Fatal Push


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

Printings View all

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

Combos Browse all

Fatal Push


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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Recent Decks

Fatal Push Discussion

Argy on Flame-Chained

3 hours ago

Pabs4444 again, this is a Control deck.

It does not want any more slow lands, as it needs to stay on curve.

Metalspinner's Puzzleknot can be sacced to trigger Fatal Push if needed, but with Harnessed Lightning, Cut / Ribbons, Unlicensed Disintegration, and Vraska's Contempt in the mix, I rarely need to trigger Fatal Push.

Pabs4444 on Flame-Chained

3 hours ago

No need to be sorry; that is why I asked instead of jus simply posting it. I appreciate your quick responses. Have you considered Silent Gravestone for against The Scarab God? It also is another artifact to help in the event you have Unlicensed Disintegration. If you don't mind me asking, what was it about Siphoner that did not work out? Has Evolving Wilds been considered at all in the mana base? It is the easiest way in Standard to guarantee a revolt on Fatal Push in Standard.

Gidgetimer on Metallic Mimic trigger

10 hours ago

Please link all cards in your question using double brackets.

Metallic Mimic

Fatal Push

Legion's Landing  Flip

Remember that there is a round of priority before anything happens when a spell is cast, an ability triggers, or an ability is activated and that objects on the stack resolve First In, Last Out. As long as you Fatal Push either in response to Legion's Landing  Flip or the Landing's trigger the Metallic Mimic will not be on the battlefield when the token is created and the token will therefore not receive a counter. If you allow the token to enter before responding it will have already triggered the Mimic and a counter will be put on the token.

Argy on It's A Raid!

23 hours ago

Here are my thoughts.

  1. Mana

    I understand why you have Crypt of the Eternals, but it can be quite crippling in the early game.

    I think you'd be better off replacing all copies with Evolving Wilds.

    26 lands are too many for this kind of deck. I'd lose an Island, and a Swamp.

  2. Removal

    You have nothing to interrupt your Opponent's plans.

    has brilliant removal, such as Fatal Push, Unlicensed Disintegration (an excellent card in this deck; you should do 3 damage most of the time), and Vraska's Contempt.

    Add between four and six of these to your deck. Maybe two of each?

  3. Counter spells

    has access to Counter spells, which you should take advantage of. Probably in a Sideboard, which all competitive decks need.

    Throw in some of these cards: Essence Scatter, Lost Legacy, Negate, Vizier of Many Faces.

I'm not sure how competitive you can make this deck. It spends a lot of time warming up to its win conditions.

Try putting together a Sideboard, and then I can take another look, if you like.

Murphy77 on Explore Ixalan

1 day ago

I just worry that your 4-drops might be a little slow. I would tend to go with 2 of each and 3 Fatal Push with 3 Enter the Unknown

Rishkar, Peema Renegade is handy for mana-ramp and I would be happy to drop 2 Blooming Marsh (which comes in tapped most of the time) for 2 Rishkar

FlabbyAbs on Ramp 'em hard

1 day ago

Love your deck! I think a quick and easy way to upgrade would be moving into . Tetzimoc, Primal Death is a dino that keeps things under control pretty nicely. This could probably take the place of some number of River's Rebuke and/or Baral's Expertise. It will also assist in Migration 2nd turn, which is super important.

Ifnir Deadlands is my choice desert for budget.

It feels like this could benefit with sweepers/control big time. Golden Demise SB and Tetzimoc MB seems safe to me. Deadlands and options like Fatal Push could see a place somewhere in the 75.

The mana base could quickly support heavy black if wanted. 4x Woodland Stream seems poor because of the tutors in the deck already.

Finally Ramunap Excavator might be something here. It could also be the "card draw" that's needed.

Argy on An Actually Good Token Deck

1 day ago

These are the things I think your deck needs to fix, if you want to make it competitive.

(I can't tell if this deck can go 5-0, as I don't know your local meta.)

  1. Mana

    The number of lands you have is too small. I often had to mulligan, as I had one or none in my opening hand.

    You need some lands that will help you colour fix. Tri coloured decks just don't work without these, at the moment.

    I would do something like this:

    2x Aether Hub
    3x Concealed Courtyard
    3x Drowned Catacomb
    3x Evolving Wilds
    3x Glacial Fortress
    2x Island
    4x Plains
    3x Swamp

  2. Removal

    You need better removal than Fatal Push.

    If your Opponent has large Creatures they will get away with their game plan, and overrun you, particularly if they have efficient, early removal.

    A deck like Stompy Whompy Dinos outraces you.

    Vraska's Contempt would work better for you, I feel.

  3. Counter spells

    You have access to , so you should use Counter spells in your deck.

    Cancel is cheap, but so is Admiral's Order.

    It might feel as though you will weaken your deck by taking out some Token focused cards for other spells, but in point of fact you will strengthen it.

    Flame-Chained wrecked your deck by Sideboarding in Lost Legacy, and Gonti, Lord of Luxury. If you had a Counter Spell in hand, you could have stopped those cards from taking your stuff.

  4. Sideboard

    For a Sideboard, I would do something like this:

    2x Bontu's Last Reckoning - board wipes everything, but you can Embalm your Creatures. Deals with Carnage Tyrant.
    2x Dispossess - removes annoying Artifacts.
    3x Essence Scatter - Counter their biggest Creature.
    3x Lost Legacy - take their Approach of the Second Sun.
    4x Negate - stop Planeswalkers, Approach of the Second Sun, board wipes, etc.
    1x Vizier of Many Faces - also good against Carnage Tyrant, Ghalta, Primal Hunger, and just about any annoying Creature.

    This assumes you have a Counter spell and Vraska's Contempt in your Mainboard.

Hope that feedback helps.

BodhiQL on MyUG_Infect

1 day ago

Without a description, I can't see your thought process behind some card choices, but as an Infect player myself I can make some suggestions. The full set of Inkmoth Nexus is an absolute must. This card is so good against any matchup, except maybe hyper agressive strategies. 4 Blossoming Defense is necessary because in this day and age with Fatal Push running amok you need as much protection as possible, and it is versatile and doubles as a pump. Might of Old Krosa should be a 4 of because +4/+4 for one Green is too good to pass up. 21 lands is a lot for this deck, I run 19 personally. There's some finicky stuff with your spells I don't really agree with, but i'm assuming you're on a budget so Noble Hierarch and Fetch Lands and stuff are probably out of the question. If you want, here's my deck.

Frankenstein's Monster- Modern Infect (Primer)

Modern BodhiQL


Best of luck to you and let Phyrexia reign again!

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