Fell the Mighty
Destroy all creatures with power greater than target creature's power.
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Fell the Mighty Discussion
1 week ago
Week 2 Changes
- Curse of Bounty - At best this untaps a few mana rocks or my attacker (assuming he doesn't already have vigilance). At worst it untaps dragons for the dragon player.
- Curse of Vitality - This thing is just awful.
- Grappling Hook - Doublestrike is pretty strong, but at this price point I'd want it paired with trample. If it could untap a creature and force it to block or simply allow you to fight, it would help racing dragons.
- Jedit Ojanen of Efrava - Only one other deck runs forests (dragons) and not a whole lot of them. Would be good in the mirror, but there's not a lot of Cat players in our league.
- Kindred Summons - This deck is 24% creatures. And cats aren't inherently strong without being equipped so this card feels awful every time I cast it.
- Stoneforge Mystic - Gets the add to tutor up Sword of the Animist early game or Argentum Armor late game.
- Adorned Pouncer - This guy is a beating with Arahbo's eminence ability. Eternalize gives you another late game play and body to equip swords to.
- Catastrophe - Get ahead on the power curve with equipment and blow up all the lands, giving you a vacuum to knock some players out. Chose this one so that it isn't a dead draw against a resolved Ur Dragon. Also it has cat in the name, and I was sure to pronounce it "CAT-tastrophe"
- Brimaz, King of Oreskos - A above-curve beater that produces sword-carriers seems great
- Sandwurm Convergence - Spicy tech against dragons and vampires.
Week 2 Results
Sitting down in a 3-man pod against two dragon decks, I was a little anxious about the matchup. Basically I would be in charge of trying to stop two snowballs from rolling down a hill, both of which had no interest in stopping each other, but are instead interested in being the first to reach the bottom and flatten Kittytown. The game was disastrous. Despite a turn 2 Adorned Pouncer, both dragon players had turn 2 ramp plays. One dragon player quickly sprinted ahead with a turn 3 Boneyard Scourge followed by a turn 4 Fist of Suns. Turn 5 saw his The Ur-Dragon come down and a punch-in with the Scourge allowing him to cheat a third dragon into play. Turn 5 and he was sitting on 20+ power flying. I had an Adorned Pouncer equipped with something irrelevant. Then the other dragon player plays Karrthus, Tyrant of Jund and before I knew what happened, I was dead. -1 point for not casting my commander.
In the interim while waiting for the other pods to finish up after our short 10 minute EDH game, we played some matches for fun, during which the Cat deck performed better, but proved to be unable to stop two Dragon decks from going off without the help of anyone else. During those matches I ended up playing all of my basics using a Sword of the Animist and Traverse the Outlands. This would prove to be my downfall in Game 2 due to poor shuffling.
Adorned Pouncer and three lands. Snap keep. This cat comes down on turn 2 and swings for 8 on turn 3. Feeling super-medium about my matchup as a dragon player starts ramping and a vampire player starts pumping out those free 1/1 blockers. Then it happens: Fist of Suns on turn 4. Why was that included in this deck!!? Turn 5 sees The Ur-Dragon and a shaky alliance between Cats and Vampires. The vampire player manages a Blade of the Bloodchief equipped Vampire Nighthawk which redirects the "Free Dragon Parade" over Kittytown. The vampire player casts Fell the Mighty in a blow-out of a play. Sitting on a 14/15 Nighthawk, I felt like the situation had stablized, but I miss my third land-drop in a row. Stuck on 4 mana, I am in damage control mode, just hoping to cast my commander before dying to prevent the loss-of-point. The Ur-Dragon (a mere 7 mana now with Fist) swings lethal commander damage at me so I fire off a Crushing Vines in order to live. But the vampire player sees a moment of weakness and an easy kill and finishes me off with a 16/17 Nighthawk.
What a miserable night it was.
1 week ago
If you are keeping Edgar Markov as the commander, I would cut the Sanguine Tribune. She costs too much for the effects.
Definitely cut both Curses. I'd replace one with Anointed Procession.
I'm actually working on my own version of this deck. I would be happy to send the list for more primers.
My focus, after ensuring card draw, ramp, and Removal (targeted and universal) are taken care of:
Tokens, +1/+1 counters, and mild life gain.
2 weeks ago
Hey, my advice is to the try to decrease the avg cmc. Right now it's 4.0, this is too high because you want to have a some what established board state with Vamps before you cast Edgar from the Command Zone.
You're currently playing 9x six drops, this is too many because you already have your six drop play which is Edgar. Clogging up this spot on the mana curve takes away from being able to play Vamps before you want to cast Edgar.
Consider these five cards to cut to make 100 cards:
Continuing my advice, all I've suggested is to cut 4x six drops and 1x seven drop. This will decrease the avg cmc in return allow you to get more Vamps on the battlefield quicker.
You're using several cards in the sideboard that I consider premium cards with Edgar:
- Drana, Liberator of Malakir
- Gifted Aetherborn
- Indulgent Aristocrat
- Sorin, Lord of Innistrad
- Vampire Nocturnus
- Yahenni, Undying Partisan
If you have these cards I would add all of them to the main deck in place of five drops. 13x five drops is too many I would cut this to five or six this includes both Vamps and other spells. Five drops I would cut are:
- Fell the Mighty
- Increasing Ambition
- Crimson Honor Guard
- Liliana Vess
- Sanguine Bond
- Blood Baron of Vizkopa
- Bloodline Necromancer
One thing I see that might happen and can be frustrating when playing an aggressive deck in Commander is running out of gas. To prevent this I would include more draw. Mentor of the Meek, Night's Whisper, Sign in Blood. Menor is great even though he isn't a Vamp with the Vamp tokens from Edgar's eminence. Paying one mana to draw a card when a token is created. Take advantage of black spells which let you draw two cards for only two mana they're very good.
