Fell the Mighty

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Commander 2014 (C14) Rare

Combos Browse all

Fell the Mighty

Sorcery

Destroy all creatures with power greater than target creature's power.

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Fell the Mighty Discussion

RobotCowhand on Queen Marchesa: Politics, Aikido, and Control

2 days ago

Potential card for the Burning Wish sideboard, Fell the Mighty. Useful when token army is built and facing down a board of dragons/pumped vampires. Common in my LGS meta since C17 came out.

Coward_Token on Gahiji: Forever War

4 days ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

BS-T on Ojutai Tokenslinger

2 weeks ago

You've got Distortion Strike and probably better Slip Through Space for good evasion.

For flavour and more birds from Dovescape you could use Taigam’s Strike instead.

Clarification needed on whether Dovescape checks for total CMC of split cards but something like Commit/Memory is good support if so - and/or Dusk just because.

In the same vein, Retribution of the Meek, Fell the Mighty and Kirtar's Wrath are good wipes for token decks along with Austere Command that you already have.

SufferFromEDHD on Wait, Those Can't Attack! (Wall Tribal)

2 weeks ago

+1 awesome!

Doran Wall tribal my wall build. Would like the opinion of a fellow wall warrior.

Fell the Mighty and Wave of Reckoning are really good alongside walls.

Bxbx on "This'll be a night you never forget!"

1 month ago

Hi,

my strategy for making your deck faster is:

  1. putting in more cheap vampires as this synergises with your commander more: Insolent Neonate, Kheru Mind-Eater, Guul Draz Assassin, Viscera Seer, Bloodthrone Vampire, Blood Bairn, Vampire Aristocrat, Bloodflow Connoisseur, Malakir Cullblade. This way you can swarm the board early while en passant generating tokens, then attack with Edgar Markov on turn 6.

  2. putting in some ultra aggressive cards. Alongside tokens Mercadia's Downfall can be devastating, for example. Another one would be Mirror Entity. Note that this one is also a vampire and that the +1/+1-counters stay on the creatures when you change their base power and toughness.

  3. cutting some of the more expenise and non-aggressive cards: Campaign of Vengeance, Stensia Masquerade and maybe you should reduce your lifegain/-loss subtheme if you want to go the faster route. Also Vanquisher's Banner is cool tech, but at 5 mana it may be too expensive

By the way: a card that can go absolutely crazy in token tribal decks is Mana Echoes. Unfortunately it is no budget card.

bushido_man96 mentioned some mass removals. Their asymetrical effect is nice but they also cost a lot of mana. Some other really good asymmetrical mass removals for token decks would be Austere Command, Fell the Mighty, Retribution of the Meek and Dusk.

That's all for now. Let me know what you think of my faster game plan.

NickyBolas on

2 months ago

Week 2 Changes

Cuts:

  • 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.

Adds:

  • 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

Game 1

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.

Game 2

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.

rand_al_thor on Vampiric Bloodlust (pre-con)

2 months ago

Anguished Unmaking is,strictly better than Utter End.

Also, I would swap Fell the Mighty for Wrath of God, Fumigate, End Hostilities or Day of Judgment.

For black board wipes: Damnation and Bontu's Last Reckoning.

Exsanguinate pairs well with the combo of Exquisite Blood and Sanguine Bond.

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.

multimedia on Tribal BloodMagic Vampires

2 months 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:

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:

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:

Vamps

Removal

Ramp

Support

Good luck with your deck.


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