Pit Fight

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Common

Combos Browse all

Pit Fight

Instant

Target creature you control fights another target creature.

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Pit Fight Discussion

TheRedGoat on Green Meat

2 weeks ago

Okay, I had only clicked on here to ask what the picture card was, but I am legit curious on whether instant speed fight mechanic cards, such as Pit Fight would be better to use than the sorcery speed ones that also pump your creatures up. In case it comes up I would remind your brother that you need not have red at all to play a card like Pit Fight.

RazortoothMtg on The Average Joe

1 month ago

It's just an average pirate joe casting Skulduggery or making some Makeshift Munitions

It's just an average merfolk joe casting the River Heralds' Boon.

Also, remember that the ability text is that creature casting spells. For example, Tishana's Wayfinder using her average joe magic to explore, while Atzocan Archer is casting a Pit Fight/Prey Upon/etc.

Xanitsu on Dinobib

1 month ago

I would cut the dino cards that dont have enrage and focus on the ones that do. The only dino's without enrage that are worth running are the 3 other avatars (Wakening Sun's Avatar, Verdant Sun's Avatar, Burning Sun's Avatar they are all good in their own right), Deathgorge Scavenger for grave hate, Drover of the Mighty because mana dork, Goring Ceratops he can be a win con due to double strike, Kinjalli's Caller for mana reduction same with Otepec Huntmaster, Raging Swordtooth to trigger enrage, Priest of the Wakening Sun for a tutor, regisaur alpha for haste and it is just a good card, Thundering Spineback anthem and token generator, and Kinjalli's Sunwing for suppressing the opponents. outside of that you just need cards to trigger enrage so cards that deal 1 damage to everything (Earthquake, Magmaquake, Pyrohemia, and Subterranean Spirit just to name a few).

Outside of trigger enrage with AOE damage cards there are other ways to do it like Pit Fight like cards that have your stuff fight other creatures. This also helps with the lack in flying (because you fight the fliers and destroy them). So that way you don't need cards like Cobbled Wings.

Then the deck needs ramp spells, mana rocks, and card draw along with other ways to cheat your dino's into play like Sunbird's Invocation, Kindred Summons, Selvala's Stampede, Quicksilver Amulet, etc.

Do not forget your EDH staples.

Lastly a win condition card that you can just play it and either defeat a player or win the whole game. Because the deck is naturally a creature based one and using green i would use cards like Overwhelming Stampede and Titanic Ultimatum where you mass buff and swing big.

edhrec helps when deck building hope this helps. Feel free to look at mine for any ideas (even though mine is already outdated compared to the edits I made physically).

Note: some old cards got relabeled as dino's

Tyrant-Thanatos on Does Hapatra Vizier of Poisons ...

1 month ago

No, Combat Damage is only damage dealt by attacking or blocking creatures. ANY other damage is non-combat damage, even "fight" effects like Pit Fight.

Elijia on Naya Heroic

2 months ago

@zephyr_chang I like the idea of adding Monastery Mentor to the deck in place of the Fabled Hero as a progression of the go wide strategy. I really enjoy playing the Hero as a very heavy hitter, as if you hit him with 2 Gods Willing and another pump spell, or give him trample and other pumps, he can almost end the game on his own, but Mentor Doesn't have to do it alone, which I like in a list that intends to use Phalanx Leader and Young Pyromancer

I think I prefer Selesnya Charm over Pit Fight As it functions as a trample effect in lieu of removal for smaller creatures, provides a body, or simply is a removal for larger creatures, such as Death's Shadow or Primeval Titan. I might also give Valorous Stance a try.

If I can, I want to try to keep Mutagenic Growth in the list, as paying 2 life to respond to a Bolt, or dumping your stockpile of Growths before damage can be very, very powerful. The spells are what I feel need the most finalizing, and when I played, Martial Glory felt too slow.

As for lands, I'd probably just pull the fast lands, add in a couple more fetches, 10 does sound about right, and just add more fetchable sources. This deck likes to play fast-and-loose with it's life total, much like a Death's Shadow based list or a conventional burn list, in that it doesn't matter how low your life is, if his hits 0 first.

Thanks again for your feedback! I really appreciate it.

zephyr_chang on Naya Heroic

2 months ago

You're welcome. I really like Heroic as a mechanic back when it was in Standard. However, a deck based on Heroic does run into several problems, like drawing spells when there are no creatures on board, not drawing enough spells to complement the creatures, running out of gas beyond Turn 5, etc. That was why I thought spells that can be cast more than once (Rebound, Flashback), and creatures that generate creatures (Vanguard of Brimaz, Brimaz, King of Oreskos, Monastery Mentor, Young Pyromancer) are key to this type of deck. A go-wide strategy is good because we have ways to pump the whole board, with Phalanx Leader and Anax and Cymede.

Therefore, my own suggested list is this: 4 each of Monastery Swiftspear, Favored Hoplite, Young Pyromancer, Phalanx Leader, 2 Anax and Cymede and 3 split among Brimaz, King of Oreskos and Monastery Mentor (21 creatures); 4 each of Gods Willing, Emerge Unscathed, Blossoming Defense, Pit Fight (I think we do need some mainboard removal), and 3 Warriors' Lesson (19 spells); 10 fetchlands (4 Windswept Heath, 4 Arid Mesa, 2 Wooded Foothills), 4 basics (2 Plains, 1 Forest, 1 Mountain), 5 shocks (2 Temple Garden, 2 Sacred Foundry, 1 Stomping Ground) and a Horizon Canopy (20 lands). I upped the fetch count because I think the maximum number of lands we ever need is about 4 or thereabouts.

This is all theorycrafting though. I have not actually tested a deck like this in Modern before. Do let us know what your testing results are.

MagicMarc on Help with a Scapegoat deck.

2 months ago

you can also use any of the arena-like fight cards to do damage to your opponents like: Dromoka's Command or Pit Fight or the many other cards like them. Magus of the Arena is an Arena with legs.

Another one like the reckoner is the Spitemare. And you can throw in the red kill card Blasphemous Act which can nearly guarantee a win if it targets one of your scapegoat creatures.

hyperlocke on Fighting Wurmcoil Engines

3 months ago

Please link your cards, so that we know what you're talking about.

[[card:Wurmcoil Engine]]

Wurmcoil Engine

Scenario: Player A casts Pit Fight, targeting his and player B's Wurmcoil Engine.

The general rule for multiple abilities triggering at the same time is this:

603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order [Active Player, Non-Active Player], puts triggered abilities he or she controls on the stack in any order he or she chooses. [...]

If player A is active, his Wurmcoil's abilitiy will be put on the stack first, followd by player B's ability. That means that player B's gets his Wurmcoil tokens first. If B is active, it's the other way around.

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