You're playing artifact ramp which is great especially when paying a Commander who costs six mana. Consider two drop artifact ramp instead of three drop? I suggest this because the three drop spot has the majority of Vamps and you want to play one of these Vamps not ramp at this stage of a game. The two drop spot has Vamps, but they are less powerful or plentiful as the three drop Vamps. Because of this you can use this opportunity in a game to cast some ramp. I suggest three Signets: Rakdos Signet, Boros Signet and Orzhov Signet. In fact I would cut the majority of non-Vamp three drop cards with the exceptions being draw and a couple of removal spells.
My advice for the manabase is you're much better off playing basic Swamps in place of a lot of the come into play tapped lands such as Wind-Scarred Crag and Orzhov Basilica. Black mana is very important here so much that I would limit the amount of red and white cards you play and really only use those two colors to cast Edgar, a few Vamps and a few removal spells, but only as a splash. Another option that's less budget is to play lands that can make any color of mana: Exotic Orchard, Forbidden Orchard, City of Brass, Reflecting Pool.
Here's a few more cards to consider adding. Most of these I consider upgrades to what you're already using:
Good luck with your deck.
2 weeks ago
PlattBonnay: You kind of have to see Sorin's Vengeance in a bigger picture. Yes, it is a very situational card. However, 10 life lost is nothing to scoff at. Especially considering that I will be playing this later in the game when people have lost a good amount of life. With a combo like Sanguine Bond + Sorin's Vengeance I could either hit someone with 20 life in the face, or I could deal 10 damage to 2 people. I've been on the fence about Fell the Mighty it could be good in some situations, but I'll probably just cut it.
Daedalus19876: I do like Aetherflux Reservoir and Beacon of Immortality (especially the beacon) and I know that Curse of Vitality isn't the strongest curse out there. But, it provides incentive for people to attack someone I see as a threat. I feel Curse of Vitality is a decent incentive. Whenever I attack I get 2 life, and when someone else attacks they get 2 life and I get 2 life.
Thanks for the suggestions guys!
2 weeks ago
Fell the Mighty and Sorin's Vengeance both seem underwhelming. You have a pretty wide range of creatures, if you want a wrath that you can scale I'd suggest playing Toxic Deluge. Also, I think that you can just cut Sorin's Vengeance for basically anything you want to try out. Sure it can kill people out of no where sometimes, but its also a 7 mana spell that doesnt impact the board.
3 weeks ago
Ah, thank you! Conditional wraths are exactly what this deck needed, and those should take out most concerning creatures. Swapping Dusk for one each of Holy Day and Ethereal Haze, and adding Solar Tide and Fell the Mighty to sideboard.
3 weeks ago
I love the deck! If you find yourself needing removal, you could always run Solar Tide, since you can use it to wipe away all the high-power creatures. Other cards with similar abilities are Dusk, Fell the Mighty, and Wave of Reckoning
4 weeks ago
I would take out the 2 curses, they ain't all that great - especially the white one. I like the red one more, but that isn't in this deck.
I have doubts about the following cards aswell - but wether you wanna take them out depends more on what your playgroup usually plays :
Skeletal Vampire : he's just a bit too expensive - 6 mana for a 3/3 ? And then another 5 for 2 more new bats (one of wich you need to sack to get 2 more). So basically that means you need to pay 5 mana to be able to regenerate him. Most turns you'll have better options to play for 5 mana. That said, if you add a bit of a sacrifice theme in the deck like Dictate of Erebos, Deathgreeter,.... sacking the bat to regenerate Skeletal Vampire, wil give you additional benefits (killing creatures of your opponents, gaining you life, ....). In that case it might be worth it
Kheru Mind-Eater : I think people will probably just block and kill him fast. If they don't and he does damage, your opponent still gets to choose wich card he's gonna exile (and it won't be the best card he has at hand). You may play that card, but you still need to pay it's mana cost, so wether you can play it greatly depends on what colors your opponent plays. All in all I find the likelyhood that you'll profit from this card is just too small and therefor I would replace it
Consuming Vapors : this card has the same problem as the one before. It costs 4 mana, and how many times will you be able to play it in a situation where your opponent only has one big creature on the board ? If your opponent has a 10/10 and a 3/3 on the board, he's gonna sack the 3/3 and you gain 3 life..... I think there are better removal spell out there
Fell the Mighty : same story again. You play a boardwhipe when you have nothing and your opponent has a full board. when you do play one, you want all creatures to be removed - and there are better boardwhipes out there to do that. The only time this card would actually benefit you is when you have a lot of small vamps and your opponents have a lot of big creatures.
Syphon Mind : Intresting card this one. If you usually play against 3 or more opponents this might be good. If you usually play 1 on 1 I would remove it, cause then it is to expensive (mana wise).
This is just my personal thoughts, I'm sure some people feel very different about it, so all in all it's up to you to see how you wanna play.