Flinthoof Boar

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Flinthoof Boar

Creature — Boar

Flinthoof Boar gets +1/+1 as long as you control a Mountain. {R}: Flinthoof Boar gains haste until end of turn.

FormOverFunction on The Great Planeswalker Debate

1 year ago

It’s definitely a statement centered more on Commander, in part because it’s easier to do a solo-combo that simultaneously kills three opponents rather than fistfight your way through three sequential opponents. I haven’t played standard since Flinthoof Boar, so I’m definitely out of those loops lol

TheVectornaut on Kird Ape Deck of Terribleness

3 years ago

Naya Zoo was actually a great deck in modern before it got outpaced by things like Death's Shadow , although even now some of the new landfall guys have breathed some life into it. Add in some Wild Nacatl and Plains and then focus on your 1, 2, and 3 drops, and you have the recipe for an aggressive deck that can be surprisingly lethal. Fanatic of Xenagos , Flinthoof Boar , Frenzied Arynx , Zhur-Taa Druid , Fires of Yavimaya , and your bolts fit in with that playstyle pretty well. It's mostly the 5 and 6 drops I'd recommend cutting.

Tzefick on None

3 years ago

This gives me Voice of Resurgence flashbacks. It seems a bit too busty for a 2 CMC.

It's a 2/1, dies turning 3/2, then you can Eternalize for a 4/4.

Although the body itself is comparable to Strangleroot Geist which was a strong limited card and only used sparingly in aggro decks at competitive levels. It was also the time of Flinthoof Boar - which granted was during a much faster environment than it is atm. Maybe it's okay.

Tzefick on Ability challenge

4 years ago

In response to DwaginFodder's feedback on last challenge:

The feedback Show

Response Show

As for Geography, I'm kinda drawing a blank here. Obviously it presents itself as a land-centric theme. At first I thought in the lines of Flinthoof Boar but figured an entire mechanic around that would be rather... shallow.

There's already landfall on triggers with lands, there's sunburst and domain when considering mana diversity.

I thought about something with explore or discovery, basically a landfall-esque mechanic with conditions. But it would essentially be that; landfall with conditions.

It could lend itself to an external game mechanic like Planechase. But then it's basically just Planechase or Planechase 0,5.

I don't think I'll suggest anything for Geography, sorry DP.


Feedback on other suggestions:

Woiteck's unique land name mechanic Show

Boza's basic/non-basic proportion Show

ShadyWonderBoy on Naya Devils

5 years ago

I would recommend Reckless Bushwhacker instead of Flinthoof Boar good thing when you play burning tree and then you play the Bushwacker to pump your team and give them all haste when you surge them

JohnnyBoyG on

5 years ago

Let's think about each pair of those cards.

Keldon Marauders+Thud: Here, Thud deals 3 damage at sorcery speed. But you have to wait until the turn after you played the Keldon Marauders, and then play it on exactly that turn in the second main phase. This isn't terrible, but when 3 damage at very limited times is one of your best case scenarios for a card, that's a problem.

Keldon Marauders+Otherworldly Outburst: I don't think this works the way you think it does. Since the trigger to sacrifice Keldon Marauders comes at the beginning of your upkeep, you won't have time to cast Otherworldly Outburst before it dies. (I'm aware that it works if you have Thud as well, I'll get to that below.)

Otherworldly Outburst+Thud: The creature you sacrifice is probably going to be about as big as the 3/2 you get. So it's essentially as if you pay 2 mana for about 3 damage. You could've just played Lightning Strike, and done the same thing with one fewer card.

All three: Ok, 10 damage and a 3/2 for 4 mana isn't too shabby. But how often are you going to draw all three, and have the double red to make it work? If you're playing three suboptimal cards for the sake of a combo, that combo should win you the game.

You do raise a good point about the heavy red requirements on the two goblins. Obviously, more dual lands would help solve this. Otherwise, you can try running Flinthoof Boar, or bringing back Experiment One and Dryad Militant.

ClockworkSwordfish on Rakka Mar deck

5 years ago

I dig it. You might also like Mogg Cannon and Warstorm Surge as further ways to take advantage of the elemental tokens' one-and-done nature. Illusionist's Bracers and Magewright's Stone give you extra ways to use Rakka Mar's ability multiple times in a turn. And if you're running Primal Forcemage, why not some other hasty creatures? Hell's Thunder, Flinthoof Boar and Hellspark Elemental can all appreciate a free +3/+3.

Thephelddagrif on Budget Red/Green Aggro

5 years ago

Nice budget deck but a few cards seem weak in an aggro deck even on budget standards. Perhaps they are not but just in case I figured I could suggest some other budget alternatives. Hope these help.

Banefire seems weak/situational for an aggro deck

Lightning Mauler doesn't fit well because it is a nonbo with both Fanatic of Xenagos and Flinthoof Boar. Lightning Mauler is something that needs a follow up and the two cards which would be most impactful with haste already have haste. This results in soulbinding with a one drop (one of which is Experiment One which is better when it evolves over multiple turns and not just charging in as a 1/1 or 2/2). It could be good but seems awkward in the list.

Magma Jet seems too mana intensive for such little damage. Scry 2 doesn't seem to make up for it's lack of impact.

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