Fatal Push

Legality

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

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.

Price & Acquistion Set Price Alerts

AER

Ebay

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Recent Decks

Fatal Push Discussion

lagotripha on IMPERIAL STAR DESTROYERS ADVANCE! - Boros Vehicles

4 hours ago

The transition to modern, the font of many interesting new decks. I'm gonna talk some ideas, feel free to ignore them all or take whatever is interesting.

In terms of creatures, you have access to a wealth of interesting 'artifacts matter' creatures, from Ardent Recruit and Court Homunculus, Flayer Husk to Galvanic Blast and Dispatch, Salvage Scout and Slag Fiend, Thraben Inspector and Lupine Prototype. There is a lot of options, and its all good for different things. Rummage around and see what looks fun- something like Scourglass vehicles has real potential.

The issue with getting access to all that fun new stuff is that everyone packs artifact hate in their sideboard. Fracturing Gust or Shattering Spree or Ancient Grudge is everywhere. This is largely due to affinity, a very low to the ground (almost all 0 and 1 drop) artifact deck running Cranial Plating, Arcbound Ravager and Steel Overseer, as well as the proliferation of Myr Retriever combo decks.

I'd give some thought to 1 drops and Springleaf Drum, but not get too set on it. (affinity makes use of its big brother, Mox Opal too). You're already looking to tap your creatures and ramp, so it looks strong, but remember that affinity is already doing this thing and doing it well, and everyone is prepared.

Running closer to a midrange strategy with a white disruption package (I'm not sure I can convince you to splash black for Tidehollow Sculler Lingering Souls and Duress variants, but with aether hub and access to all of modern's fixing, its well within reach), you can look at using cards like Nevermore, Path to Exile/Chained to the Rocks, Ghostly Prison and the like to put up barriers to other people's strategy a lot better than in standard. This means that your ability to crew your vehicles should remain more intact. The big thing is making those big artifacts still be useful when your opponent casts a lot of removal.

I expect your deck to survive the regular playsets of Path to Exile or Fatal Push due to its composition, but I'd love to see a little more card advantage and card-blanking woven in there, especially when it can help crew. Who knows, perhaps Vendilion Clique vehicles will be meta soon. I certainly have no idea what will be viable in modern next year.

DrkNinja on The Skirge by Memnite Shymalan ($30 affinity)

9 hours ago

First off... +1 just for the deck name.

Second, I really like what you're trying to do here, I just don't know if you can do it fast enough is the problem. I definitely feel like you should be running more ways to deal with opponents' board state, like Fatal Push, maybe even a Lightning Bolt would go well.

SynergyBuild on GRAVE BLASTER (Sultai Reanimator)

1 day ago

After looking at your sideboard, I am still very confused:

1x Creeping Corrosion

2x Damnation

2x Damping Sphere

2x Maelstrom Pulse

2x Ratchet Bomb

3x Surgical Extraction

3x Thoughtseize


To start, the two of Ratchet Bomb? I mean, you are a three color deck, Engineered Explosives is nearly always better at 0, 1, 2, and 3 drops in this deck, since you can consistently get to any of those faster and easier with the three colored landbase. Unless you are willing to crack it turns 5-6 on 4 counters, I think it is a bad card for the list. And while also running 2x Damnation and 2x Maelstrom Pulse in the board, I'd think that only 1x Engineered Explosives is necessary unless you are running less of the other options.

Damnation is rare for the creature decks, but your deck is large in reanimation-type effects and graveyard synergies, so I'd imagine it is okay, however 2 of them makes me feel aggro is a problem for this deck, is it? Is zoo really beating your recursive threats consistently? I would imagine 1-4 Fatal Pushes in the mainboard and sideboarding Abrupt Decays out might be better in their place, so I'd go down to a copy, and sideboard out an Abrupt Decay, tossing in a Fatal Push would be better against aggro, game one and further, but honestly a Fog type effect might be better against Zoo, so I'd like to know when you sideboard them in.

Thoughtseize at x3 is a lot, I mean x1 Thoughtseize and 1x Inquisition of Kozilek is okay, but Thoughtseizes come in over IoKs against tron, and you run 2x Damping Sphere against them, so what gives? Is Gifts Ungiven that big?

Maelstrom Pulse at 2x is a lot, especially when you can toss in another Abrupt Decay, I'd rather 1x of each in the board in most matchups, I mean I guess is Troll Worship is a thing I'd like to hit the Pulses, but 2 mana and instant speed are normally better benefits than the occasional removal of two cards.

Creeping Corrosion is a lot for this deck, 4 mana and double green is hard for a deck with 20 lands, and for a deck with more self mill than draw, it is more evident here than ever. I'd scrap it for a Nature's Claim, and maybe toss in a second if we drop something else. Or maybe a Natural State.


New Sideboard:

3x Surgical Extraction

1x Thoughtseize

1x Inquisition of Kozilek

2x Abrupt Decay

1x Nature's Claim

1x Natural State

1x Maelstrom Pulse

1x Damnation

1x Engineered Explosives

2x Damping Sphere

1x Desecrated Tomb (found a spot for it)!

SynergyBuild on Bad Tribal: Frogs V2

3 days ago

Demonic Tutor can't be run as more than a 1-of, and I'd suggest Fatal Push over Go for the Throat, also Preordain is generally better than Serum Visions, and Gitaxian Probe/Brainstorm/Ponder can be better than Opt, but they are all restricted too.

Boza on Goreclaw Superion

3 days ago

Thanks for the suggestions, lagotripha!

Both are interesting options. If I had a Rhonas, it would surely be there as it works great with Servant and Bloodbraid. Bushwhacker does help a lot with giving all dudes haste for a very low cost, but I do not think it is super necessary.

This is just theory crafting for now. For example some questions I have for now:

But I like the idea of it for sure.

P.S. Another user on this site gave me the idea for this deck, but I have since made other comments and can no longer see who it is. I want to credit them with the idea, but my memory fails me. If you are reading this and looks like a deck that of yours that I have commented on, please PM me to properly credit you.

SpookyToe on LOSING 101

5 days ago

Lol I love this. Maybe some more removal for early game, like Fatal Push, Cast Out or Seal Away

Gronlok on Sultai Jundish

5 days ago

Saph1029 I really like what you are trying to build, but personally I feel like you are trying to do too much at once. B/G midrange decks want to start the game with hand disruption and follow up with a threat on turn two. Fatal Push and Thoughtscour are good ways to spend your mana on turn 1 if you do not have access to hand disruption, and Fatal Push is undoubtedly your most reliable way to kill a creature. 12 creatures alongside 2 Creeping Tar Pit is very few creatures. Delving in a deck that wants Delirium makes sense as an alternative strategy, however it cuts you off from playing Dark Confidant. I really think Dark Confidant is the missing puzzle piece.

remove

1 Nissa, Steward of Elements 1 Search for Azcanta  Flip 1 Tasigur, the Golden Fang 2 Traverse the Ulvenwald 2 Countersquall

add

2 Fatal Push 4 Dark Confidant 1 Inquisition of Kozilek

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