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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Craterhoof Behemoth Discussion

Lythrn on Karador, Chieftain of the Graveyard

11 hours ago

Hey man, here is a link to my Karador deck: [http://tappedout.net/mtg-decks/26-06-16-IAP-reanimator/]

So you will notice I have Primeval Titan in my deck. I use it for 1v1, but in group play, I switch it out for Rise of the Dark Realms

I would take out Vraska the Unseen because if you mill it, there are better things to pull with Eternal Witness and better 5 CMC cards like Living Death (which I highly recommend you put it in) to play.

I would take out Cultivate and put in something like Victimize which gives you a sac outlet and put any two creatures onto the battlefield. Lets you do crazy things with ETB effects.

I also recommend the flip planeswalkers like Nissa, Vastwood Seer  Flip and Liliana, Heretical Healer  Flip because with Karador, Ghost Chieftain second ability, you can keep playing them and flipping them instantly so you can always keep a planewalker presence that way.

Dismember and Eladamri's Call are all-stars. For one mana (and four life) you can kill alot of creatures with Dismember. Eladamri's Call can help you put key cards into the graveyard with Survival of the Fittest (which is a power house in a deck like this).

Necromancy and Animate Dead are also powerhouses in this deck because it doesn't matter if you mill them. You can use Sun Titan to get those back (because enchantments are permanents) to get ANY creature in your graveyard back, to do even more combos. Also, Necromancy can be used at instant speed, so you can do stuff with it on your opponents turn.

Diabolic Intent is a sac outlet tutor, which is an all star in a this deck. Play Satyr Wayfinder to fill your graveyard then sac it to Diabolic Intent to tutor, seems good right?

Again, Living Death is a powerhouse. When you have 15+ creatures in your graveyard and everyone else has one or two, it ends the game. I have Mogis's Marauder to give my stuff Haste and Intimidate plus Craterhoof Behemoth and that's game.

YOU NEED Tooth and Nail.

Last thing, board wipes are your friend. You shouldn't care if your stuff dies. Karador, Ghost Chieftain will always cost 3 CMC. Life from the Loam will help put creatures in your graveyard. Karador, Ghost Chieftain abuses the game. Wrath of God, Necromantic Selection, and Decree of Pain help abuse Karador, Ghost Chieftain.

chaseman on Shaman Overrun

1 day ago

What up Bepet!

Your strengths for this deck are definitely found in the early game; you can get out creatures quickly, you have excellent mana ramp via Sachi, and you can pump up those creatures to cause great damage quickly. However, the problem seems to be the mid- and end-games where it stalls due to opponents getting huge threats that either discourage you from attacking or wiping away the board. As such, there are a couple ways to go about making this deck stronger as the game progresses, and a few more in how you would like to win.

The most direct would be more removal and protection; spot removal will help enable your critters to hit home, and good protection will help them survive opponents attempts at removal and board wipes. Regardless of which direction you want to take this deck in terms of end-game, you definitely need more of these since your primary focus is combat damage.

Green removal (in no particular order):

Beast Within (essential bc it can target anything), Relic Crush, Lignify, Tranquil Grove, Primeval Light, Gleeful Sabotage, Oxidize, Krosan Grip, Whirlwind.

Most of green's removal focuses on artifacts and enchantments, so unfortunately creatures are tough for you (which is why Beast Within is essential). Alternatively, you can use Lure and cards with similar effects to ensure that most of your creatures hit home. A fun strategy is to put Lure (or something similar on a creature with deathtouch or something like Engulfing Slagwurm. This might work really well for you in ensuring that your critters hit home.

General Utility: These bros will serve multiple purposes in your deck or are just so powerful they must be considered!

Woodfall Primus - Shaman, fatty, removal...and he'll do it twice. Ridiculous. Put him in ASAP.

Duplicant - Shaman + creature removal with exile, super worth it.

Rancor - This is great because you never lose it; you should definitely replace an instant with this.

Terastodon - Those lands your opponent has sure are nice... it'd be a shame if they became...irrelephant...

Oracle of Mul Daya - Shaman, extra lands, peeking at your library... awesome. This can work really well as an addition to Sylvan Library. Between that and Mirri's Guile you always know whats coming up next.

Craterhoof Behemoth - A monster that can end games. 'nuff said.

Eternal Witness - Shaman + recursion, 100% necessary to get back your big fatty someone killed or re-use that awesome spell. You may also want to consider Restock for this very same purpose. Both of these will help your recovery.

Worldly Tutor - He's got what you need. Enemy got a lot of powerful shit? Grab Terastodon. Do you have a lot of 1/1 snakes? Grab Craterhoof Behemoth. Watch the world burn.

