Deathbringer Thoctar

Legality

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

Printings View all

Set Rarity
Commander 2013 Rare
Alara Reborn Rare

Combos Browse all

Deathbringer Thoctar

Creature — Zombie Beast

Whenever another creature is put into a graveyard from the battlefield, you may put a +1/+1 counter on Deathbringer Thoctar.

Remove a +1/+1 counter from Deathbringer Thoctar: Deathbringer Thoctar deals 1 damage to target creature or player.

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Deathbringer Thoctar Discussion

MoonTurtle7 on Zombie Commander

1 month ago

Personally I recommend Sedris, (maybe even his buddy Thraximundar) But the colour advantage you get is really nice, and the addition of blue gives you a lot of cool/fun options. Like for example Havengul Runebinder, Stitcher Geralf, Gisa and Geralf, Diregraf Captain, and Grimgrin, Corpse-Born. Red even splashes in some fun with Deathbringer Thoctar, Warstorm Surge, Goblin Bombardment, Impact Tremors, and even some fun thievery like Zealous Conscripts. Heck red even throws in the addition of Artifact removal, something Black and blue lack in. Vandalblast, Rakdos Charm, and By Force would all be nice additions.

VraskaTheCursed on The Rakdos way to mill

1 month ago

i'd say remove:4x Veinfire Borderpost2x Vithian Stinger1x Mountain1x Swamp2x Hellfire Mongrel

also, Lightning Bolt is a staple in modern, I'd definitely run 4 if you can, removing 3x Deathbringer Thoctar and 1x Howling Mine

good luck!

MarlFox on

1 month ago

If you want to maximize +1/+1 counters you may want to look to getting a few of these

Winding Constrictor

Reyhan, Last of the Abzan

Mazirek, Kraul Death Priest

Deathbringer Thoctar

Deathbringer Thoctar

Hardened Scales

Abres_Tenelles on Breya's comeback game

1 month ago

Like the deck idea!

Many artifacts double as creatures. One way to expand the theme could with more cards that care about creatures dying, such as Dictate of Erebos, Black Market and Deathbringer Thoctar. All still trigger, even if you get the card back.

A few more cards to help get those creatures back Victimize, Oversold Cemetery, Phyrexian Reclamation and Haunted Crossroads.

Finally some nice little extra sacrifice effects could be tasty too. Stronghold Assassin, Viscera Seer, Spawning Pit, Ashnod's Altar

Vedalken Engineer could also help as another artifact mana source.

JaysomeDecks on Prossh food chain

3 months ago

I love the deck. Prossh has long been one of my favorite commanders. He's just primed and ready for so many things to go off.

First, lemme suggest Phyrexian Altar. Having both the Phyrexian and Ashnod's altars out gives infinite mana, infinite tokens, and infinite ETB and death triggers.

Mana Echoes is also a pretty good card, as it creates 30 colorless mana the first time you cast Prossh. (And more every time after that. It also goes infinite with Phyrexian Altar

With Prossh being a veritable death engine, cards like Dictate of Erebos, Butcher of Malakir, and Grave Pact essentially make him a one-sided board wipe, and then if you have any kobolds left, it practically locks opponents out of playing any creatures until it's answered.

Vicious Shadows is a, well, vicious card in this deck. Just the 6 kobolds from Prossh's first cast is enough to deal on average 18-30 damage to a player. Or to outright kill that one guy who's been playing too many draw spells. Don't want to sac them just to deal damage? It's Prossh, they'll die eventually either way. Just sit and wait, and punish whoever tried to boardwipe. Immensely.

Earthcraft, or is cheaper cousin Cryptolith Rite, is an amazing mana producer in this deck. Earthcraft especially, as it can combo with either of the two Altars.

Deathbringer Thoctar is often an over performer. One counter on him and all of your opponent's 1-toughness creatures die. Then, just let him accumulate counters naturally as your deck does it's thing, and he'll usually be able to handle any particularly annoying creature you may want dealt with. And if he can't? Just send him a couple more Kobolds to do the trick.

