Craterhoof Behemoth

Craterhoof Behemoth

Creature — Beast

Haste 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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  $7.61 $10.47 $13.99 $33.03
Cardhoarder (MTGO) Price Normal Foil
  20.4 TIX 33.7 TIX

Craterhoof Behemoth Discussion

PlattBonnay on not your normal G/W

6 hours ago

also, if you are looking for draw spells, Glimpse of Nature would be good, and Craterhoof Behemoth + Akroma's Memorial basically just kills the table.

Remacus on Sultai shenanigans

12 hours ago

Try adding Mirror-Mad Phantasm as an engine to fill your graveyard nearly instantly with half or more of your deck.

Burnished Hart, Ondu Giant, Farhaven Elf and Sakura-Tribe Elder are all good sources of recursive mana ramp you can find in creatures with the reanimation effects you can pack. They might require you to run more basics if you want reliable ramp and color selection into the midgame.

Creatures that come attached with reanimation or dredge like effects are great at essentially turning your graveyard into an extension of your hand. Phyrexian Delver and Artisan of Kozilek are great targets for reanimation that can give you some excellent 2 for ones as they bring their buddies from the graveyard with them.

Running a graveyard deck allows for all sorts of degenerate combos. Two that I can think of right now are reanimating a Laboratory Maniac and dredging through your whole deck for the win, and reanimating a Craterhoof Behemoth on a stacked board for massive damage potential.

Running high dredge cost cards and enablers like the Mirror-Mad Phantasm will allow you to take advantage of the value that Sidisi can give you. Just make sure enough of those enablers are creatures. If any spells in the deck are not creatures, you either need to make sure you have access to plenty of regrowth effects such as Eternal Witness or the spells generate card advantage while in the yard, taking advantage of keywords such as flashback. If a card doesn't have value in the yard, if needs to be geared towards making the deck do what it wants to do. I see you already have Sultai Ascendancy, Deadbridge Chant and Phyrexian Reclamation which are great engines for running the deck.

Green has fantastic access to creatures that destroy permanents when they enter the battlefield. Using cards such as Reclamation Sage, Acidic Slime and Woodfall Primus will allow you to come back from an opposing artifact or enchantment that is unfavorable.

Black has access to powerful removal creatures like Nekrataal and Shriekmaw.

Those are just some of the powerful interactions and themes that can be run in a graveyard focused deck. Your deck looks great already and I look forward to seeing what you add to it to add your own personal flair. (Customizing your own deck is way more fun that netdecking, sorry if I added too many card suggestions and strategies) Have fun and be careful around those decks that pack graveyard hate like Relic of Progenitus and Rest in Peace.

masada631 on Elvish Fiends

15 hours ago


Looking at this deck, the first thing that I realised is that you have a lot of 1-ofs and 2-ofs. Unless you are running tutors (which means cards that help you search your deck for specific cards, e.g. Fauna Shaman), running single copies of cards is unadviseable because it leads to inconsistency. You might get some great draws in one game, but not in another.

I can understand why you would want to include such a wide variety of cards in your deck - each of them can be great in a given situation, and you want to be able to draw them just in case. But what you need to remember is that you never draw all of your cards in a game - if a game goes long, 20 cards is about the largest number you can hope to draw without adding in any tutor/card draw effects. The likelihood of you drawing that single copy of Gaea's Revenge, therefore, is extremely low.

A second issue is that many of your creatures seem redundant. Why not play a second Khalni Hydra instead of a Duskdale Wurm? Why Yeva's Forcemage instead of another Imperious Perfect or a fourth Elvish Archdruid? When creating a deck, it can be tempting to include all the cards that could potentially be cool, but it is important to look at what your deck is trying to do and how each of those cards help you to achieve that.

From my experience, mono-green elf decks aim to win by either:1) Over-running the enemy with a massive army of elves, pumped up by Ezuri, Renegade Leader, Elvish Archdruid, Imperious Perfect and the like.2) Ramping up to huge amounts of mana using Elvish Archdruid, Nykthos, Shrine to Nyx and other mana dorks, and then casting a game-winning fatty like Craterhoof Behemoth.3) A combination of both.What I would suggest is deciding what you want your deck to do, how you want to win, and then picking cards that will help you to get there.

Do feel free to send me a message if you have any questions, and I hope this helped some small amount.

BorosPlayer on The Highest Amount of Damage ...

20 hours ago

I did something over 10,000 on turn 5 in one epicly lucky casual game. I was playing elves and Genesis Wave'd for about X=5 and luckily got me 3 Elvish Archdruid's. I top decked another Genesis Wave which got me the rest of my deck, with around 30 elves on the battlefield (also a Craterhoof Behemoth) plus a ton of mana. Played a pair of Elvish Promenade's to get me so many elf tokens and tapped 3 Immaculate Magistrates on a Joraga Warcaller and gave them all an Ezuri buff + trample and swung in. Good Game indeed.

EmblemMan on What a good way to ...