Tooth and Nail - Game-ender. Pricey but is the ultimate green victory card in commander.

Genesis - Put him in your graveyard and then you can bring back important creatures every turn.

Brawn - Put him in your graveyard and suddenly every creature you have is a little bit more scary.

Akroma's Memorial - Would you like all your shit to be scary as fuck? Congrats, now it is. Normally this card is too high in mana cost, but your massive amount of mana makes it worth it!

Genesis Wave - Do you have a lot of mana and good protection spell? Would you like to win next turn? Well here you go...

The lone issue with combat damage being your win condition is that you really need to make sure your creatures stick. You don't want an opponent to wipe the board and then be back to square 1...but have 3 less cards in your hand. So, you'll also need some spells that protect your creatures and some that help you recover from a big hit if you weren't able to draw some protection.

Archetype of Endurance - Protects against spot removal which is helpful, but this WILL NOT help against board wipes. Has some value since mana is never an issue for you, but isn't a cure-all.

Sylvan Safekeeper - Again, since mana isn't a problem for you this is fantastic to prevent spot removal.

Garruk, Primal Hunter - Won't be hit by board wipes and can help you recover.

Predator Ooze - Indestructible and he keeps growing, a good option. Won't be hit by board wipes.

Eldrazi Monument - Suddenly everything you have is stronger and immune to mass removal. Woo! A pretty hefty price to pay each turn, but if you have a strong board and a good way to generate a few token creatures this is perfect for you. It might require some big deck changes so you focus a little more on token generation though. Worth considering, but you would also want to put in a few snake token generators, and some cards like Garruk, Primal Hunter, Avenger of Zendikar and Master of the Wild Hunt. You should actually consider Master of the Wild Hunt on its own because it is also a shaman and can be removal as well.

Yavimaya Hollow - Excellent way to keep a creature on the board from combat damage or a board wipe, and it's a land so you can re-use it over and over. It might be worth it to run Reap and Sow to be able to find it (and also take out an ooponents land as well)

Asceticism - 100% essential. With the amount of mana you can generate this will save your life! You need this. Wrap in Vigor is another essential card that will save your life.

There are also a few artifacts that could really help keep your key creatures alive, notably your commander since she's so important to your mana generation. You could run Swiftfoot Boots and/or Lightning Greaves to prevent spot removal, and Darksteel Plate to prevent practically everything.

Now, it's all well and good to suggest what should go in, but the hard part is what to take out. I would consider these guys on the weaker side and probably don't belong:

Elvish Visionary, Renowned Weaver, Oran-Rief Invoker, Jade Mage. A lot of your weaker shamans have some cool effects...but you might be finding that they don't add much utility and you'd rarely use them. Those guys are the ones to take out; sort through and really ask yourself if there abilities are really worth while. Like Bosk Banneret, is 1 mana going to make all that much of a difference in this deck? Probably not.

I would also take a close look at your instants and artifacts. Most of your instants are not going to be game-changers; and they're only helping out one creature. I think a lot of those when you really get down to the nitty gritty, are too weak to help your cause. Trample is great, but unless it's Overrun, it isn't helping you that much.

As for the artifacts, while black vise is cool, if you don't draw it in your first hand it isn't going to do much. The Tome and Mind stone are also very weak card draws... I would find a way to replace those with more powerful ones like Mind's Eye and Nissa's Revelation. I think those two will help infinitely more.

So those are my thoughts man, I know it's a lot so give it a good look-over. Most in the "general utility" section are absolute must-haves in this deck, and actually the last two card draws I just mentioned should be in there as well. Don't know why I saved those for last...oh well.

anduri on Summon Monster I-VIII

1 day ago

No Flameshadow Conjuring/Parallel Lives? With your other token out put this would just be another helper, especially if you get AEther Adept/Man-o'-War with your Conjurer's Closet to always propagate tokens with riku every turn. I have found this to be a very good combo with Acidic Slime or the bouncer before mentioned for control (or even with Craterhoof Behemoth). Now for the final suggestion Sundial of the Infinite, activate this during your end step while all your creatures tokens are on the stack to be exiled and you get to keep them all.

I also have a Riku deck, let me know what you think. Reflections Past and Future.

Assassin_ian98 on Big green creatures with haste is fair right?

1 day ago

Craterhoof Behemoth would just be hilarious in this but is kind of expensive

snowmaster55555atgmaildotcom on Sultai Super PAC

1 day ago

If you add Birthing Pod and Craterhoof Behemoth, you can pod from Tasigur, the Golden Fang into Avenger of Zendikar into Craterhoof Behemoth and usually kill on the spot.