The last card I'll suggest isn't a game-changer, but rather just a personal favorite of mine. Mitotic Slime, (and I guess Sprouting Thrinax, for the same reasons), are great cards if you're going for the hard win. The Slime gives you 7 sacrifice triggers off of one 5cmc creature. (4 for 3 on the Thrinax) They are simply value. An extra boost when it might be needed. Idk if they have a place in your deck, but they at least earn a mention.

Anyhow, I'm sorry for the tome. It's apparently what I do on here now. XP Hopefully some of it is useful.

I like your deck building style. If you want, please feel free to check out some of my decks and leave any critiques you may have.

007ooi on Alesha Tokens

3 months ago

Cut: Fervent Charge, Reprocess, Trading Post, Deathbringer Thoctar.

I don't know what you should add but those cards all seem weak.

JaysomeDecks on Prossh, Skyraider of Kucks

3 months ago

I've got a few suggestions for you that would make the deck a little more...cruel.

First and foremost, Food Chain. This single card allows you to create infinite creatures, infinite colored mana to cast creature spells, and infinite ETB triggers. It is Prossh's signature card.If you like the thought of infinite combos, I can post more suggestions along this line. Prossh is a devastating combo commander. If not, I'd still strongly recommend this card. Single card combos with your commander are the strongest possible thing in EDH.

After that, I'd start abusing death triggers. ETB triggers are great, but you have a commander that is both a sac outlet, and creates a horde or creature ready to sac. This puts you in the unique position to control the board with cards like Dictate of Erebos, Grave Pact, and Butcher of Malakir. These turn every play of Prossh into a one-sided boardwipe, and allow you to lock your opponents out of playing creatures so long as you have something to sac. After all, you can sacrifice as an instant.

Some other cards that benefit you greatly when your disposable minnions are, well, disposed of, are Fecundity, Vicious Shadows, Skullclamp, and Deathbringer Thoctar.

  • Fecundity, while it can benefit your opponents some, is far out balanced by the draw power in confers to you.

  • I would suggest replacing your Warstorm Surge with the Vicious Shadows. After all, the tokens Prossh creates have 0 power, so they won't do any damage when entering with Surge. However, you can sack them for an average of 3-5 damage, (up to 7), when using Shadows.

  • Skullclamp: Pay , sacrifice a token, draw two cards. You could trade Vampiric Rites out for it pretty easily.

  • Deathbringer Thoctar: This guy isn't a complete lock, but he can help control the board pretty well. Your opponents instantly lose all of their 1 toughness creatures. (As each one you kill replenishes the +1/+1 counter removed to kill it) And it will quickly accumulate counters as you sacrifice to other purposes, or if you really need something dead, sacrifice a few tokens to pump it where it needs to be.

Swinging with Prossh is also incredibly powerful. Sacrifice creatures to his ability, hopefully with your opponents sacrificing their defenders to effects you have on the board, the swing in with boosted commander damage. Two cards that you may consider to aid in this are Atarka, World Render, and Xenagos, God of Revels. Sacrificing the 6 tokens Prossh creates, either one of these has him swinging for 21+ commander in one go.

Earthcraft, or its cheaper cousin Cryptolith Rite could prove useful for mana later in the game. You may also consider some token doublers like Parallel Lives or, if you want to spend a lot of money, the always useful Doubling Season.

Extra token generation, aside from Prossh, could be useful as well. Mitotic Slime is a personal favorite. It simply gives you 7 sacrifice triggers in one card. Sprouting Thrinax is similar, as it gives 4, and for less mana. Endrek Sahr, Master Breeder is also fantastic in this deck. Basically double's Prossh's ability. And you can keep from having to sacrifice him by freely sacrificing his thrulls to keep their numbers in check.

I would suggest cutting back to 36-38 lands, and instead running more mana-ramp. Cards like Cultivate, Kodama's Reach, and even Rampant Growth help speed up the deck, fix colors, and make reliable drops.

Anyhow, I know I left you a book to read through. I'm hoping some of it is useful, at the least. If you like any of the ideas and would like me to make some suggestions on what you might cut, I'd be glad to take a detailed look through and make some suggestions there. (Bein given a list of possible cards doesn't mean a thing if you can't find room for them, after all) Lemme know, and sorry for the veritable tome.

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