Countryside Crusher

Countryside Crusher

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Creature — Giant Warrior

At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.

Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.

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Have (6) jcv13 , TheHorse , nighthawk101 , coolkid1212 , itheoryz , rakdos24
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Countryside Crusher Discussion

twospires on WANTED: For throwing mountains

1 week ago

GoldenDemon, I took out Titania, Protector of Argoth because, while she gas some sweet combos, she's useless without them. All your land suggestions are decent--I'll take you up on Gruul Turf--but they're really slow. I want to get right to ramping, and all those lands coming out tapped slows me down so much. Valakut, the Molten Pinnacle was cut because I only have like 8 or 9 Mountains. Countryside Crusher also ensures that I don't draw lands ever again, which is kind of bad here--I like my lands, and locking myself out of them forever isn't worth a big dude.

Keen Sense isn't much good without Borbor and Abundance, and Snake Umbra protects my general. I'm also not a fan of infinite combos, so I don't want to dedicate too many slots to that.

Journeyer's Kite is slow, Dictate of the Twin Gods and Repercussion are dangerous. Thanks for the advice and the help, I'll definitely take a look at your list.

Runlue on 11.7% OF THE TIME, IT WORKS EVERY TIME.

2 weeks ago

Countryside Crusher isn't a legendary though...

twospires on WANTED: For throwing mountains

3 weeks ago

Any suggestions for what to cut to fit Countryside Crusher in?

twospires on WANTED: For throwing mountains

3 weeks ago

jelenzen, thanks for the advice!

Haven't really looked at Countryside Crusher much, but I'll definitely try to fit him in. That's awesome. If I end up adding that, I may put in Restore in place of Rampant Growth.

I've played with Titania, Protector of Argoth. She is amazing when you've got one of those engines out, but she's just a 5/3 most of the time, so I'm leaving her out unless I get more land-sac combos.

Seismic Assault isn't really exciting, mainly because of triple red and because I can't attach Equipment to it. I think I'll stick to Borbor.

Epicenter is something I'll consider, I'm just worried I'll shoot myself in the foot.

JLenzen on WANTED: For throwing mountains

3 weeks ago

This is awesome, I made a 60 card casual deck on a similar theme, mainly using Aggressive Mining and ways to trick lands onto the battlefield, then using them in interesting ways.

Suggestions based on that deck that you've probably thought of:

Countryside Crusher with all the ways to get lands back from your graveyard, he can get very big very quickly with little drawback. The nice thing is that he gets bigger whenever lands go to your graveyard, whether they're cycled or used with Borborgymos Enraged.

Titania, Protector of Argoth works really well with a few of the combos you've got, specifically Aggressive Mining, Strip Mine, and Glacial Chasm.

Hammer of Purphoros adds a new way to keep creatures on the battlefield if you're behind, also giving creatures haste should never be underestimated.

Seismic Assault acts as a mini Borborgymos Enraged early in the game or when he dies

Epicenter is a great card for when you fall behind. Clear the board, play this, you're much more likely to get back to an adequate amount of lands than your opponent.

tjcole1 on 11.7% OF THE TIME, IT WORKS EVERY TIME.

1 month ago

Not sure if this has been pointed out or if im missing something but swinging for game on turn 4 only works if they dont have any blockers out since Countryside Crusher's ability wont put the Fatal Frenzy into your hand so you wont be able to give him trample till turn 5. Still a turn 5 trample creature swinging for game aint bad either, nice deck

soulwarden11 on Red speed/burn

1 month ago

If you're looking to drop creatures, I would sideboard the 3x Ash Zealot (and switch them in if you learn you're opp is using flashback or other gravecasting like zombies). I'd also sideboard the Mindsparker for white/blue decks. I dropped planeswalkers from mine because they were too slow (I only used Chandra to revive my Phoenix's most of the time). You've got THREE 5-drops that do almost the same exact thing; I would vote to keep the Dictate of the Twin Gods over the other two. Blazing Salvo would not work since this is supposed to be modern...and Salvo is not.

Personally, I've fallen in love with the Satyr Firedancer and Young Pyromancer, Dangerous Wager and somewhat surprisingly, Browbeat since it either makes them take 5, or you Draw 3, and I consider that a win-win for me (unless they have a life-gain deck...).

I need to update my deck on here so it's current...I'm going to try out a Countryside Crusher to help avoid flooding my board with mana.

Devonin on how does Manabond interact with ...

1 month ago

Manabond triggers at the beginning of your end step, and lets you put lands into play and discard the rest. Each land you put into play is going to trigger landfall, so in the case of Seer's Sundial ten instances of "you may pay , if you do, draw a card" will want to go onto the stack. They won't be able to go onto the stack until the ability from Manabond has finished resolving. So you'll put 10 lands into play, discard 0 cards, and then have 10 instances of an option to pay and if you do, draw card.

Thanks to Storm Cauldron, any time you tap 2 mana to draw a card, you're going to end up with 3 cards in your hand (Or less, depending on how much mana Gaea's Cradle is tapping for), the one you drew from the Sundial and the two lands you tapped for its cost.

The start of your end step has already passed, so you have no ability to "retrigger" Manabond.

Assuming you tapped, say, all 10 lands you put into play from Manabond, and the Gaea's Cradle to pay your for the 10 payments for the Sundial, you're going to end up with 11 lands and 10 more cards in your hand after all that has resolved.

If you've only made 1 or 0 actual land plays this turn (Lands put onto the battlefield by Manabond aren't land plays) you could play 1 or 2 of those lands as your land plays for the turn (The 1 you always get and the additional one from Storm Cauldron) leaving you with something like 19 cards in your hand, and you will have to discard down to your maximum hand size, which I will assume is still 7.

Power / Toughness 3/3
Color(s) Red
Cost 1RR
Converted cost 3
Avg. draft pick 1.22
Avg. cube pick 11.03

Legality

Format Legality
Casual Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal

Printings View all

Set Rarity
Modern Masters Rare
Morningtide Rare

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