PookandPie on Need help with EDH deck.

1 day ago

I agree with Gidge. So, I see what your issue is with not being able to get creatures out early, and I'm going to state it plainly and without mincing words:

You have the number of lands of a competitive Karador deck, and you have a competitive Karador's acceleration (somewhat). However: You have both of those things without a competitive Karador's mana curve and that is your problem.

Your mana curve is simply way too high to support how few lands and accelerants you run.

This deck here: Karador Primer on MTGSalvation runs 11 ramp and 32 lands for a total of 43 mana sources in a deck with a mana curve 1.35 lower than yours. You run 33+9 for a total of 41 with an average cmc of 3.60, while the other is 2.25. This isn't even speaking to the fact that you have 2 lands that don't even produce mana, and a third is useless without 4 other lands on the battlefield- you're essentially running 31 lands. That's not enough for my Arcum or Zur decks, and most certainly not enough here (they're 35+11, roughly, and they try to win on the 3rd-5th turns).

You may find that going up to 36+ lands and adding 3-4 more accelerators will greatly help you in getting creatures out earlier. My Ghave deck runs 35 lands but 10 accelerators (with about 5 more cards that can function as ramp, such as Green Sun's Zenith into Dryad Arbor, or Earthcraft, which I'm not counting in the 10 because they're more conditional), has a lower mana curve than yours, and I rarely have an issue with not being able to get creatures out early- in fact, it's only real defense in multiplayer is that it can combo out before other decks in my meta stabilize to control the game.

You also have a bunch of lands that come in tapped- the Terrmorphic Expanse twins and the three temples. These can also impact your ability to play creatures early because they're a stark loss in tempo. I get that the Evolving Wilds duo is for Deathrite Shaman, but the 3 Temples are meh. You can replace them by finishing your set of Shadowmoor filters (Twilight Mire, Fetid Heath), and maybe a Phyrexian Tower or something.

Dropping chaff like Tireless Tracker, Tamiyo's Journal (you're in a good color for drawing cards. You may as well run Diabolic Tutor over the Journal, but especially Demonic Tutor), Rise of the Dark Realms (unless the games go on absurdly long, I don't really see this being that beneficial), Craterhoof Behemoth (your top curve is extremely high, and I don't see you having 5-8+ creatures out at one time, honestly. You may as well run Overwhelming Stampede if you want that kind of effect, and you're not running Tooth and Nail, so I don't see Avenger shenanigans happening often), Avacyn, Angel of Hope, who is nice but also extremely expensive and it's not like you can't recover from destruction already, Leyline of Sanctity or Living End (seems weird for the former to be maindecked, and as for the latter, Living Death is the one you want in Commander if it's an extra boardwipe/recursion you need), etc.. And then add in about 5 lands- because again, 2 of your lands in the deck don't make mana and your cards cost way too much to cast on 31 lands, so your land total should read 38 when you're done, because it's really 36. As for the acceleration, I'm sure you can find some ideas and things to remove- you run 3 accelerators that allow you to play additional lands while running way too few lands in the deck- maybe one of those should become a Nature's Lore. To further cheapen your costs, World Breaker could probably become Reclamation Sage for most intents and purposes.

That said, this comment has gone on way too long. Hope this helps. Good luck, have fun, and hopefully, if you make changes, they work out for you.

farKENoath on Tasigur

3 days ago

I would personally try to drop early fatties with cards like Entomb, Buried Alive, Victimize, Animate Dead etc. Perhaps Kokusho, the Evening Star? with sac/reanimate triggers? Avenger of Zendikar and Craterhoof Behemoth?

These colours lend themselves to a lot of infi combos unfortunately. But cards I would definitely consider for your deck are Kozilek, the Great Distortion great control card that is also a fantastic reanimate target. Get him out early and discard to your bin to shut out opponents. You can use Tasi to get your cards back later. If you manage to use Vicitmize targeting Kozilek and a card like Jin-Gitaxias, Core Augur or Consecrated Sphinx it can easily win the game. Fill up your hand with pseudo counters and protect Kozilek and Jin. Hilarious.

Eklhektik on Ezuri counter quest

4 days ago

Thanks for the suggestions ! I already thought about Doubling Season, just couldn't get one yet. Same for Oracle of Mul Daya, Glen Elendra Archmage, Tooth and Nail and Craterhoof Behemoth ;)

Didn't thought about Sakashima the Impostor though, I assume it's to get a second Ezuri and thus double the exp counters. I'll think about it ! finding things to remove begins to get difficult ;)

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Legality

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

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Avacyn Restored Mythic Rare

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