Monstrous Carabid

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Alara Reborn (ARB) Common

Combos Browse all

Monstrous Carabid

Creature — Insect

Monstrous Carabid attacks each turn if able.

Cycling B/R (B/R, Discard this card: Draw a card.)

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Monstrous Carabid Discussion

Zaueski on 5 Color Living End

1 month ago

Ingot Chewer doesn't evoke at instant speed, and it doesn't hit Rest in Peace. The body is substandard and, as you guys mentioned... it's a definite nonbo with Architects of Will.

Blue offers me kill speed, with only Jund as an option I'm forced to use more creatures like Deadshot Minotaur which are just pathetic. Curator of Mysteries is highly evasive and the combo with Horror of the Broken Lands is unbelievably powerful. Striped Riverwinder is just a beast at 5/5 and having hexproof to boot is incredible.

Archfiend of Ifnir was originally in Monstrous Carabid's spot but got replaced due to speed. Cycle is hard on this deck because its goal is to go off faster with more power in the graveyard than Jund LE. I sacrificed resiliency for speed in Game 1 and in game 2 we have different options than most people expect so I can clear out their hate easier. Wear / Tear being able to hit Rest in Peace and Blood Moon is huge.

Architects of Will stays in instead of Monstrous Carabid 3-4 because of the effect. It's easy to cycle and burying a card they need to stop you is crucial.

Realistically, I can't afford another Fulminator Mage before the Open, but the Nimble Obstructionist is the most flex spot in the sideboard so I'm not opposed to having a 3rd Fulm

thunderlicous on 5 Color Living End

1 month ago

I second EmblemMan's suggestion of Ingot Chewer. It just plays better with Living End strategies, and most enchantments that are in the meta aren't worth dealing with, as most decks have resorted to Grafdigger's Cage, which doesn't interact with the combo at all, and Relic of Progenitus/Nihil Spellbomb, which we try to just make them crack early and rebuild from there. I also recommend trying to get all 4 Fulminator Mage in the 75 somewhere. I'd expect to see a lot of E-tron at an SCG open, and the ability to hit their lands and slow them down is what made the Living End match-up so good.

As an aside, why the 2/2 split of Architects of Will and Monstrous Carabid? Most lists I see will go with the carabid as it doesn't die to most 1 mana removal at the cost of having to attack each turn. Also, most moved away from Architects as it's a non-bo with Ingot Chewer.

Zaueski on 5 Color Living End

3 months ago

If you want mainboard Faerie Macabre then I'd swap it for Fulminator Mage and Beast Within or the Archfiend of Ifnirs. Currently I'm testing a version without Archfiend and instead running Monstrous Carabid for even more fast cycling. The name of this variant is speed and its been running well for me.

Chino90 on Foretelling the End

6 months ago

Horror of the Broken Lands seems like a good replacement for River Serpent, and a better option than Monstrous Carabid - since you can pump it on the turn you attack after casting living end.

Chino90 on Foretelling the End

6 months ago

A final thought: Sometimes I bring back the whole GY when using Living End, making River Serpent unable to attack or block. Wouldn't be a much safer choice to play Monstrous Carabid in its place? It is 1 power and toughness short, but you have 4 damage granted instead of 5 conditional.

MrSableye on Living End Scapeshift

9 months ago

I play a lot of living end and I tested Kari Zev's Expertise and I found it was so bad. It can only be a 1 of at best. I like fulminator mage but that's just a meta call if you play against no tron/ eldrazi/ 3 color deck that could be cut off of a color. I recommend Architects of Will even if you aren't playing a blue land it ensures you that your opponent is cut off from resources for ~3 turns after you living end. A single copy of Overgrown Tomb is needed in your land base that way you aren't losing too many mountains if you have Wooded Foothills and are trying to cycle a Monstrous Carabid. Beast Within is a better removal spell than Shriekmaw in most cases. Run Simian Spirit Guide in the main board, a) it does nothing in the sideboard, and b) it can let you win on turn three if you start with the nut hand.

metalevolence on Cha Cha Slide

11 months ago

you should include Clever Impersonator and/or Copy Artifact because getting 2 astral slides in play is when things get really good

I would also want to make room for one more worse-eternal-witness effects like Tilling Treefolk, Archaeomancer or Auramancer that can return a cycling card to your hand. Auramancer is nice because it can recur slide.

Also Sun Titan can recur so many of the important pieces

I would cut invigorating boon and probably also lightning rift. Also I would focus more on cards that cycle for just 1 mana or 2 colorless, rather than cards that are harder to cycle but give marginal upside like death pulse, slice and dice or the Decrees.

Alara reborn has some cards that cycle for 1 hybrid mana: Sigil of the Nayan Gods, Glassdust Hulk, Architects of Will, Monstrous Carabid, Deadshot Minotaur

Marcus_Licinius_Crassus on Legacy Living End (Competitive)

1 year ago

I like the idea. Since you do not have a SB listed I have some excellent suggestions.

Shardless Agent & Evoke play very nice.

Mainboard Suggestion:

-2 Shriekmaw-2 Monstrous Carabid+4 Mox Diamond

The four mox diamond would make it turbo Living End.

Possible SB:

2 Shriekmaw (Move the 2 from the main into the SB)

4 Ingot Chewer #WHATLOCKPIECE

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