1 day ago

I was playing my friends simic edh deck and I Rite of Replication with kicker my Craterhoof Behemoth and did 883 damage

CurdBrosBrewingCo on Green Devotion/Elves Combo (Infinite)

1 day ago

Added Dryad Arbor to the list for a few reasons:

  1. It's a Forest (so it still works with Arbor Elf and Nissa, Worldwaker if she's ever back in the deck...)
  2. Triggers Cloudstone Curio
  3. Can be used to protect Temur Sabertooth and re-played for "free" (assuming you haven't played a land for turn)
  4. Is a great way to start a creature look with Cloudstone and Temur Sabertooth (again because it is "free" to play).
  5. Is another creature for Craterhoof Behemoth.

Been thinking about playing Nissa, Worldwaker as well (as in many situations Nissa + Garruk + Cloudstone Curio is an infinite mana combo); but we'll see if she fits. Thus far, I've liked Dryad is a land with summoning sickness; so there are definite drawbacks; but in the end I think it may be worth it!

kght7 on Gahiji's The Art of War

1 day ago

Love the political aspect of the deck, and the catches to keep your opponents from attacking you with the tokens you give them.

For suggestions, here is what I have:

Aura Shards- Probably the best artifact and enchantment removal available for token decks. You could remove Return to Dust for it, lose instant speed, but gain a repeatable affect, although if you can make creatures at instant speed you're good to go.

Aura Mutation- If you like Artifact Mutation, then you'd probably like this too. Could remove Sundering Growth for it, doesn't hit artifacts as well, but makes a lot more tokens.

Requiem Angel- I imagine that board wipes would generally be quite a pain for this deck, here is a way to recover a little bit at least. Could take out Vow of Duty for it, because I think playing the whole vow cycle is a bit excessive, and vigilance is the worst to give out.

Gaea's Cradle- I don't think this really needs explanation, and if you're playing dual lands, I assume you can afford this too. Could remove Rampant Growth because it's the weakest of you're ramp. Also it's Garruk Wildspeaker's favorite hangout spot.

Weathered Wayfarer- If you end up putting Gaea's Cradle in the deck, I imagine it will be so strong you will want a way or two to find it. Could remove Farhaven Elf for it, as this finds better lands.

Mob Rule- A new Insurrection effect. Could remove Vow of Lightning for it. I guess I just don't like the vows that much.

Earthcraft- Lets lots of creatures = lots of mana. Could remove Cultivate, as this is usually better. Or Vow of Wildness, cause screw the vows.

Other suggestions cause I'm too lazy to write about each one anymore: Urabrask the Hidden, Avenger of Zendikar, Goblin Bombardment, Overwhelming Stampede, Craterhoof Behemoth, Archangel of Strife, and Chancellor of the Forge.

Hope you find something you like, and nice deck. on Of Satyrs and Elves

1 day ago

Ok, lets start, I LOVE GREEN, I'm putting together something that has the same idea of this deck: Surfing on the Waves

So I do think that Overgrowth is no really necessary its kinda of slow, you can play him turn 2 if you do the Arbor Elf + Utopia Sprawl but you only going to really use it turn 3+ so I would rather having a card like Harmonize giving me 3 draws that could give some of the key card of the deck that I might be missing.I would drop the 4xElvish Visionary for 2xRegal Force + 2xDosan the Falling Leaf. Reasons? 1 regal is bigger can give you more than 1 draw and gives you 3 devotion instead of 1 "But its more expensive!" yes it is but you are playing green with a shit ton of ramp and also regal's ability is a may different from visionary and Dosan is just Dosan you hit the Craterhoof Behemoth and him on a wave and is just game he is very annoying.Oran-Rief, the Vastwood I don't like land's that come in play tapped when I want speed, the benefit of the counters is not that great too i would drop it for a Inkmoth Nexus (Because Primeval Titan=Inkmoth Nexus + Kessig Wolf Run is just a kick on the ball's... A gigantic trample flying infect creature, why not? ) or even for another Stomping Ground or even for a Forest.I see how Voyaging Satyr can be beautiful here as he can untap nykthos for doing a gigantic amount of mana to trow on a gen wave, i considered him for my deck too but I think the deck needs something to rely on something that will not die that easily so I use Sylvan Caryatid instead of him.I think 4xEternal Witness is too much I play with 3 and I'm considering to drop another, sometimes she is just sitting on your starting hand and will not help that much, you want to hit It on a wave to get the wave back to hand so you can do it again, well the draw you probably going to hit is usually enough to hit another wave or a Eternal Witness, so having 4 its kinda of too redundant at least I think so maybe dropping it for another Craterhoof Behemoth and other win con or big guy.

Hope that I helped +1

Power / Toughness 5/5
Color(s) Green
Cost 5GGG
Converted cost 8
Avg. draft pick 1.42
Avg. cube pick 4.66


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

Printings View all

Set Rarity
Avacyn Restored Mythic Rare


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