Fatal Push

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon
FNM Promos (FNM) None
Promo Set (000) Uncommon

Combos Browse all

Fatal Push

Instant

Destroy target creature if it has converted mana cost 2 or less.

Revolt — Destroy that creature if it has converted mana cost 4 or less instead if a permanent you controlled left the battlefield this turn.

Fatal Push Discussion

Xica on Tribal Snapcaster

1 day ago

If you have probem with phoenix, humans, spirits, hollow one, or similar decks that are best when they draw multiples of the same card (stuff like multiple hollow ones, bloodghasts, meddling mages... etc.), use Declaration in Stone .

It kills everything - i mean it totally unmakes them - with not questions asked, so its not dead against threats that are not hit by Fatal Push , and it sweeps clean degenerate boardstates involving things like multiple Arclight Phoenix , Bloodghast , and other hard to remove recursive threats.

(Imho modern is not broken, people are simply dismissing the right answers)

TheSpanishInquisition13 on Competitive Modern Mill

1 day ago

Thanks for making this primer. It's always good to hear other people's thoughts on and approaches to Mill. While I did not fully read everything, and I deeply apologize if you already discussed it, I wanted to know your thoughts on adding at least a single Oboro, Palace in the Clouds for repeatable Hedron Crab and Fatal Push triggers and did you ever consider running a couple or playset of Mission Briefing as a way to not only act as additional copies of mill and defense spells, but also digging to find said mill or defense cards?

YamishiTheWickedOne on Jund Vampires

4 days ago

Terminate and Fatal Push also are just good removals in general.

Another way to manipulate topdeck while staying in-theme is Viscera Seer + Bloodghast, Urborg, tomb of Yawgmoth + fetches helps further this.

Were you to run an aggressive one-drop besides Lacerator or Stromkirk Noble, Vicious Conquistador is literally Pulse Tracker with 1 more toughness.

Spairut on Frig Off

6 days ago

try replacing Tragic Slip with Fatal Push

Toxicnerve on Muldrotha, Queen of the Dead

1 week ago

Kjartan okay. I see your point. My deck isn't inherently bad, but it doesn't have the right tools to make the game be where I want it to be successful with a slower play style. So I have Fatal Push but Inquisition of Kozilek and Thoughtseize I don't really have and if I remember correctly, they're not exactly cheap. For the time being, would something like Brain Maggot or Spreading Algae be a good middle ground until I acquire some of those cards? I figured algae would be a good card since I already have Urborg, Tomb of Yawgmoth in the deck and it can be reused with its ability and if its removed with a destroy spell or through control bouncing shenanigans, I can still reuse it through my graveyard retrieval. I feel like it could be a good card, but I'm curious to your thoughts since you have a better understanding than I. I also have Duress but that I feel would fit better in sideboard as it is selective. Am I going in the right direction with those thoughts? Also, I understand Praetor's Counsel . During my play testing I never had an opportunity that i could use it and it just seemed kinda clunky in the first place. I have already removed it from the actual deck as it turns out. Thank you

Kjartan on Muldrotha, Queen of the Dead

1 week ago

Now, I don't know if slow and steady is your favorite kind of strategy, but either way, talking about the speed of the format is a good place to start.

The first thing to note, as I mentioned earlier, is that it is perfectly okay to be slow, but you should expect your opponents to be fast.

Many of the linear decks in modern will try to win on turn 3 or 4, so in order to slow them down enough to make them play your game, you have to start interacting with them quickly. (Linear meaning that they are one trick ponies, and are either bad at adapting, bad against sideboards or/and bad at transitioning to the late game. Which is the three ways to beat them, but I'll get into that later.)

Now decks, of course, lose to different kinds of interaction, so when choosing how to slow the game down before sideboarding I recommend using a combination of the cards that have the most reach across multiple strategies and the ones that are the most efficient.

Assassin's Trophy for example, is a pretty good piece of removal, it has a very, very wide reach, it's pretty cheap, it's drawback doesn't matter greatly against fast decks as they quite often won't need the extra land, and against slow decks, its reach kinda makes up for that drawback anyways.

Inquisition of Kozilek / Thoughtseize is another all-star duo. They are quite bad in the late stages of the game, but they are basically always able to slow the game down significantly when opening with one. It will take away your opponents best card, and provide you with the knowledge on how to play your cards against them for the next couple of turns. (you could say, they are good during the critical turns of the game. Turn 1,2, and 3. The turns where, if you don't manage to do anything useful, you'll die to aggro and combo.)

Fatal Push is another card I'm a huge advocate of, for different reasons. It is of course very fast, but its reach isn't that impressive. It only kills creatures, (often only small ones too,) but like Inquisition of Kozilek it helps out greatly during the critical turns of the game, but unlike Inquisition, it works just as well on turn 10 as it does on turn 1. (It doesn't have as many options, but it's playability doesn't decrease.)

Now that you have some ways to slow down the game to a pace you feel comfortable with, you need a way to justify doing so. You need some payoff cards. You've practically got that covered already. The Scarab God is a card I kinda like seeing here. It's not so expensive that you can't use it as an extension of your anti-speed cards, (Being a blocker and all,) plus it quickly outvalues almost anything faster decks can do, and it demands an answer from your fellow midrange players, or they will be outvalued as well. Praetor's Counsel , on the other hand, I don't like. 8 mana, even if you manage to slow the game down, is a lot. There are decks in modern that can support 8 drops, but they are few and far in-between. Even some of the slowest decks in the format actually end their curve at 5, (though 6 and 7 drops are sometimes seen as well.) It's simply a question of payoff vs consistency, and Praetor's Counsel got neither. Even if it resolves it does nothing on the turn you play it. It takes another full turn to do anything beyond that.

I'm off to bed now. I'll get into how to beat different linear decks tomorrow.

Funkydiscogod on Mono green turbo infuct

1 week ago

I do recommend Blight Mamba because it's resistant to a lot of common modern removal, like Lightning Bolt , Fatal Push , and Supreme Verdict .

Put a Keen Sense or Snake Umbra on the creature with the lash to draw a bunch of cards.

Load more

Fatal Push occurrence in decks from the last year

Modern:

All decks: 0.83%

Black: 13.44%

Rakdos: 3.7%

Golgari: 3.56%

Legacy:

All decks: 0.52%

Commander / EDH:

All decks: 0.01%