Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Conspiracy: Take the Crown Common
Battle for Zendikar Common
Magic Origins Common
Modern Masters 2015 Edition Common
Magic 2015 Common
Conspiracy Common
Magic 2014 Common
Magic 2013 Common
2012 Core Set Common
2011 Core Set Common
Archenemy Common

Combos Browse all



Destroy target creature with flying.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.01 Foil


Have (5) CampbellStev , Lifa , hosshughes , H@nktheTank , kobyjoe
Want (0)

Plummet Discussion

kamarupa on We Can All Be Heros

1 week ago

First off, wow. Under $7! That is BUDGGG-EEEET. Bravo!

I never got into "tribal" Heroic because it seemed like there'd never be enough room in a deck for creature targeting spells and lots Heroic creatures. That said, if you really want this deck to be better, I can offer a few tips that can make it more powerful.

For starters, I think you can do better in the land department. I suggest biting the bullet and going with 4xSunpetal Grove. Good lands work in so many decks, they'll be worth it. If you really don't want to spend the money on better lands, I suggest dropping white and going mono-green. It will make it faster and you'll avoid the frustration of not having the right land at the right time.

Another thing that will get you more wins is better disruption, usually in the form of removal. 2xPacifism and Plummet is just not enough. While white has some passable options budget options, green has very few. White: Celestial Flare, Reciprocate, Journey to Nowhere, Oblivion Ring - there are more, these are just off the top of my head. Green: Beast Within.

You should be running a sideboard, and in that sideboard, there should be spells that will come in handy often and can be swapped in for other removal spells that don't line up with specific matches. Specifically, you should have some sort of artifact and enchantment removal in your sideboard: Revoke Existence, Sundering Growth, Erase, Back to Nature, Natural State, Naturalize. On top of that, having some sort of planeswalker removal is a good idea as well: Pithing Needle does the job very well, but Beast Within and Oblivion Ring will work as well.

I would probably cut just about all the enchantments and instants you currently have. Ethereal Armor is really good, but you don't have a lot of enchantments to really power it up. So if you put more enchantments in, keep it, otherwise, drop it. (keep in mind Journey to Nowhere and Oblivion Ring are decent removal options that count toward the Armor!!) Blessing on the hand, is just down right awful.

Your creature base has too many high CMC spells, and would benefit from stronger synergy. Right now, I suppose it doesn't matter that it's unfocused because you're not missing the synergy from particular combos. Ideally though, your creatures should be picked so as to have the maximum synergy and thus, you'd want a full set of almost every creature. Additionally, you especially don't want spells that have CMCs like WW or GG without a very solid mana base. IE, Phalanx Leader's casting cost looks like a problem to me. The Leader looks like a great card, but probably in a mono-white deck.

I think I'd go ahead and run a full set of Elvish Mystic. This is partly because I think it's essential to use T1 and partly because I don't think you're going to take my advice and limit your spells CMC 4+ to four or less total, so I think you need the mana ramp very badly. Deadly Recluse isn't terrible, but I do wonder if we can do better for 2 CMC. Having reach in a green deck is good, but I'm betting that the deathtouch is the ability that gets more use. Perhaps Narnam Renegade would be just as good?

Kalonian Tusker may well be the worst creature in the deck. The only thing I like about this spell is that you're likely to be able to cast it despite it GG casting cost.

If you end up with a lot of creatures with ++counters on them, I'd say Inspiring Call is better draw card than Warriors' Lesson. (and you get temporary indestructible out of it!)

If you're going to run more enchantments and run with ++counters, Hardened Scales is going to be good here, though I find trying to drop it early can be too slow.

I realize my comments are kind of all over the place and very long. I hope at least something I've written proves to be helpful to you in some way. Good luck!

Ragham on Gruul Landfall

1 month ago

The base creatures are good I think. Maybe remove 4x Jaddi as 0/3 seems to not stop early creatures and brngs only gain life. I would run not less than 25 lands, especially when you have 4 early tuto lands. