Plummet

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Arena [BETA] Legal
Limited Legal
Modern Legal
Highlander Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common
Masters 25 (A25) Common
Rivals of Ixalan (RIX) None
Conspiracy: Take the Crown (CN2) Common
Battle for Zendikar (BFZ) Common
Magic Origins (ORI) Common
Modern Masters 2015 Edition (MM2) Common
Magic 2015 (M15) Common
Conspiracy (CNS) Common
Magic 2014 (M14) Common
Magic 2013 (M13) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
Archenemy (ARC) Common

Combos Browse all

Plummet

Instant

Destroy target creature with flying.

Price & Acquistion Set Price Alerts

M19

A25

RIX

Ebay

Recent Decks

Plummet Discussion

MarcelGilneas on Mister Mammoth

1 day ago

I am said friend that requested that this be posted. So my personal commentary for this deck:

1) Remove Revitalize - At one point I was also quite fond of cards that gain life, but they don't really help you win so much as they help you not lose. Even if this one draws a card too, it also is a card you need to spend so all it does is replace itself.

2) Remove Oakenform, Knight's Pledge - I tend to avoid Auras that buff creatures quite a lot unless there's certain circumstances. It's entirely too easy for your creature to die and for you to lose an extra card this way. The buff is tempting but it's too big of a draw back in my eyes. Squire's Devotion is a special case since it comes in with an extra creature.

3) Remove 1 each of Forest and Plains - This just looks like too much land, especially with the recommendations I'll be giving later on. You probably want to put yourself at 26 lands tops.

4) Move Plummet to your Sideboard - You already have a not insignificant amount of anti-air options. If the deck is strictly flying creatures, that's when you move in Plummet. From your maybeboard, Naturalize or a different version Forsake the Worldly should also be sideboard material.

5) Inspired Charge - I'm not particularly fond of this card; you seem more interested in going tall than wide in this deck. But try it for now and see how well it works. It makes sense with your Mammoth, so I wouldn't outright cut it yet.

6) Llanowar Elves and Druid of the Cowl - The elves you have in here so far are good. You will definitely want more of these guys to make sure you can cast your big goofs as soon as possible.

7) Rabid Bite, Take Vengeance, Gideon's Reproach, Divine Verdict - these cards are going to be your removal suite. They should all be main deck for right now, until you can find better options. Rabid Bite will always be prime for you, though.

This is not a bad start for a deck that is a modified Welcome Deck. You'll definitely want some consistency so you'll want more of your best cards and less of your not quite as good cards. As always, practice makes perfect for deck building.

Zarathoustra on Raptor's kinda raptor Deck

1 week ago

I play a similar dino deck, 20 lands is enough given all the mana tools you have. Regisaur Alpha would give all your creatures haste, and if you want to trigger enrage ability you can go for Raging Swordtooth.

I agree, you should consider adding something against flying creatures. Plummet in sideboard maybe ?

Naturalize and Thrashing Brontodon you also help if your opponent plays enchantements/artifacts.

Check http://tappedout.net/mtg-decks/08-09-18-angry-dinos/, I also run Samut, the Tested.

Profet93 on Azusa gets there

1 month ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

My first comment doesn't work with spoilers so here it is.

Cuts and Additions

I see you have an eldrazi theme. That being sad, you should only add the important eldrazi to free up slots that will help you achieve your goal.

Desolation Twin - Two big dudes with no trample or ETB

Eldrazi Devastator - Big dude with trample for 8 is not worth it

Endless One, Feral Hydra, Undergrowth Champion Verdant Force - More big dudes with no real impact, verdant force tokens are not abused in your build

Sakura-Tribe Elder - Replace with land

Solemn Simulacrum - Replace with land. Sad robot is used in decks with no ramp or card draw like boros. You're green so this isn't necessary

Vorapede - Medium sized dude that comes back, no central to your game plan

While I personally don't like Nature's Spiral, you might as well replace it with Recollect. It costs 1 more but can get you back cards like G-Wave or Tooth and Nail. Huge difference for 1 mana, worth it.

Renegade Map - Replace with land 100%

Beastmaster Ascension - Best in a token build, not your deck

Curse of Predation, Forced Adaptation and Retreat to Kazandu - No benefit to your strategy. Yes the last is landfall, but its not significant landfall.

Song of Freyalise - No idea why this is here, you're not a token build

Blinding Fog < Heroic Intervention

Warriors' Lesson - Weak

Plummet - Limited removal (meta dependent)

Additions

Kozilek, Butcher of Truth - Card draw, threat, HIGHLY recommend.

