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
7 hours ago
Thanks. I have enjoyed playing it both times, but neither time have I got to shot everyone. I did win one game with lots of 1/1 elementals with Craterhoof Behemoth, but lost the other game when I was run over by someone playing Mayael the Anima who dropped her 3 turn with Lightning Greaves, then droped xenagod, and next turn dropped Blightsteel Colossus to poison me to death as I could not block the 22/22 trample infect creature.. One of the other players had a Swords to Plowshares in hand, but waited till her next turn to get rid of the colossus before her attack phase.
13 hours ago
I'm looking for a Riku deck and i like your's very much. :) But i have a few questions, if you don't mind.
Last but not least, which card do you cut for Worldgorger Dragon? And do you keep your decklist up to date?
20 hours ago
I like Pathbreaker Ibex over Craterhoof Behemoth for 4 reasons: normally you are going vertical power instead of wide, maelstrom innately gives haste so its still a surprise, you can't cascade into craterhoof but you can ibex, ibex is repeatable if they don't deal with him. I found that even Thunderfoot Baloth is usually just as good or better than Craterhoof Behemoth since he's not a one time use, and you can cascade into him.
+ + . There are plenty of other combos there, but molten is a nice cascadable stealer.
I understand there's always budget concerns, but wanted to mention some staples that really shine in maelstrom:Sensei's Divining Top, Sylvan Library, Scroll Rack, Brainstorm are all great for topdeck quality to set up a cascade. There are very few things in the game that will take a card in your hand that you already drew (that you don't want to hardcast), and topdeck it.
I don't play infinite combos or extra turns, but if you want some other ideas, here's my maelstrom deck.
1 day ago
As a note, Puppeteer Clique goes infinite with any sac outlet and Mazirek, Kraul Death Priest or Mikaeus, the Unhallowed but it takes from an opponent's graveyard.
At one point I used an opponent's Magus of the Coffers to make infinite mana.
(get it with clique, use it for mana, sac it to outlet, then sac clique and make it come back. The persist with Mazirek or Mikaeus goes infinite.)
It is important to note, you do have to recur from an opponent's yard with Clique, which can be trouble against Izzet decks.
I like the Skullwinder as it can be recurred with Meren to get instants and sorceries from the grave consistently.
3 days ago
Are these the sort of changes you could agree with MagicalHacker? Or do you have better recommendations? Average CMC jumped up a bit which I'm not used to lol. Usually I hate going over 3 so this is new to me.
Vigor would be nice and so would Craterhoof Behemoth but I'm trying to keep the budget down just a bit (although, I may be able to get one or the other). Dryad Arbor would also be a rock star but all the above are non-existent in this area.
So I'm left between 1 drops or fatties. I think I have a nice blend between the two.
5 days ago
Deck is poorly named, and needs focus - you've got 3 conflicting ideas here:
- +1/+1 counters
Why is Kalonian Hydra in this deck? You don't have any creatures with +1/+1 counters except 2x it, 2xVastwood Hydra, and (unreliably) 2xGyre Sage; most of the deck is wasting his ability. Consider also removing Doubling Season - half its effect is wasted and the other half is also wasted.
You have 6 token generators: 2xWolfbriar Elemental, 2xWorldspine Wurm, 2xHowl of the Night Pack. None of them are repeatable, so you might end up having too much mana and nothing to do with it. Consider something like Wren's Run Packmaster and/or Jade Mage. Consider removing Second Harvest - it'll mostly be a dead card.
Overrun is completely wasted, since it will only be affecting a couple creatures, most of which are already big and trample-y anyway. Craterhoof Behemoth won't be very useful either, for the same reason.
You don't have nearly enough elves to make Elvish Archdruid worth it. His damage bonus will be pitiful and he's too slow to be useful. You can get him out on turn 3, or turn 2 if you're lucky, and he'll tap for 1 or 2 mana. Arbor Elf would be a better choice, because he can come out on turn 1 or 2, and taps for 1 or 2 mana, depending on your land-mana modifier creatures.
You have no library manipulation, so Into the Wilds is a crapshoot. Sometimes it'll work, but mostly it'll fizzle. 20/64 cards is barely a 30% chance of it working and you'll only have a few turns where it even could work, and you spent 4 mana on that. Skyshroud Claim or Explosive Vegetation are better, and Kodama's Reach and Cultivate are so much better that it's not even comparable. Crystal Ball-type effects will allow that to be significantly less wasted, or just get rid of it.
Consider removing Savage Summoning. It's useless against non-counterspell decks (i.e. ), and the mere fact of using it already accomplishes the counterspell's effect anyway - you spent 2 cards to get something out. If they bounce or kill it, you just put yourself far behind for no gain. Quicksilver Amulet and Elvish Piper are significantly more effective, and accomplish the same effect (instant-speed, uncounterable).
You have little/no draw. Consider adding Garruk's Horde and Oracle of Mul Daya/Courser of Kruphix. Consider adding Hunter's Insight - if you choose trample you should be hitting often enough that it's reliable.
Your mana curve is heavily skewed towards high-end mana, with little means of getting you there early.
Turn 1: You have 4 things to do: Elvish Mystic.
Turn 2: You have nothing to do here, unless you got one of the 4 Mystics out on turn 1, and then your only option is 4xElvish Archdruid or another Mystic.
Turn 3: You can cast Elvish Archdruid if you didn't have a Mystic (which is likely), or if you did, you can maybe cast a Karametra's Acolyte (of which you have 2, so having one is unlikely).
At this point, you have no board presence and you are likely to lose.
I would recommend taking a hard look at this deck. It is spread too thin to be effective. Sharpen the focus on acceleration + one of the other things, and it'll be a lot better. Do some playtesting - how often are you ahead in mana? If you're dropping your first 6-drop fatty on turn 5 or 6, you've lost the game.
5 days ago
Here is a sample decklist for her I found on EDHREC Show
1 Sol Ring
|Commander / EDH||Legal|
Printings View all
|Avacyn Restored||Mythic Rare|
- Craterhoof Behemoth + Palace Siege
- Craterhoof Behemoth + Omnath, Locus of Mana
- Avenger of Zendikar + Craterhoof Behemoth + Tooth and Nail
- Avacyn, Angel of Hope + Craterhoof Behemoth
- Craterhoof Behemoth + Food Chain + Prossh, Skyraider of Kher
- Craterhoof Behemoth + Dread Return
- Craterhoof Behemoth + Primal Surge
- Craterhoof Behemoth + Natural Order
- Craterhoof Behemoth + Deadeye Navigator
- Craterhoof Behemoth + Prime Speaker Zegana + Tooth and Nail
- Avenger of Zendikar + Craterhoof Behemoth
- Craterhoof Behemoth + Mimic Vat
- Concordant Crossroads + Craterhoof Behemoth + Primal Surge
- Craterhoof Behemoth + Storm Herd
- Chancellor of the Forge + Craterhoof Behemoth + Tooth and Nail
- Craterhoof Behemoth + Tooth and Nail
- Chord of Calling + Craterhoof Behemoth
- Avenger of Zendikar + Craterhoof Behemoth + Deadeye Navigator
- Craterhoof Behemoth + Rite of Replication
- Craterhoof Behemoth + Wren's Run Packmaster + Wolfbriar Elemental
- Craterhoof Behemoth + Avenger of Zendikar
- Craterhoof Behemoth + Xenagos, God of Revels
- Craterhoof Behemoth + Marton Stromgald
- Craterhoof Behemoth + Primal Vigor + Prossh, Skyraider of Kher
- Armada Wurm + Craterhoof Behemoth