Fierce Empath

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
MTG: Commander Common
Archenemy Common
Scourge Common

Combos Browse all

Fierce Empath

Creature — Elf

When Fierce Empath enters the battlefield, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library.

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Fierce Empath Discussion

hoardofnotions on Most underrated commander of all time

1 day ago

Cultivate, Kodama's Reach, Ranger's Path, Hunting Wilds could be more ramp spells

Momentous Fall, Hunter's Prowess, Soul's Majesty, Restock, Revive, Seasons Past could be more card draw

Fierce Empath is really good with woodland bellower.

possible cuts could include

predatory focus. This could be Thunderfoot Baloth or some other Overrun

font of mythos, howling mine, otherworld atlas - maybe run Horn of Greed, or Seer's Sundial

I have a ramp deck I've been working on as well that could use another set of eyes on if you don't mind, Radha, Butcher of Keld. Thanks!

PurpleSprout458 on Ruric Thar, l'ignorante

1 week ago

Nice deck! Very smashy-smashy!

Have you considered some of the "6 or more converted mana cost" cards from Scourge? I think Fierce Empath and Krosan Drover would be right at home in this build. Also, take a look at Drumhunter. It'll get you some card draw and accelerate you a bit.

DuTogira on Dermia

1 week ago
Beast Within (Premium Removal)
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Academy Ruins (better replaced by volrath's stronghold)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice  Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Burgeoning (See exploration below; it might be worth running both)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).

Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.

Penguno on Yeva and Friends

1 week ago

Hello, multimedia. Thank you very much for you help!

These suggestions are really wonderful, and it's giving me a much better idea in how I should form this deck. Thank you so much.

multimedia on Yeva and Friends

1 week ago

If you're afraid of counterspells I suggest Gaea's Herald.

If you're worried about game-ending ability you can adjust your use of Yeva to help with this. Her greatest strength as a Commander is not that she can flash in Elves which is very good, but it's that she can flash in any green creature. Using Elves to make a lot of mana and flashing in big creatures is the power she has. Creatures like Garruk's Horde, Thunderfoot Baloth, Lifeblood Hydra, Hornet Queen, Craterhoof Behemoth, Regal Force who you're already playing, etc. These creatures are not Elf tribal, but they can support Elves while also being finishers. You can use Elves like Fierce Empath or Fauna Shaman to tutor for and get these big creatures into your hand to be able to be able to flash them in.

You've done a really good job building the Elf creature core good card sense I would only add Empath and Fauna.

You can cut some of the lackluster spells such as Weird Harvest, Autumn's Veil, Gift of the Gargantuan, Crop Rotation, Sylvan Scrying for some of these big creatures. However, depending on your budget of course I would first add Fauna Shaman because she's really great with Yeva's flash ability being able to tutor for certain creatures who you can then flash into play, she's also an Elf.

Lead the Stampede and Harmonize are good green draw spells. Lead in particular is very good with Yeva because it has potential to put a lot of creatures into your hand.

Good luck with your deck.

flying_toaster on Happy Tree Friends

1 week ago

Aranan That's some good questions. The first two questions kind of answer eachother. One of my most common targets to search for with Fierce Empath is Regal Force itself, which is also one of the reasons why I play it over Shamanic Revelation. But let's go about it one by one:

First is Fierce Empath. It can tutor for Bane of Progress when you need to wipe the board clean, Craterhoof Behemoth when you need to finish off your opponents, Regal Force if you have an established board and need to replenish your hand, Terastodon if you need to blow stuff up (usually lands) or finally, it can tutor Woodland Bellower if you need to get a utility creature like Eternal Witness, Ramunap Excavator or a wincon like Sylvan Safekeeper. OR you can even cast Woodland Bellower to fetch Fierce Empath who can then get a big creature like Regal Force! I think Fierce Empath more than pulls it's weight in this deck and combined with Woodland Bellower, provides a fantastic 1-2 punch where drawing either one of them allows you to tutor up any creature in your deck (notice i have zero 4-5 cmc creatures in the deck).

Now for Regal Force itself. Often times you'll find yourself with a nearly empty hand pretty early in the game and being in monogreen you don't have a thousand ways to replenish your hand. If you're in a position to draw a lot of cards from either Regal Force or Shamanic Revelation, you're usually also flush with mana. In this case I think the reliability of card draw being just a tutor away is much more important than the barely cheaper cost. There's also a few things to consider: You can cheat it into play with Natural Order, tutor for it with all your tutors, provides a body for Gaea's Cradle, Earthcraft, Greater Good, etc. AND don't forget it also counts itself when it enters the battlefield. So you might be paying 2 more than Shamanic Revelation but you're also drawing 1 extra card.

Now for The Great Aurora, that card is ridiculously good in Titania. You say it doesn't win you the game when you play it, but I honestly can't see how you can possibly lose when you play it. Consider this: Every token you have gets counted when you shuffle it into your library, meaning you'll typically have MANY TIMES more cards drawn from it than your opponents. Second, all lands enter the battlefield UNTAPPED, which means you can easily start casting a whole bunch of spells again immediately after it resolves. Not to mention that you could easily produce a massive amount of mana with something like Gaea's Cradle, cast The Great Aurora, keep some mana floating, shuffle shuffle, drop lands, tap them all, then cast every spell in your hand immediately before ending your turn. I almost always find myself in a position to win on my next turn after casting it. Finally there's also the benefit that it completely erases everyone's board and completely randomizes what they get back, so casting it when you're in a bit of trouble will usually be enough to save your bacon.

It's a pretty typical play for me to cast it with 3-4 mana left floating, draw 20 new cards, drop all my lands into play, tap them all, cast a whole bunch of stuff and end my turn with 60+ power on the board. I also often cast it when I'm stuck in a position where I can't do much. Say my opponent has a Linvala, Keeper of Silence in play, or an opponent just needs to untap to win and I can't get lethal damage through, or they have a Moat in play, etc. The Great Aurora will fix that for you. You COULD always replace it with Tooth and Nail but honestly just don't see it being that much better and also doesn't have the same utility. It's a cheap card, I say try it out and if it's not to your liking replace it with something else.

If you have any other questions or comment I would absolutely love to answer them!

TheMadRocketeer on Red / Green Weenie Roast

2 weeks ago

Fierce Empath has potential too, to help me find one of my non-hydra big creatures. Hard to think what I'd remove for it though.

Aranan on Happy Tree Friends

2 weeks ago

Nice Titania deck, flying_toaster. I love the low average CMC, especially. I found your list while searching some old cEDH posts on Reddit, and I was wondering if you could answer a couple questions about this deck.

What do you usually find yourself tutoring for when you use Fierce Empath? Does it pull its weight for you in this deck?

Do you think Regal Force is better than something like Shamanic Revelation (which costs 2 less and has some incidental life-gain)? The 5/5 body on the Force isn't insignificant, and it's easier to tutor up with green's tutors, but I kind of wonder if the cheaper card would be better.

How has The Great Aurora been for you? That's one heck of an effect, but it's a 9 mana sorcery that doesn't win the game when you play it.

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