Kozilek, the Great Distortion - Super card draw. You will need colorless mana for him. Given that you're mono green, I would replace some basic forests with some non basic lands for both utility AND so you can run him. Azusa decks NEED card draw and he is one of the best

Conduit of Ruin - Helps you find threats, cost reducer

Bane of Progress - Should at least consider it. It may not work in your build necessarily, but it can absolutely destroy board states. Terastodon could also work without hurting you.

Emrakul, the Promised End - Big dude, cost reduced, cast trigger/mind control and protection with evasion. HIGHLY recommend.

Fierce Empath - Finds threats or either kozileks for card draw

Multani, Yavimaya's Avatar - Read it, run it. Love it. works well with fetches.

Nissa, Vastwood Seer  Flip - Helps you get lands, turns into an engine afterwards. Dont have to run it but it might help.

Courser of Kruphix and Oracle of Mul Daya - If you listen to anything I said, run these 2. Fixes draws, ramps and even some lifegain.

Ramunap Excavator - You should run some fetches (cheap ones or expensive ones) to help ensure and fuel land drops, thin out deck and provide recursion for utilty lands.

Tireless Tracker - Provides card draw, gets big, works well with fetches (I mentioned fetches many times, they are probably important. RUN THEM!)

Ulamog, the Ceaseless Hunger - Removal wincon. Green doesn't have much permanent removal so ulamog helps.

Ulamog, the Infinite Gyre - See above

Woodland Bellower - Utility in finding whatever you need. Ramunap Excavator for recursion, e-wit for general recursion, courser of kruphix for ramp, reclamation sage (if you chose to add it) for artifact/enchantment removal, fierce emmpath to find eldrazi bombs, etc.... Depends on if you have enough targets (note: NON-legendary)

World Breaker - Works with your eldrazi idea, can recur itself, removal all in 1.

Yavimaya Elder - Dont need to run it but it helps with card draw and ramp, up to you.

Greater Good - Remember, card draw is azusa's biggest issue. This card basically makes it no issue. Also is a nice sac outlet against exile and steal effects. RUN THIS!!

Song of the Dryads - You need permanent removal in green, this is great to use on their commander (particularly on red or black generals who have difficulty removing enchantments). Also see Beast Within if you prefer instant speed interaction and actually destroying something. Up to you, but I like song of dryads more (it also a permanent to go with g-wave)

Survival of the Fittest - Creature tutors are HUGE. Helps you find bombs or key utility (see ramanup excavtor). Lastly, protects against graveyard exile effects by tossing a create, getting an eldrazi like Kozilek or Ulamog that shuffles your grave back in.

Sylvan Library - Like sensei's but you can pay the life to draw more cards. I can't tell you how many times this has helped me. TOP DECK MANIPULATION with FETCHES = GOOD TIMES/SMOOTHER DRAWS!!! RUN THIS!

Garruk, Primal Hunter - Card draw, can make tokens and ult is relevant. Although I just minus him right away (can use Soul's Magesty instead, but it isnt a permanent for g-wave).

Rishkar's Expertise - Card draw AND casts a 5 cmc or less spell for free. Run it either instead of or in addition to the above (usually in addition to).

Nissa, Vital Force - +1 is ok, -3 is relevant, and just read the ult. Protect it for one turn and you'e golden

Boundless Realms - The ramp is strong with this one

Rude Awakening > Sylvan Awakening. Yes they arent indestructible, but it's utility in becoming a wincon late game or ramp mid game is great. Also works well with mana doublers like Zendikar resurgent or Mana reflection.

Horn of Greed - BEST CARD IN YOUR DECK. You will get WAY more value than your opponents.

Crucible of Worlds - To work with fetches!! ADD THIS (and the ramanup excavtor)

Thaumatic Compass - Helps ensure land drops, turns into a better maze of ith. Should consider but not necessary

Momentous Fall - Very useful but not necessary. Helps prevent exile/steal effects. Can also use in response to removal (creature dies anyways but you get insane benefit).

Utility Lands

Here are some fetches, these are your primary ones to acquire

Blighted Woodland

Evolving Wilds

Misty Rainforest

Myriad Landscape

Terramorphic Expanse

Verdant Catacombs

Windswept Heath

Wooded Foothills

Terminal Moraine - Nice but not neccesary if you run above

Warped Landscape - Same as above

Utility Lands

Cavern of Souls - Anti blue (meta dependent)

Crystal Vein/Ancient Tomb - Enables turn 2 Azusa, vein is replayable ramp with crucible/excavtor

Eldrazi Temple - Fuel eldrazi

Eye of Ugin - Tutors AND fuels eldrazi. SUPER Important card. ADD THIS! Helps you find the eldrazi you need for card draw, removal and to win.

