Gift of Tusks


Format Legality
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Uncommon

Combos Browse all

Gift of Tusks


Until end of turn, target creature loses all abilities and becomes a green Elephant with base power and toughness 3/3.

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Gift of Tusks Discussion

einee03 on I'm the reason people hate Child of Alara

4 months ago

Hello, nice deck.But I have a question. How you deal wiht exile one of your Gates or Maze's End?Cars like a Strip Mine, Wasteland or Beast Within with exile cards like a Bojuka Bog and more? Do you rely on Disallow and Voidslime ?And what do you thing about replacement of Gift of Tusks for Sudden Spoiling? It can help you against hexproof generals like a Urin and Narset and also can safe your ass, if you are playing against mass token decks, like a Lotus God. + split second is badass on that.

Pieguy396 on Stormy Horizons

6 months ago

Hello there! I don't see anything huge you're missing (other than lands), but I definitely think you should at least consider Sol Ring, Cultivate, Kodama's Reach, Eternal Witness, Mystical Tutor, Plasm Capture, Counterspell, and probably Blue Sun's Zenith and Stroke of Genius as well. If you're looking for cards to cut to make room for lands, I would start with the following. A lot of those cards are for what appears to be an Edric subtheme; I'd stick to just one plan, making a lot of mana and killing your opponents with it.

In any case, good luck! Feel free to let me know if you want some more suggestions!

Argy on

10 months ago

OK, here we go. I've got a lot of feedback for this deck.

First of all, it's REALLY fun to play.

I've always loved mucking around with

Be aware that this is quite "durdly". Make sure you play it at a reasonable pace: not so slow that you run out of time to complete a match, not so fast that your Opponent doesn't know what is going on.

You would run 20 lands in an EXTREMELY aggressive deck. This is not one of those decks.

I suggest you add 3x Attune with Aether to the mix which sort of acts like a land, colour fixes, and gives you extra

3x Aether Hub would also help this deck with colour fixing. Put them in and remove the Evolving Wilds.

In my opinion Nature's Way would be better than Haze of Pollen. Killing a key Creature will help to stall longer than preventing damage for just one turn.

I would like to see Appetite for the Unnatural in the Sideboard, because it is so versatile. It can get rid of Gearhulks, Liliana's Mastery, etc.

I like Supreme Will better than Metallic Rebuke. Same price for a less conditional card with two modes.

I would rather see Sage of Shaila's Claim than Scythe Leopard. With Evolving Wilds coming out the Leopard won't be as effective, and the Sage fits your theme better.

It also acts a little bit like Haze of Pollen in that you now have a chump blocker that you don't care about losing.

It works really well with Bristling Hydra

Aethersquall Ancient is so good that I would add another. I would take out one Thriving Turtle for it, as that card is a bit hit and miss.

I like the Fabrication Module very much in this deck, but the other modules are a bit meh. You don't want too many Artifacts. I would add a Fabrication Module and take the other ones out.

I would rather see a counter spell than Gift of Tusks. Much better to completely stop a Creature resolving than nerf it for one turn, or boost one of your Creatures. Again, the card is a bit too situational.

Here is a suggested upgrade:

3x Aether Theorist
3x Aethersquall Ancient
3x Bristling Hydra
4x Greenbelt Rampager
4x Longtusk Cub
3x Sage of Shaila's Claim
3x Thriving Turtle

3x Fabrication Module

2x Botanical Sanctum
3x Aether Hub
7x Forest
6x Island
2x Lumbering Falls

4x Blossoming Defense
1x Essence Scatter
2x Disallow OR Cancel
2x Nature's Way
3x Attune with Aether

This deck has a stronger purpose now - get as many as possible and use them to overwhelm the enemy.

I don't like Containment Membrane in the Sideboard. It doesn't tap the Creature, so if it's big enough they can just use it as a blocker.

Against a Control deck running Torrential Gearhulk it is next to useless.


2x Cartouche of Strength
2x Disallow OR Cancel
3x Essence Scatter
2x Negate (brilliant against Planeswalkers)
2x Plummet
2x Supreme Will
2x Appetite for the Unnatural

You'll have to playtest any changes to see how they work.

If you update the deck tag me in these Comments and I'll take another look at it.

eLLIPSIS666 on I'm the reason people hate Child of Alara

10 months ago

Cybersix I think it would make more sense to maybe run 1 or 2 "this creature loses all abilities until end of turn" spells because not only can I run them at instant speed, but it solves way more issues than just indestructibility. They're often cheaper too, like Gift of Tusks and Ovinize. I can also run something like Polymorphist's Jest that can affect every creature thus dodging an Asceticism.

Already in the deck is Capsize, which in most cases fixes my problems. If you have not used this card before it is incredibly versatile. In my playgroup is an Avacyn, Angel of Hope and normally I capsize their commander in response to a child trigger, and they lose their board. Something to exile their graveyard should soon be put in order afterwards because they're playing white. But then they only have avacyn, and avacyn by herself isn't very scary.

I'm definitely going to have to consider this! thank you for bringing it up!

Argy on Bant Crush

1 year ago

OK this deck needs a lot of tweaks to get it to work.

These are some of the issues:

This deck has possibilities, that's for sure. It just needs to be more consistent.

landofMordor on Best Way to Combat Competitive ...

