. Soul-Scar Mage, and one of my favorite interactions are cards like Prey Upon wich will now place -1/-1 counters equal to the power of your creature if Soul-Scar is in play, also he becomes a 2/3 due to prowess before trading blows. You could get greedy with Nature's Way that trample will help Ammit Eternal immensely, or give Magmaroth the trample it's lacking..

As far as must-have black cards..If you've followed where I'm going with this, you wont need much black, at least not BB or BBB in the costs.We can abuse card like Nest of Scarabs a hard to remove enchantment that just delivers so many 1/1's going super-wide super fast. And Banewhip Punisher could easily kill a weakened creature then be a removal for a bigger one, or be the clutch to killing a big creature right away. but for 2B a 2/2 body that can help curve out a no-fuss removal option, seems like alot of fun. If only we could bring it back easily.

Hope that helps.

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