Chevill, Bane of Monsters

Chevill, Bane of Monsters

Legendary Creature — Human Rogue

Deathtouch

At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls.

Whenever a permanent an opponent controls with a bounty counter on it dies (is put into the graveyard from the battlefield), you gain 3 life and draw a card.

Browse Alters View at Gatherer

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Printings View all

Set Rarity
Ikoria: Lair of Behemoths (IKO) Mythic Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Magic Duels Legal
Historic Legal
Commander / EDH Legal
Legacy Legal
Duel Commander Legal
Arena Legal
Tiny Leaders Legal
Unformat Legal
Oathbreaker Legal
Leviathan Legal
Brawl Legal
Casual Legal
Vintage Legal
Standard Legal
Modern Legal
Frontier Legal
Pre-release Legal
1v1 Commander Legal
Highlander Legal
Pioneer Legal
Canadian Highlander Legal

Chevill, Bane of Monsters Discussion

amicdeep on Budget Rock

4 days ago

hi, big fan of hexdrinker, a couple of recommendations (from brewing and playing similar list recently) first im a huge fan of what the most recent standard has done for budget rock, Rotting Regisaur is a force to be reckoned with, esspecally when running unearth (i ended up with 3). its no goyf but it big...

also a big fan of 2 Vraska, Golgari Queen its no lilly but its very very good in the list, being able to turn trackers clues and spare zombie tokens into life and card advantage when ticking her up is really useful, not to mention you normally get a couple of abrupt decays out of her.

Chevill, Bane of Monsters has been my all star and won me games i had to right to win, 3 life and a card, for casting a fatal push is a massive upside, and the fact he doubles as removal for early aggro and is a solid unearth target makes him a very very solid budget option. he makes a very good case as a budget bob

id also (if budget allows) try to include a couple of Nurturing Peatland in with the low fetch count, these help with push triggers and consistency mid-lat game. id also consider a single Castle Locthwain as you have quite a few swamps, and the castle is pretty good in grindy matchups

also, i'd like to point out that with a recent reprint, collective brutality is pretty cheap at the moment as if you were thinking of adding a copy or 2 now would be a very good time

also im a big fan of the bone picker inclusion, and i've been trying to make it work for a while, no really good options yet but i'm in the process of trying Liliana's Steward as between bonpicker and unearth is has some solid synergies with the deck.

MapPsycho on Atraxa Fashion Show

1 week ago

Sacrifice engines are a pain to deal with outside of just destroying them(as I'm sure you know) and there really aren't a lot of specific answers that aren't expensive unfortunately. Chevill, Bane of Monsters is relatively inexpensive and, while slow, can deter opponents from sacrificing somewhat. Tajuru Preserver is a good pick if your opponents are using something like Dictate of Erebos. Sigarda, Host of Herons is pricier than I usually like to go, but is a similar pick, and better suited to combat. Otherwise, all I can think of is using cards like Alpha Authority to protect specific cards(like Atraxa.)

MrBoombastic on Abzan Murder Coreset 21 update

3 weeks ago

Hi there!

I took your deck for a spin (around 15 games of Bo1) on Arena and have a few notes:

What worked

What didn't work

  • The mana base is very rough - with the amount of dual color cards (in different colors) I'd at least add some Triomes.

  • The average CMC is high, so I'd up the land count. Found myself sitting on gas without the mana to play it a little too often.

  • The mix of early creatures and board wipes didn't compliment each other too well.

  • Almost always wanted Leyline Prowler to be a Paradise Druid.

  • Mythos of Brokkos felt too slow and clunky. I mostly wanted to have the mana to both get something out of the yard AND play it that same turn. Tapping 4 for no immediate effect hurts against many decks. I know it's also meant for tutoring, but that's a steep cost for the effect and there's only 1x Island to do it. Something like Elspeth Conquers Death seems more impactful and fills the same role of recursing your big threats.

