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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Freeform | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

![Szarel, Genesis Shepherd feature for Terror Forming Terraforming [Primer]](http://static.tappedout.net/mtg-cards-2/EOC/szarel-genesis-shepherd/regular-1750573316.png)





Icbrgr on a better Decimate? RGW
1 week ago
Well the thing about Chaos Warp and Beast Within it's all about threat assessment or answering something that will kill you... when it comes down to certain death or a 3/3 token/slot machine into maybe not death... I'll take the beast/chaos...sometimes doing nothing and letting the opponent help you be beating up the rest of the pod is best so long as your not the one being detrimentally affected; so I wouldn't exactly dismiss those cards.
But as far as just making a big splash to inconvenience players just because...Idk maybe something like Wildfire would be up your alley?
seshiro_of_the_orochi on a better Decimate? RGW
2 weeks ago
Ok, that definitely helps with answering the question.
From your answer, I'm not sure you're aware that you always need four targets for Decimate. Also, it doesn't mention anything about planeswalkers, so those can't be removed with it.
If it's the versatility you like, there are Beast Within, Generous Gift, and Chaos Warp, all of which can target all of these card types and even planeswalkers. Do these help?
indieinside on
miku 3
3 weeks ago
Seedborn Muse + Yeva, Nature's Herald will allow you do dump the creatures in hand on other players’ turns.
Beast Within and Vorinclex, Voice of Hunger are also some pretty good green cards.
Song of the Dryads is a great card.
Profet93 on
Eldrazi, Found and Hiding
1 month ago
When you say scute mob, I thought you meant scute swarm, my bad. Mob is a blast from the past, almost forgot about it. Mob is actually a potential cut should you wish to add in an additional card (or a land for that matter if you feel you need it). Speaking of 1 toughness creatures, you have 9 creatures excluding mob. Skullclamp would be a consideration but you said you have enough draw. Nevertheless, worth noting.
One potential swap could be removed scute mob for Beast Within, the classic green removal card. Or if you're so inclined, Song of the Dryads can fill up the lush card spot. It is great to use on opposing black and red commanders who usually lack enchantment removal. It can hit opposing utility lands as well. Moreover, if they attempt to remove anything that the enchantment is on, you can use strip mine in response to draw the land. I think beast is better for instant speed bluffing but it really depends on if you leave any mana open when ur pass ur turns Skillville
Profet93 on
NevisCF's Mono-Green Mana Ramp
1 month ago
You have a bit too many lands. I hate missing land drops but in a mono green ramp deck, you are more than okay with cutting some lands. I usually go for 37 myself depending on the deck. I would suggest to go to 38 and then add more if you consistently are getting mana screwed. Removing those 4 lands will provide you with crucial additional slots. In those slots, I recommend you add in more draw since draw will enable you to establish more land drops which should mitigate any potential concern.
Ancient Tomb/Castle Garenbrig - Ramp
Gaea's Cradle - Super ramp (not within budget but worth proxying)
Deserted Temple - Untap nykthos, cradle or use as a political tool. Not needed but worth mentioning.
Mirrorpool - A pet card of mine thats fun, not necessary but enjoyable. Would require some additional non basics which I can recommend. Given you are playing mono green ramp, you have a lot of room for non-basics. Nothing too crazy given all ur green 1 drops but definitely more.
Turntimber, Serpentine Wood Flip - Land if you need it, creature if you dont
Beast Within and Song of the Dryads - Removal. I know you are mono green ramp but if an opponent is stopping you from advancing, you need an answer. The latter is extremely powerful on Black or Red commanders that have a difficulty with enchantment removal.
Momentous Fall - Used in response to removal, beware of the blue player.
Greater Good - SUPER powerful card you should definitely add. Acts similar to the above and also fills ur GY for creeping renaissance.
Sylvan Library - Draw/Filter
Tooth and Nail - Wincon
Rishkar's Expertise - Draw + tempo that can "bypass" targeted removal.
Harmonize - Simple draw, not ideal but worth mentioning
Regal Force - Tooth and Nail --> Avenger + Regal = Mass Draw. Regal can be powerful if you are set up right as well.
Bane of Progress - Meta dependent. Affects 10% of ur deck, worth considering.
