Giant Killer

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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

Giant Killer

Creature — Human Peasant

, : Tap target creature.


(You may cast Giant Killer from exile if you sent it on an adventure.)


Chop Down

Instant — Adventure

Destroy target creature with power 4 or greater.

(Then send this card on an Adventure in exile. You may cast the creature portion from exile.)


*(You may cast Chop Down for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Chop Down, this card is treated only as Giant Killer in whatever zone it is in.

(When not exiled on an adventure, Adventure cards function identically to modal double faced cards when regarding to the interactions of cards that look at them or attempt to cast them.)

09102023 on Naya Adventures

4 months ago

Apollo_Paladin Thank you for your feedback, I haven't considered adding Mondrak, Glory Dominus before. Doubling the tokens that come in might help solve some of the problems I have been seeing.

The deck actually seems a little reliant on getting a Lucky Clover out and feels weaker than I had hoped without one on the field. People will often target them with removal too. the deck is playable without one, but it's not fun using Lovestruck Beast turn one to get a single 1/1 token for a forest, when the opponent played a 1/2 or a 1/1 that produces mana on their first turn.

Right now, getting one clover on the field means Bonecrusher Giant will probably take care of creatures and planeswalkers that Giant Killer is not able to hit. Another advantage of having a clover out is that Questing Druid is going to be giving 4 cards the same as Showdown of the Skalds. The way the deck plays right now, it seems like I don't run out of cards to use; I can pretty reliably get one of those two by turn 4.

Doubling the number of tokens produced is essentially the same as having one clover out for quite a few cards in the deck and the effect should stack with clover...it's definitely worth considering. Doing that might make it easier to win with a bad hand too.

I'm very tempted to drop the land count by 1 and was actually thinking of replacing Primal Amulet  Flip. It seems like a good card, but I think I've cast it once in the last 30 or 40 games I've played. I've never been able to get enough charge counters to flip it either. Showdown seems to work best with low mana cost cards too...I've had a lot of turn 4's where it gets played because I'm low on cards and then I get something like Pia Nalaar, Consul of Revival, Virtue of Loyalty and 2 lands to use for turn 5. I guess I could always try Escape to the Wilds over showdown, I'm not sure what one is generally considered better.

That being said, there's definitely a balance point with the number of lands...I want to consistently hit land drops since adventure cards get played twice and I can try overwhelming/outlasting an opponent that way. But exiling 4 cards or even 6 cards and getting 2 or 3 lands is a thing that can happen right now and it could be nice to have more options when I exile a bunch of cards.

If you have any more suggestions, please let me know.

HeadinPants on Avatar: The Last Airbender

8 months ago

I absolutely love the flavor that you put into this deck, it's awesome! My main critique is about Sokka. You're absolutely right that he's a 2/1 (minimally I doubt his total P/T is more than 4), but I feel that your current representation of him sells him short- he earned his reputation in the gaang as the ideas guy, and is a brilliant strategist! You might also consider representing him with something like Blade Instructor or Dueling Coach in book III as a nod to Piandao, or finding a piece of equipment that well represents the sword Sokka makes in that episode. I do see some of the problem with trying to represent him well, though- it's difficult to find a way to both do the character justice and not oversell him as a powerhouse that he isn't. The closest balance to that I've found is Bushi Tenderfoot  Flip, but that really sells him as a combatant rather than a tactician.

Here's the thing though- I think the only way you're going to get a card that has good Sokka art is with a card alter. If you are willing to make that happen, it would open up a lot of options. I've been looking for about 3 hours, and I'm not even done, but here are a few that I think might loosely fit:

Bulldawg1310 on Bogle of fun

1 year ago

Bilo-the-do why are you running 64 cards? youre probably running 1 or 2 too many lands and i dont quite understand why verdant rebirth is here. Giant Killer is just a way over priced path to exile with legs which doesnt fit your gameplan. Return to Nature is a sideboard card. i would do the best you can to trim to 60. Temple of Plenty adds your correct mana but it enters tapped and unfortunately you cant afford to have lands enter tapped that really dont do much later on for you or immediately upon entering.

Mousemke on Imperial Taxation

1 year ago

Nathanael97

Giant Killer is not only surprise removal (who doesn't like surprise removal), but also tapping down a creature every turn can be super useful

Remorseful Cleric I had in the sideboard for a while but it didn't really offer enough value. Clearing the yard once is fine but (though they are not creatures) Rest in Peace and now Unlicensed Hearse provide much more value and permanence. And the fetching there is a minimal issue since in a lot of situations where GY matters you almost need to it in your opening hand. For example, fetch and cast is going to be too slow vs Living End.

Nathanael97 on Imperial Taxation

1 year ago

I have to say, I really love the idea of this deck. If Solitude wasn't so horrendously expensive I might actually buy into it. This deck is generally quite outside of my wheelhouse, so I'd have to buy pretty much every card in the deck. Maybe someday :)

Two more things: I don't quite understand the reasoning behind the Giant Killer. I get that it's a tutorable removal spell, but isn't that the reason for running Skyclave Apparition?

Also, have you considered Remorseful Cleric? It's tutorable yard hate, which seems extremely relevant in the current meta (not to mention that a 2 CMC 2 power flyer is probably fine anyway).

IHATENAMES on Matt's Deck v2

1 year ago

Thalia's Lieutenant buff and a second champion of the parish

Giant Killer Removal tutorable by Ranger of eos

Dryad Militant aggressive creature prevents some grave shenanigans.

Basri Ket plainswalker does a Launch the Fleet effect

I would highly suggest looking into mono white humans. It's a modern deck that works well and will give you more ideas.

zapyourtumor on orzhov afterlife lv 1

2 years ago

Are you sure you want this to be a modern deck? It could currently either be a modern or a pioneer deck, and you should probably choose one and stick with it.

If you choose modern, Doomed Traveler fits the theme of the deck pretty well. Teysa, Orzhov Scion is a powerhouse that gives all your creatures afterlife, doubles as removal, and is another instant-speed sac outlet. Honestly, she's the only reason I would consider playing an afterlife deck in modern. Xathrid Necromancer is another option that generates tons of tokens off of most of your creatures, and it works really well with Hero of Precinct One .

For lands, there's Marsh Flats , Concealed Courtyard , and Isolated Chapel . Vault of the Archangel is very strong in any token deck.

This deck definitely needs a playset of Fatal Push for removal which works in either format, plus maybe some Path to Exile or Vindicate if you choose to stick with modern. Mortify is bad in both formats so I'd cut it. 4x Kaya's Wrath is definitely overkill and might not be the best choice, since even though your board would have a bunch of spirits it would still wipe a lot of your creatures.

Giant Killer is just bad outside of standard. Athreos and Ethereal Absolution are also too slow, and I don't think Sorin adds enough to the gameplan to justify including him. Teysa Karlov obviously synergizes a lot but I'd take her out since she doesn't have any immediate board impact (while the other Teysa can have its abilities activated at instant speed to do a bunch of stuff in response). Not sure if Corpse Knight is worth it either. The other Athreos, Athreos, God of Passage , might be worth trying as a 1-of.

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