Creature — Manticore
When Heart-Piercer Manticore enters the battlefield, you may sacrifice another creature. When you do, Heart-Piercer Manticore deals damage equal to that creature's power to target creature, player or planeswalker.
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it except it's a white Zombie Manticore with no mana cost. Embalm only as a sorcery.)
Printings View all
|Commander 2019 (C19)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Heart-Piercer Manticore Discussion
3 weeks ago
Hey, you're welcome :)
What's the max budget you have to make card upgrades? When you finish making upgrades what price range can you have for total deck cost? The precon for example at $60 is low and I would hope you could afford at least $50 for upgrades. If you can afford more expensive price cards then my card suggestions will be different then if you can't. Smothering Tithe and Birds of Paradise for example are very good cards for ramp, but they might be too expensive for the budget.
What advice about upgrades would you like?
Some cards from the precon that can be cut since they're not as good as others or don't have good enough synergy with Ghired:
- Blossoming Sands
- Graypelt Refuge
- Kazandu Refuge
- Rugged Highlands
- Cliffside Rescuer: can only protect something once which is not worth it when there's options that can be repeatable.
- Doomed Artisan: these tokens are not worth populating.
- Roc Egg: has to die before it does anything.
- Heart-Piercer Manticore: can be fine as creature removal, but I think there's better options.
- Scaretiller: too slow as ramp or anything else.
- Tahngarth, First Mate: belongs in it's own deck as Commander General.
- Atla Palani, Nest Tender: belongs in her own deck as Commander General.
- Soul of Zendikar: there's better six drops to play.
- Emmara Tandris: there's better seven drops to play.
- Tectonic Hellion: yikes.
- Desolation Twin: too much mana and the token is lackluster with no evasion.
- Commander's Insignia: not a good anthem effect for four mana.
- Full Flowering: this doesn't do anything unless you a lot of mana and a have a token on the battlefield to populate.
- Trostani's Judgment: there's much better lower mana cost options to exile a creature. Getting to also populate is not worth four or five extra mana.
- Soul Foundry: too slow.
5 months ago
honestly i add a few more instant speed flings like Soul's Fire and Grab the Reins and also Chord of Calling might be a good idea because you are running Heart-Piercer Manticore as that is another way to instant speed kill someone. doing things a instant speed just gives people why less time to react.
6 months ago
Sac golem for WUBRG use 4 to bring back the golem with deathmantle, floating any one colour. Repeat for infinite WUBRG
- Equip thornbite staff to kiki.
- Play heart piercer.
- Create a copy with kiki.
- Sac original heart to token, dealing damage.
- Untap kiki with staff, tap it to copy heart piercer token.
- Sac precious heart piercer to new one, dealing dmg.
- Untap kiki with staff.
Repeat steps 3-7 to deal infinite damage.
11 months ago
FYI, they're very different if an opponent has interaction .
For example, say we have a creature on board and a Heart-Piercer Manticore in hand except that the wording was "If you do, Mantiore does damage ..." and our opponent has a creature on board and a Blossoming Defense in hand. We resolve Manticore and its ETB trigger goes on the stack. At that point, our opp has to decide whether to use the Blossom on their creature ... they have no idea if we're going to sac' a creature or not, whether we're going to target their creature or them. Bummer for them! With the "when" wording though, they get a chance to respond, probably with a much different result ...
11 months ago
It wasn't changed; both still exist. And that's because they do different things. "When you do" is a triggered ability that can be responded to (like any 'when', 'whenever' or 'as' statement on a Magic card). "If you do" is not.
So when Heart-Piercer Manticore , for example, enters the battlefield, its triggered ability goes on the stack without a target. While that ability is resolving, you may sacrifice a creature. If you do, a second ability triggers and you pick the target creature/player/Planeswalker that will be dealt damage.
On the other hand, when Creeping Chill hits the graveyard from your library, its triggered ability goes on the stack, period.
1 year ago
This looks far better; we have a defined theme now and I see some more staples in (dorks). However I'd like to address few likely weak spots.
First thing that got my attention was the relatively high average cmc. This is a casual deck and higher-than-usual avg cmc is to be expected of course. But in my suggestions I'll keep in mind fostering a healthy curve and prioritize low-cmc cards.
Dragon Broodmother- this is a neat, but a very slow engine. If the deck works perfectly as intended, there are still cooler options. Plus 6cmc for such slow effect is a lot.
Ghoulcaller Gisa - again, neat but slow. At 5cmc there might be better options available to you. First similar thing that comes to mind is Open the Graves which would give you tokens more reliably (being a triggered rather than an activated ability stapled to an enchantment rather than a creature) and that doesn't have summoning sickness.
Sheoldred, Whispering One - probably the best expensive creature you have. My concern is that in order to get to 7 mana and stay alive long enough for Sheoldred to matter, you must have game in a state where, frankly, SHeoldred isn't much of a factor.
Stalking Vengeance seems awfully expensive TBH. That ceiling is something, but IMO it's too greedy.
Vicious Shadows - 7 mana to do something in case you have a removal and an opponent has significant number of cards in hand? You can comfortably throw in a blue moon somewhere in that chain of events...
Essence Harvest - goes well with the theme, but ultimately doesn't do much
Fungal Sprouting - cute, but the fact that it's useless when you're down makes it a no no in my eyes.
Now some suggestions;
Fecundity - seems like a cool way to draw extra cards
Skullclamp - in here it says ": draw 2 cards". Yes please.
Fling/Thud - these effects seem like they could/should be your bread and butter. Worst case scenario they're pw/creature removal with sac outlet. Best case scenario they are capable of taking down players.
Sidisi, Undead Vizier- tutor on a stick is usually good if you have creatures to sac. In a vacuum it's a Demonic Tutor that gives counters to Kresh. Best case scenario you have a sac outlet and get a complimentary 4/6 deathtouch to fool around with.
Smothering Abomination - draw engine on a stick. Seems good.
Birthing Pod - it kills stuff plus it tutors. And it's repeatable. What's not to like?
Evolutionary Leap - sac outlet that gets you more creatures.
1 year ago
1 year ago
The best thing you can do with Angrath is Fling, Thud, and Heart-Piercer Manticore. All of these should be in your deck. Steal their creature with Angrath's -3, attack them with it, then throw it at their face or next scariest creature.