Nykthos, Shrine to Nyx - Ramp

Reliquary Tower - No max hand size

Sanctum of Ugin - Find other eldrazi

Thawing Glaciers - Ensures land drops! ADD THIS! I underestimated it at first too but it's pulled some weight

Yavimaya Hollow - Regen

You can add land destruction like strip mine if you want but idk how your playgroup is. There are other utility lands too but I feel like this is enough for now

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

Profet93 on Azusa gets there

1 month ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

Cuts/Some Replacements Show

Additions Show

Utility Lands Show

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

The_Cardinal on Stompy Blaster

2 months ago

I would add more Carnage Tyrants. Either in Main Deck or Sideboard, but they're just so good right now. About the Sideboard, I don't think you need the Crushing Canopys. If they have Enchantements, Brontodon does the work, if they have Flyers, Plummet is enough. I don't like Talons of Wildwood as card, but it's up to you (even though I really think Prodigious Growth). Also, if you don't mind me asking, I'd like to get some people to try Broken Bonds for me. Hope I helped, gl hf !

Vlakvark on Hulk Smash

2 months ago

Hi, let's start with the side board. Replace Pierce the Sky with Plummet and definitely move Steel Leaf Champion to the main board, it's just soooo good! You seem to be missing 2-drops... Perhaps look at some mana-dorks as your curve seems to be high. I can see you are trying to synergize with Goreclaw, Terror of Qal Sisma to make your spells cheaper, but you need some early interaction else you will just die to aggro decks. I don't think Vivien's Invocation is that great - it's too slow. Rather move Rabid Bite to the main so you have some form of removal to fend off threats.

But keep it up and play test the deck to see where it's weaknesses are and what you need to change to make it better. Have fun!

DistortionSlayer on **Help Wanted** Mono- Beatdown Standard

2 months ago

Wow, thanks, that's a lot to go over. I do have some things I would like to say about what I have. I'm still open minded to lots of what you said, and thank you, again, for helping. I am using Mammoth for its trample and it being a secondary win-con having 8 power trampling (like a mini-Ghalta) and I can fit it into my curve. I intentionally kept room for it and passed by the huge amount of CMC 4 or greater creatures, ever so appealing. I currently have few big things I need to ramp into and having too much mana and not enough cards in hand is one of my more present problems. Should I be this prepared for Control? What are some good cards for my sideboard? If I use a transformative sideboard what should I have in it?
My Shalai, Voice of Plenty is a one of in my deck because I think I can support it manabase wise and I can sideboard more for control matches. A worst case color screw would be having 3 Sunpetal Grove in my opening hand, but that would be unlikely due to my amount of Forests as they would almost always enter untapped. Blossoming Defense is normally a 4 of due to its ability to keep things alive, but most of my creatures will be able to kill whatever they end up fighting, proven they survive it. Heroic Intervention fits my requirement for protection and instead of giving +2/+2 it gives indestructible. Why this over Blossoming Defense? Because my creatures have high power, less toughness, and +2/+2 may not save them. I am worried about the difference of to But I think it's worth it in the end. I also have a one-of Plains; it gives me a target to tutor for after getting settled. I can find it and play Shalai for future settles. (If they have the mana for it and you know they run it then attack with what you can spare getting damage or baiting it away from your bigger and more imprtand things) and If my opening hand is good but has Plains and Sunpetal Grove then I can still have my green mana untapped by turn 2 ready for Untamed Kavu (Vigilance and Trample) or Merfolk Branchwalker (extra land or scry). Your vary right about Gaea's Blessing so I have redone my Sideboard, I found that I have a vary hard time dealing with Lyra Dawnbringer, Glorybringer, and Rekindling Phoenix so I added Plummet and Crushing Canopy which doubles as a Naturalize (It temporarily gets rid of Phoenix but that Tempo can be well worth it).

rippinstrider on Mono-Green Stompy (XLN/RIX/DOM)

2 months ago

I would get rid of the 2 Naturalize in the sideboard and put one more each into Broken Bond and Thrashing Brontodon, since they both do what naturalize does, but with benefits. And you seem to have a lot of artifact/enchantment hate in the sideboard, but since this is a post Kaladesh rotation deck, those things wont be as effective. Plus Plummet is just a better Pierce the Sky.

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