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Creature — Insect
When Decimator Beetle enters the battlefield, put a -1/-1 counter on target creature you control.
Whenever Decimator Beetle attacks, remove a -1/-1 counter from target creature you control and put a -1/-1 counter on up to one target creature defending player controls.
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Decimator Beetle Discussion
1 week ago
I was unable to find a tribe in your deck. There are some token generators, but few enough that a tribal card would be a dead draw most of the time. For those reasons, I'd recommend removing these:
A lot of the utility of the deck comes from being able to massacre your tokens in the name of -1/-1 counters (e.g. Blowfly Infestation and any of Flourishing Defenses, Nest of Scarabs, or Hapatra, Vizier of Poisons herself. Add Blood Artist (or similar) and it's an infinite wincon). Any creature with 2+ toughness will not be killable from a single counter, so anything that buffs toughness without a major benefit just weakens the deck. For those reasons, I'd recommend cutting these:Skullclamp.
Various other cuttables:
- Spread the Sickness - sorcery speed kill is pretty "meh".
- Shambling Swarm - the counters go away at end of turn, and it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on anyway), and he has 3 devotion.
- Soulstinger - similar to Shambling Swarm, it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on). Also, you're getting a weak creature in the hopes of doing something useful with it - better to just get a good creature in the first place.
- Decimator Beetle - moves one counter, once per turn, and it has to attack to trigger.
- Essence Warden - the lifegain doesn't get you anything
- Fume Spitter - insufficient recursion to really get a benefit from him
- Wicker Warcrawler - why include a creature that just gets worse?
- Tower Above - i'm on the fence on this one. The CMC is a bit high, but the benefits could be large.
- Needle Specter - Also on the fence. I like it more than the spell though.
- Rendclaw Trow - a 2/2 with wither and nothing else. 2 damage will just be ignored on attack until he dies in a wipe, or manages to block and get you (at best) 3 tokens.
You need to have a minimum of 37 lands. You're also playing , the color whose greatest strength is the massive ramp it can accomplish. If you swap all the cards noted for lands and acceleration, i would expect the deck to play significantly better. Also, don't use rocks for the ramp, unless land-wipe is common in your meta. It's easy and common for artifacts to die, but (usually) much harder to kill a land. I'd recommend the standard ramp:
- Cabal Coffers + Urborg, Tomb of Yawgmoth
- Kodama's Reach
- Skyshroud Claim
- Explosive Vegetation
2 months ago
Not bad, but needs more cowbell.
I decided to splash white so I could go 100% in on the token generation part of this deck and drop in some card draw as well so I could get the combo faster. You can see what I put together here: Four Color Token Engine
Several thoughts besides the token part - I always thought Decimator Beetle was just sooo slow and clunky. Also, Die Young is complete poopy here cuz its not counters it temporary & you also don't have energy.
Also, if you're going to run 4 hapatra's mark and 3 shred weakness, you 100% need Ammit Eternal because their synergies with him is bonkers.
2 months ago
okie dokie! lets begin
at this point I just like 24 lands in any 60 card deck I have, buuuuut I do have plenty of faith that the 22 you have is fine. now the only change I would make to lands is adding 4 Ifnir Deadlands and maybe 2 Grasping Dunes. the Ifnir Deadlands I must say from experience are way more powerful then they look and to top it off fit your decks theme, so 100% includes. now Grasping Dunes is weaker but it is in them, so they are maybes. now what i would replace is 4 Swampfor ifnirs and 2 Foul Orchard for Grasping Dunes. but once again dunes are definitely a maybe, it won't hurt you at all to not have them
now I know Liliana, Death Wielder is in theme, but for 7 mana she does not do nearly enough so I could never suggest her in any deck outside of commander. Now Vraska, Relic Seeker may not be in theme but she alone is a fire magnet that ends the game by herself while being good removal in your colors. so if you want a planeswalker in this deck shes the only one I can suggest.
no real suggestions, there really is only one for your slot. maybe add a fourth since its the decks theme.
you already have push but a few things you could add are Blossoming Defense it may not be in theme but it can act like a kill spell and save your hapatras. Hapatra's Mark is an in theme blossoming defense. buuut sometimes you may want that +2/+2. Splendid Agony its not super but it triggers your stuff and can kill creatures, so really good in your deck needs play testing to be sure. Torment of Venom its pricey but i like how many counters you get out of it, plus the punish effect can be fun. Vraska's Contempt is solid sideboard tech for a deck with gods or planeswalkers.