  • Unlikely Aid didn't do much. There are plenty of better options and you shouldn't be in need of protection for your creatures. Keep the board clean and then go to town with your big beaters. It's a control deck after all ^^

  • About Chevill, Bane of Monsters. You only have 2 mutate creatures, so that wouldn't be his forte, even if he wasn't a human. He brings some early game value, as pointed out by Budabuda123, and his deathtouch makes for awkward attacks from the opp. Adding him would make your board wipes worse though.

Hope that helps. Good luck with the deck!

Budabuda123 on Abzan Murder Coreset 21 update

1 month ago

Have you considered running Chevill, Bane of Monsters? I know it's a bit slow if you're on the draw, but on the play having the curve of t2 Chevill into t3 Mythos of Nethroi can really catapult you ahead. Add to that the fact that it's solid against mono-red and it seems like a good fit here.

SilentSpook on TRY JUND! [M21]

1 month ago

Isn't Heartless Act a bit of a nonbo with Chevill, Bane of Monsters?

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

TypicalTimmy on Brevet, Murder for Hire

1 month ago

Brevet, Murder for Hire was built in order to run synergy between Mathas, Fiend Seeker and the new Chevill, Bane of Monsters. There is also one other creature in MTG that uses bounty counters - Bounty Hunter.

Given the three of them, you have the ability to place counters during multiple points of your turn, with Bounty Hunter also allowing you to place counters during an opponent's turn - ideally during the last player's end step so you can untap and kill the creature off when it untaps.

I decided to go the route of seeking payment. Brevet is a 3/4 for 4 colors, mirroring Saskia the Unyielding. While she has two keyword abilities (Vigilance and haste), I felt Deathtouch was strong enough to stand on its own.

The reason the triggered ability is set to and not is because you need to understand and appreciate just how often creatures enter the battlefield. Being forced to retain 4 or 6 mana for 2 or 3 creatures is a huge drawback. Additionally, you have three turns to sit through before it comes back to you which means you are already on a very tight resource management watch. Given these, I felt was fair. More on this down below, but for now remember you are paying mana to put the counter on the creature. It still needs to die and your opponent can still deny you the reward. Those factors are what justifies it, in my mind, to be reduced to .

And yes, it has to die. Bounce, flicker, tuck, exile... they all leave you empty handed.

Now, let's get to the reward. You either get two treasure tokens or you get to draw one card when the creature with the bounty counter on it dies. Yes, this means he becomes self-sustaining: You pay and you get out of it. That's entirely the point, or you get card advantage.

So let's talk about how the opponent can opt to deny you that resource by paying 3 life. This mirrors Athreos, God of Passage as well as eluding toward Mogis, God of Slaughter. But why specifically is it set to 3?

Most players are perfectly okay paying 2 life over and over again. Look at fetch lands and shocks lands as evidence. What players are not often okay with is paying 3 life. By setting it at 3 life, you force your opponent to really think about and choose if they want to deny you your resource. If they do, it will cost them dearly.

Now, you will naturally want to ask why this is even a thing? Why are we allowing our opponent to deny us resources? After all, we have to jump through several hurdles just to get there! We need to:

  • Wait for a creature to enter the battlefield
  • Pay the
  • Wait for it to die
  • Possibly be denied, regardless

The reason we are allowing opponents to deny the resource is because by doing so, they help us win the game. That's why, hence the flavor text. Mana and card advantage is great and all, but the sooner they drop to 0 life the better. It's all about strategy. Ultimately, no decision on their part is good or easy. Everything sucks for them. You get upside no matter what. You get mana, you get a card or you get one step closer to winning the game.

This deck also has several ways it can be built:

Brevet, Murder for Hire

Overall, I am extremely pleased with and proud of this build. I'd definitely build this deck if I find a group that's okay with custom commanders. :)

xat on TRY JUND! [M21]

2 months ago

I have to say this is a very cool list, just got diamond with it on Arena! I do not have Chevill, Bane of Monsters in MTG Arena so i exchanged him for 2x Fiend Artisan Fiend Artisan and 2x Rankle, Master of Pranks. Works actually quite well since you can fetch an Kroxa or have a pseudo Liliana discard with Rankle.

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