Footfall Crater

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Legality

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

Footfall Crater

Enchantment — Aura

Enchant land

Enchanted land has ": Target creature gains trample and haste until end of turn."

Cycling (, Discard this card: Draw a card.)

Xarabas on Chandras Cavalcade

2 months ago

i’m not convinced that either Experimental Frenzy or Footfall Crater do anything useful for you here.

Well the problem of this deck is, that it is a bit slow and can't do much against control. Experimental Frenzy especially when paired with Runaway Steam-Kin gives me a lot of card advantage. I had a lot of games where I waited until my enemy was tapped out and couldn't counter Experimental Frenzy and it helped me get back in the game.

I am absolutely not sure about Footfall Crater as well. Another Problem of this Deck is when I keep getting jump blocked by tiny creatures. Fling helps against that but sometimes I just want to have trample and keep my creature alive.

your land count is super-low considering your mana curve and your requirement to hit at least 3 lands - i’d go up to 22-23. it’ll be better just to run a mountain instead of Kazuul's Fury

Okay sure I'll give it a try when playtesting :)

where’s Lightning Bolt!!

In the Mail I hope :D This was once a standard Deck and it's very low budget. I'll keep updating it with better cards from time to time tho.

wallisface on Chandras Cavalcade

2 months ago

Some thoughts:

  • i’m not convinced that either Experimental Frenzy or Footfall Crater do anything useful for you here.

  • your land count is super-low considering your mana curve and your requirement to hit at least 3 lands - i’d go up to 22-23.

  • it’ll be better just to run a mountain instead of Kazuul's Fury  Flip

  • where’s Lightning Bolt!!

pyyraus on Magar of the Magic String Cheese

11 months ago

General:

-More mana ramp

-For an instant/sorcery deck, there are too many cards that synergize with creatures

-Getting this deck to a really good point is going to take a lot of testing and thinking to figure out the balance of several details; off the top of my head, effects that make your tokens attack better (deal damage, stay alive, gain double strike, etc.), effects that put such cards into your graveyard, mana ramp to activate Magar's ability consistently, protection for Magar, and actual 'payoff' cards

Cards I would immediately drop:

-Professor Onyx- has decent synergy with her static ability and +1 but apart from that doesn't do much; it's also 6 mana in a list that already needs a lower curve

-Waste Not: an awesome card in general but you play almost no effects that make your opponents discard cards

-Footfall Crater: synergies pretty much only with Anje Falkenrath and just has very bad rates

-Lightning Bolt: iconic Magic card but I am on the side that believes it is straight up not good in Commander

-Temple of the False God: I don't play this card anymore; it's a dead draw until usually turn five or six and at that point, it does so little especially in a deck like this where you don't desperately need a mana source producing two colorless

-Ignite the Future: a decent card in a deck where you cast it from the graveyard but you will rarely do that here; Magar's ability does not make you cast it from your yard and it just does not have a good rate

-Bone Shards: I see why you're playing it here (its extra cost can easily be paid with a face-down instant/sorcery you're done with) but in this deck you do NOT want your face-down instants/sorceries dying because you can repeatedly cast them when they deal damage; there are so many better removal spells in red and black that do not require such an akward cost

Cards that Can be Replaced with Better Ones:

-Chainer, Nightmare Adept: the free, instant-speed discard ability is amazing, don't get me wrong, but the ability its activating does almost nothing for your deck; there are better (sometimes cheaper) free, instant-spped discard abilities like Zombie Infestation or Skirge Familiar

-Dark Ritual: I personally don't like Dark Ritual except in mono-black decks that really need it and here; it's an amazing card turns one through maybe four but after that, it is probably going to be a dead draw; a mana rock would be much better in its place

-Seething Song: same argument as Dark Ritual but this spell is best on a different range of turns

-Blood Money: this is a pretty cool card to get for free from Magar but I am not too sure how much benefit the tapped treasure give you; I am mainly saying this because I would run Blasphemous Act first but this is all pretty subjective

-Tuktuk Rubblefort/Fervor: these are two of your current three cards that give all your creatures haste; I think three may be a bit much and Urabrask the Hidden is definitely the best of them

Crow_Umbra on Captivating Crew or Commissar Severina …

1 year ago

I think Commissar Severina Raine would be the move to make. She can sac all the stolen creatures from Tariel for draw. She can also act as more of a finisher than Captivating Crew.

I took a quick look at your deck, and a few more things I'd suggest:

Cheiromancer on Super Crash Bros.

1 year ago

What is the purpose of Footfall Crater? Your big creatures already have trample.

Quickspell on ATLA OMELETTE

2 years ago

Nice. I have a similar build. Xenagos, God of Revels works great with the Titans and Blightsteel. They definitely need haste and trample, so Footfall Crater can be great. If you reduce the creatures without indestructible, Shifting Shadow is fun. Also I find that Mosswort Bridge can be very lucky. And since you're doing some top decking you may want to consider Mirri's Guile. Also, since you're running Ashnod's Altar, Thornbite Staff is a classic inclusion as it combos with Atla.

StopShot on

2 years ago

I agree with zapyourtumor, Night's Whisper feels clunky for what you want from it. I would instead try getting value from running Flamebreak , as its a boardwipe that also hurts both you and you opponent and your Dragon's Rage Channeler 's will bypass it if you have Delirium. Your mana base also seems capable for it, but if those Swamps become a problem I'd swap one for a Blackcleave Cliffs .

If you really want the extra card draw I'd suggest switching it for Footfall Crater instead, as it provides another card type you can put in the grave for delirium or another source of haste and trample for your beaters. If the life loss and card draw is essential you should run Plunge into Darkness as a direct upgrade from Night's Whisper since there's more flexibility to playing it at instant speed (especially during the combat step) and you can even set how much life you want to lose from it while being able to dig even deeper.

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