1 year ago

There's also Spirit of the Labyrinth. As far as responding to the storm itself, there's Summary Dismissal, Counterflux, Unsubstantiate, or even (sometimes) a spell that Wild Ricochets a spell to put it on the stack under your control first. Theres also stuff like Nevermore or Meddling Mage, if they just have one combo.

Sometimes, the key to disrupting storm is to just interfere with one of their combo pieces (maybe like Yidris). Turn to Frog, Polymorphist's Jest, Humble, Gift of Tusks, or even enchantments like Darksteel Mutation, Imprisoned in the Moon, and Lignify can trash those combos.

I totally get the pain of playing with people who don't quite get how to play with others nicely. Best of luck. Hope this helps!

DaryCR on Bant Midrange Tempo

1 year ago

Yea, not too many people are actually prepared for blue control, right now. After Utrecht, I see a bigger cause for telling the opponent no for 2 mana, and our Bant decks might just have an even better position for the meta. :) I can't wait to bring this deck to a big tournament. Personally, I just want to be careful with the non-creature spells, so decks don't have the time to go over us. I worry playing 1-for-1 answers is not very tempo. Coup is expensive (albeit can effectively be a 2-4-1) and counters are single target. We want to spend little mana for big effects and multiple gains. Greed is good, and the less tempo plays we have the less effective tempo becomes. Just something to keep in mind as you make changes in the future. I guess I'm not a typical blue player (normally more red/black).

Fumigate is kinda the "on the draw" go to vs B/G. And is the only answer in some instances. When you have lots of card draw, sometimes digging for that one out, is the only other move besides scooping, and on the draw its more likely. If only Coup could take planeswalkers or a ballista! RN, my biggest issue with the card is the fight for a 5 drop slot. I kinda wish I was playing more Avacyn, but they were cut for efficiency. The big question is than; "Is Barrels better than Coops"? I'm pretty happy about the inclusion of Baral's, as it does* provide the much need halt on G/B's tempo and swings it back in our favor, and gives the deck an actual creature answer instead of just effective stall tactics. Bounce is pretty effective in a world of tokens, and things with counters. And if it wasn't good as 5 drop alone I wouldn't play it, or if I didn't draw extra cards in the deck, I wouldn't play it. But I have yet (due to variance or whatever) to play Baral's without at least having a 2 drop to go with it. It feels like a I'm playing another Eldrazi.

Having a 1:1 Nissa, Voice of Zendikar & Gideon split was also to kinda help figure out which I wanted more in the deck too. Was worried about too many 4 drops, (Land count, speed of deck potential issues) but maybe Baral's and card draw is good enough to fix that? I wonder if going up on Gideons is a good meta call after Utrecht, I'm assuming people are going to be more prepared for a team of walkers. (Anguished Unmaking, etc.) I'll try a 2nd Gideon for now. See how I like it. :)

Even if you're behind, just play your Tamiyo and roll up on their creatures. Likely tanking both hits from their likely 2 creatures, and drawing two cards isn't that bad. And if she lives? Extra value. You will have 3 new cards on your next turn to come back. Fog + Divination. Than you have a Gideon & a Baral's for T5, and you're back in the game. Maybe Gideon is just that OP.

So far the Duskwatch Recruiter  Flip over the 4th Cub or Oath of Nissa feels alright. Being able to basically pay 3 and draw a card is good, and the "T3, pass, flip, play a Spell Queller for UW and hold up a G for defense" feels like strong tempo. Good on curve, and good late game as essentially a tracker that will come down and draw a card for 5 mana.

As for sideboard, another potential "on the play" card, if you're trying to be aggressive, is a 1 of Gryff's Boon. The evasion + recursion, plus extra damage could be hard to deal with for 1 cmc. As for thopters here are all the even semi decent alternatives, either these or sideboard in a bigger creature; Larger Than Life (trample and lots of damage), Nature's Way (use miner to kill whirler, your attack can still get in 2 damage if they block), Key to the City (card draw + unblockable, you may generate the extra cards to fuel this properly), Slip Through Space (replaces itself, pretty low on this one, but if all you're trying to do due is squeeze in the extra damage), Always Watching (it will require 2 thopters to kill a miner + anthem works for most of the deck), Gideon, Ally of Zendikar (his emblem?), Clear Shot (is versatile and at least cleans up a Whirler, bigger than thopter use to kill the Virtuoso), Gift of Tusks (become fatter, maybe you can use this card to deal with bigger creatures, or turn your spell queller into a elephant to crew kiran in response to removal, they dont get their card back, lol.).

Solemn Recruit might see some spotlight later. And yea she could draw 2 cards under some circumstances. Btw, we'll still have most of this deck for Amonkhet.

Be sure not to break your poker face while you attack with Dwarf Troll. Heh heh. The thing is, if they understand that you could be faking them out and block, you could actually have a trick and they get blown out. It's not only a mind game because you could have something, but always attacking is the logically correct thing to do, so you have a risk free move, while they always have to take some* risk.

I'll try Oath again with a 2nd Gideon. Gideon gives Oath another walker target if need be, the Gideon Emblem might be effective vs some meta interactions. Oath will help make walkers easier to cast and ensure we hit that 4th/5th land.

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