|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Mythic Rare|
|Avacyn Restored (AVR)||Mythic Rare|
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Creature — Beast
When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
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Craterhoof Behemoth Discussion
8 hours ago
My biggest suggestion is to get your hands on a Paradox Engine. Some people frown on it and dont think it works well without a Zacama, especially if youre focusing mostly on lands instead of mana rocks/dorks. I disagree there. If this is on the field, and you cast Zacama on second main phase after attacking, not only will you untap your lands, but youll Umbral everything else too. Theres just a lot you can do with untapping everything. Nice build though and I may need to consider an Avenger of Zendikar for my own deck.
Oh! And also get a Craterhoof Behemoth. Since Zacama most likely wont attack when you first cast him, unless you have haste, casting Craterhoof on following turn (or whenever you can attack with Zacama) is down right awesome. The other night Zacama did have haste for me, and after untapping lands, I cast Craterhoof and gave everything a +6/+6 due to the mana dorks I had. Zacama as a 15/15 is very fun and all the other creatures will get buffs too. Just a few suggestions. Thanks for your suggestions as well and we can certainly continue to bounce ideas around on Zacama. Heres an upvote for your deck too!!! :)
2 days ago
Voice of the Woods might have a place in there.
you can never go wrong with Overrun
if it's in your budget Craterhoof Behemoth is good for smashing people into oblivion
5 days ago
Growing Rites of Itlimoc
Flip and Avenger of Zendikar are already in the deck. :)
The Magus is also good with the mana doublers Caged Sun and Vorinclex, Voice of Hunger, though Selvala would be awesome nontheless.
You are absolutely right regarding the treefolk sub-theme, but Verdeloth the Ancient can be good on its own, putting a lot of power on the board, being a good finisher for the combo, or even just baiting a mass removal. Dauntless Dourbark, on the other hand, can be a 4 mana huge creature depending on how many forests you have in play, but I admit it's mostly here because the deck used to run more treefolks (like Kalonian Twingrove and Seedguide Ash), so I'll probably end up cutting it, maybe for a Pathbreaker Ibex, a Craterhoof Behemoth or something of the like.
Heroic Intervention is indeed very reactive, but my meta is full of mass removal and the card has proven its worth many times, so I don't think I'm ready to bid it farewell yet :P
Walking Ballista and Aetherflux Reservoir are mostly in the deck as finishers for the main combo, and while the first can eventually do something on its own, in case of not comboing off, I agree that the Reservoir would be completely pointless. This part of the deck is still under testing, but I may very well decide to cut it in case other finishers prove themselves consistent enough.
Thanks for the suggestions! (I feel like I should make the deck's description more visible, lul)
5 days ago
Thank for the feedback ticksam. I see your point that the mana wouldnt be of much use without say Chord of Calling or Craterhoof Behemoth. In addition to Ezuri, Renegade Leader not really being a focal point.
The thought behind Blood Sun was to drop it or cascade down into it after my lands were situated. Though it is probably better out of the sideboard. My main goal with it is to shut down creature lands.
5 days ago
JuQ on Pam's Deck
6 days ago
Eerie Interlude maybe a good protection against board wipes and also help you trigger your "enters the Battlefield" abilities while you selectively leave your tokens on the battlefield.
Is Burgeoning worth the spot on this deck? you have only 7 lands that produce green mana and enter the battlefield untapped on the first turn. A second turn (or later) burgeoning is kinda of a waste of burgeoning. On top of that the land count is quite low and you have very little card draw (you need a lot more) so will run out lands in your hand pretty fast. Maybe I would try some of the Creatures that fetch you a Land when they enter the Battlefield like Satyr Wayfinder, Gatecreeper Vine, Sylvan Ranger, Farhaven Elf or Solemn Simulacrum just to name a few.
I'd say you have too many high costs for that kind of Land base. I also see you have a lot of double and triple color costs on all the colors, that may be a problem during the games as you won't always have Chromatic Lantern.