Eternal Witness - Recursion.
Skullclamp - Makes ur 1/1s into draw, punishes removal.
UltimateRoxas40 on
Kathril, Nightmare of Indatha [Keyword Primer]
1 month ago
KllrRoboPenguin Thanks for the suggestions!
I could probably slot in Assassin's Trophy in the place of Beast Within. And I've thought about Divine Reckoning before, but I've found that a full board wipe has often been more useful than all but one creature.
Ripples of Undeath seems like it would fit this deck, but I agree, it does run a little slow. I wouldn't replace Sylvan Library with it, but maybe one of my 'ramp' cards like Grapple with the Past or Winding Way. I'm actually working on getting a copy of this card, so I'll slot it in and play a couple rounds and see how it flows.
Not sure how I missed Bleeding Effect, it does seem like a better Odric, Lunarch Marshal. I'll have to play around with adding that in too.
As for Shrike Force, it's a little too vanilla for me. And my issue with Ketramose, the New Dawn is that I can't stand the checkered flag set symbol haha. That, and his additional abilities don't really synergize well with the rest of the deck. I've tried to curate my creatures to be both a good source of keywords and also be effective on the field if Kathril gets sidelined for any reason.
KllrRoboPenguin on
Kathril, Nightmare of Indatha [Keyword Primer]
1 month ago
I was wondering your thoughts on Assassin's Trophy, & Divine Reckoning as removal, Shrike Force for double strike, Ketramose, the New Dawn for menace & indestructible, Ripples of Undeath for milling and a sylvan library type effect, and Bleeding Effect as an alternate wincon?
Assassin's Trophy seems like an easy replacement for a Beast Within, and I like Divine Reckoning's utility of being able to be flashed back in case I mill it. Having more sources of indestructible and double strike counters seems good, but the creatures lack useful utility on their own. Trying to decide if Ripples of Undeath is too slow or not. As for Bleeding Effect, it seems like a better Odric, Lunarch Marshal effect that works perfect for our graveyard.
Let me know what you think!
MTGBurgeoning on
Scion of the Ur-Dragon: Every. Dragon. Ever.
1 month ago
Thank you for the kind words! I appreciate them. I had to double-check the deck list to ensure that a copy of Reanimate was NOT in it. I had a copy of it in the deck for many, many moons ago and then replaced it a couple of years ago. With the recent additions of Colossal Grave-Reaver and Sarkhan, Soul Aflame, perhaps I should entertain Reanimate's return to the 99. I cannot include Show and Tell here because I do not want to assist my opponents in any way. I understand the benefit of dropping down Dracogenesis, but due to the threats of my opponents freely putting into play Eldrazi, Omniscience, or anything that helps to acclerate their own game plans, I will stand pat on that suggestion. I like the idea of including a copy of Frantic Search, particularly because it is an instant. Herd Heirloom is a definite future addition once a copy of it becomes available, most likely replacing Chromatic Lantern. Steely Resolve garners a little less consideration here, but is not completely ruled out. Its presence would allow Plaza of Heroes and Lightning Greaves to be replaced, although the loss of haste for the creature equipped by the Greaves may be missed. The neutering of Rite of Replication is one reason to push back against auto-including Steely Resolve. An unsuspected kicked RoR is a win condition here and has resulted in many victories in the past. Another reason is that Steely Resolve is symmetrical. If one of my opponents is also playing Dragons, I either have a dead card in hand, or a card that nullifies all of the spot interaction for my opponents' Dragons. In my play group, there are A LOT of Dragon decks (The Ur-Dragon, Miirym, Sentinel Wyrm, Morophon, the Boundless, Tiamat), so considering Steely Resolve from a distance is a necessary process here. As for Despark and/or Grasp of Fate, I can definitely reconcile the inculsion of these spot removal spells. Which cards would you recommend replacing? This is one of my oldest EDH decks, and I stuggle mightily at times deciding which cards to replace in the 99 because, at least through my eyes, the deck list has become very, very tight over the years (about ten years). Maybe Despark for Path to Exile? Grasp of Fate for Beast Within? Thank you for your comment! It's always great to communicate with fans of Scion of the Ur-Dragon, especially during the era of The Ur-Dragon. Thanks again!
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