Fatal Push

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.

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Trade

Have (5) gildan_bladeborn , DoctorScarf , CompleteWaste , Azdranax , metalmagic
Want (2) clericman12 , Darui

Printings View all

Set Rarity
Double Masters (2XM) Uncommon
Mystery Booster (MYS1) Uncommon
Secret Lair (SLD) Rare
Aether Revolt (AER) Uncommon
FNM Promos (FNM) None
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Leviathan Legal
Legacy Legal
Casual Legal
Commander / EDH Legal
Pioneer Legal
Vintage Legal
Limited Legal
Block Constructed Legal
Canadian Highlander Legal
Oathbreaker Legal
Modern Legal
Duel Commander Legal
1v1 Commander Legal
Unformat Legal
2019-10-04 Legal
Tiny Leaders Legal
Highlander Legal

Latest Decks as Commander

Fatal Push Discussion

Theros2014 on Rogue mill

3 days ago

ya definitely need one more removal(×4), do counter spells in side board work? Btw would love more removal ideas Dunno what else could fit deck Fatal Push ?

TriusMalarky on Nephalia Drownyard or Ipnu Rivulet

3 days ago

Deck seems slow, you need a lock piece. Something like a couple wraths or, if you can possibly afford it, Ensnaring Bridge is insane.

What you need is more board interaction, like Fatal Push or even just Cast Down, and some untapped duals. Choked Estuary is okay, River of Tears might help. Just lands that can ener untapped, regardless of how often, will increase this decks power by a lot.

On top of that, I'd use 4x Ipnu Rivulet and 1-2x Nephalia Drownyard. They're both okay but Rivulet is a free roll and Drownyard is a little less so.

TheVectornaut on Searing Infection

4 days ago

Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.

To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.

Chino90 on Millight

1 week ago

Fraying Sanity, Thoughtseize, Breaking, Fatal Push, Ashiok, Dream Render.

Sacá el phantasm. El mind funeral tampoco va me parece.

YamishiTheWickedOne on Copilul Noptii

1 week ago

Condemned + Ghast + Visitor is a decent lineup but sometimes you won't have a desired card to discard. I probably wouldn't use him as an engine but he does partner well with visitor. Cordial has definite uses but he's more built for aggressive builds with a lot of 1 mana creatures, or an aristocrats type engine with things like Kalastria Highborn, Viscera Seer, Bloodghast, Blood Artist and Sorin's second +1.

I'd also keep Fatal Push at 4, it's just that good, and consider Indulgent Aristocrat if you want another 1-drop plus Gifted Aetherborn. Very strong turn 2 creature.

zapyourtumor on

1 week ago

New rogue looks interesting. There's also Thieves' Guild Enforcer if you want more mill payoff. Have you considered some removal or other types of control, like Fatal Push, Inquisition of Kozilek, Remand, etc? Earwig Squad for sideboard? Sygg, River Cutthroat is also cute although I don't know how good it would be in this deck. Hidden Strings lets you attack w/ rogue then tap down your opponent's lands if they are control before casting stuff on ur second main phase, or untap your lands to leave mana open for a Remand, etc. Bitterblossom gives u a crapton of rogues, great with your lords (and definitely with the new one).

Other rogues: Latchkey Faerie, Slither Blade (probably not necessary), Invisible Stalker, Glint-Sleeve Siphoner (baby bob)

Xica on W Weapons - aka. Who needs SFM?

2 weeks ago

Kor Outfitter is not there to be fast. Its there to get around effects like Stony Silence, or Collector Ouphe, which stop equipping artifacts, as equipping is an activated ability. Outfitter is essentially copies 5, 6 & 7 of Sigarda's Aid.

Also the deck's main goal is NOT to be as fast as possible. As thats what causes the classic RW glass-canon version to be unplayable competitively.
This variant was built to be more resilient.
Losing to a single Fatal Push, or Lightning Bolt is simply not acceptable in modern. I attempted to solve the problem by:
1# rebuilding the deck in such a fashion that allows drawing a lot of cards, and thus replacing assets that get removed from the battlefield (Sram/puresteel + cheap artifacts)
2# have redundancy in key effects, be it Golem-Skin Gauntlets for the hammer, outfitter for sigarda's aid, or Sram for paladin.

Jackfrost23 on Budget Devotion: Now With A White Splash!

2 weeks ago

If I was going to spend 20 dollars for a card in this deck it would be Thoughtseize not urbog, as for Fatal Push I'm working towards getting feches but you're right that until then i should put in something else like Victim of Night

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