Is it worth to run Pili-Pala and Grand Architect just for the chance of having them together and going infinite? Let's say you cast Congregation at Dawn and you tutor them together, where would you even spend all that mana? I guess to Populate infinitely with the Vitu-Ghazi Guildmage or to cast the Craterhoof Behemoth If you really want to go that way, maybe you should include either River Hoopoe or Thrasios, Triton Hero to tutor together with the other two with Congregation at Dawn to draw your whole library, play all your spells and give your guys haste with Akroma's Memorial that you would include and would eventually draw (it's a bit pricey but so are several other cards in your deck).
1 week ago
So I have some questions about these, and/or I think you should cut them:
- Gaddock Teeg: 75% of your creatures are 4 or above cmc that seems contradictive.
- Dusk//Dawn: Again your creatures are pretty high CMC Dawn does nothing for you, and Dusk kills most of YOUR creatures. I suggest Austere Command as a much better alternative.
- Sword Of Kaldra: Just why? You aren't building tron, and you have none of the other Kaldra equipment.
- Birthing Pod: You have to build specifically around birthing pod to make it effective, and your CMC curve on creatures is anything but; in this deck it just feels like a waste of a slot.
- Furnace Of Wrath: It can hurt you WAY too much, it's too risky personally.
- Assemble The Legion: again I dont' get it, you aren't really a token deck. For this to be effective you'd need Parallel Live, Annointed Procession, and Primal Vigor to maximize the potential.
- Vicious Shadows: This is just a bad Stalking Vengeance so why not just play it?
- Fight to the death: I just don't see this as a good card at all, I'd prefer to see a Deflecting Palm here, same cost just a better card.
- Grazing Gladehart: Lifegain isn't in your gameplan especially with Sulfuric Vortex in the deck
You should consider adding:
- Warstorm Surge: it's a great source of damage and just does more the later the game goes with Marath getting bigger on each cast.
- Vigor: is phenomenal in this deck or any other really.
- Angrath's Marauders: great alternative to Furnace
- Path of Discovery: It's card advantage, ramp, and counters all in one.
- Rishkar's Expertise: huge draw spell and most likely a free spell, pays for itself.
- Nissa, Voice of Zendikar: All about the +1/+1 counter bro!
- Craterhoof Behemoth: it's just an alternate win con.
- Forgotten Ancient: Great to transfer off counters to Marath AND becomes MASSIVE late game.
- Lurking Predators: this card is massive and honestly just ends games.
1 week ago
I do love me a good token deck (I have a 5-colour that's essentially RGW but splashing UB for the commander (Sliver Queen). Here are some suggestions I have:
Champion of Lambholt - Makes creatures unblockable and gets bigger as you play more creatures.
Hornet Queen - One of the best flying defenses for GW, especially once you start populating.
Odric, Master Tactician - Makes your creatures essentially unblockable when they attack since you choose how the defenders block when you attack with him.
Ant Queen - A great mana sink if you're stuck with too much mana.
Worldspine Wurm - A bit on the expensive side mana-wise, but generates big tokens when it dies. Also it goes back into your deck so you can use it again.
Giant Adephage - If you're willing to be more aggressive, defintely consider this. A big 7/7 trample that makes a token of itself whenever it deals combat damage can become a problem very quickly.
Verdant Force - Makes tokens very turn (including your opponents' turns).
Doubling Season - A better version of Primal Vigor. I would a straight swap here because Primal Vigor affects your opponents too, while Doubling Season only affects you. Also it causes your planeswalkers to enter with double the loyalty counters, meaning you can ult some of them the turn they come in.
Fanatical Devotion - Lets you sacrifice your tokens to save your more important creatures.
True Conviction - A bit expensive mana-wise, but the double strike and lifelink is super useful.
Zendikar Resurgent - Doubles your mana and lets you draw cards when you play a creature spell.
Sterling Grove - If you want to protect your enchantments then use this. Also lets you tutor an enchantment to the top of your deck by sacrificing it.
Ashnod's Altar - Sacrifice a creature for two mana. Always good.
Mosswort Bridge - A hideaway land that you can easily trigger due to the number of creatures you'll have out.
Deploy to the Front - Get tokens equal to the number of creatures already on the battlefield.
White Sun's Zenith - Makes tokens and then shuffles back into your deck. Instant speed tokens are always handy to have.
Arachnogenesis - Stops combat damage and creates tokens. Situational but useful.
Hope these suggestions help!