Grind is cheap, kills possibly two creatures and channeler initiate can cast the dust part. but probably better in the sideboard. its not super strong but Hazardous Conditions is a fun field bomb your creatures could technically survive if they have -1/-1 counters on them, but against constrictor decks it does nothing sooo sideboard against token decks or just don;t use it. Its just a funny card that would surprise your opponents when your creatures survive it. Lethal Sting is your decks unlicensed disintegration, that can trigger your other cards. lastly maybe a field bomb like Yahenni's Expertise.
Archfiend of Ifnir though you don't have much cycle or discard he can wipe a board and do massive triggers, just need some discard/cycle cards. Bone Picker not to theme but your deck should have things die often. so a 3/2 flyer for 1 is awesome. Crocodile of the Crossing this is one of the best cards you can add, its in them and as game ending as hazoret with 5 power haste. i just love the idea of playing it putting the counters on a festering mummy, making tokens then put festering mummies counter on an enemy card to make more tokens then hit for 5. its soooo good. Decimator Beetle i do agree with you its cost makes it slow, but a one of might be good. Plague Belcher no your not zombies but the counters and 3 cost 5/4 menace means he is in theme with ridiculous power. Ruthless Sniper like archiend if you go cycle in any way he fits the theme.
so those are all my suggestions the actual changes i would go through with is- trade 4 Swamp for 4 Ifnir Deadlands, trade lili for vraska, take outWalk the Plank replace it with 2 Lethal Sting (worse but in theme) or keep 2 walk the planks and add 2 Yahenni's Expertise. take out Baleful Ammit and replace it with 2 Plague Belcher, go down a Banewhip Punisher to 2 and add a Channeler Initiate to 3. take out the Defiant Greatmaw and add 4 Crocodile of the Crossing. trade 2 hapatras for 2 Exemplar of Strength. so you have 4 exemplars and 2 hapatras. I cant promise this will be super strong with what little support wizards gave us but this is what i suggest.
2 months ago
Haha sorry I got this post confused with your comment on the deck itself.
Decimator Beetle is a great card and I had it in the original deck but it always seemed a bit underwhelming. I havent tried it since I made some changed and I think now it might be a bit better in the deck. Ill try it out again!
2 months ago
Hey thanks for the input Leon9358!
I have considered Decimator Beetle and while it is a great card and seems like it would fit in the deck it actually does more harm than good.
2 months ago
Decimator Beetle you should consider this when it attacks it triggers your nest of scarabs
2 months ago
Innnnnnteresting. You know, I've been toying a similar deck for a while, but this wasn't the approach I took. I never noticed how well the Ammit Eternal works as a battery, and I like your inclusion of the Westvale Abbey Flip as a closer -- Ormendahl is a hell of a beater.
Sadly, I don't have a whole lot of suggestions to offer, but Throne of the God-Pharaoh was the closer I opted for, and it might be of interest to you, especially for its low cost and how wide you will be going.
Ifnir Deadlands can be worth running for extra counters when you get mana flooded later on and don't have places to spend your mana.
You can drop a Decimator Beetle for the same amount of mana as The Scorpion God and place a minus counter for free whenever it attacks, which might allow you to drop your red splash and tighten your mana pool.
Your Channeler Initiate makes Grind / Dust a viable option that gives you some more removal and a nasty boardwipe presence people might not expect; Banewhip Punisher and Soulstinger similarly both provide removal, albeit single target, that works with the deck.
Actually, the Stinger, in particular, might warrant additional consideration beyond the point above, as it provides a great dump location for minus counters from things like Exemplar of Strength and Channeler Initiate later on. You can swing with the Stinger, then play one of the two during your second main phase and drop the counters on him, netting you two -1 counter triggers for 'patra and the spider, as well as 5 triggers for the Scarab Nest, alongside dropping a permanent -5/-5 on the enemy board.
Hapatra's Mark provides great protection from single target removal and will help your Ammit Eternal stay alive if it can't get in; it also helps any other creature accumulating your minus counters. I sadly don't have any antiboardwipe suggestions, though, and things like Blazing Volley and Sweltering Suns always gave my deck a ton of trouble. :(
Anyway, those are the most useful suggestions that come to mind. Thanks for the Ammit Eternal idea, I'mma steal it now. Woooooosh! /O/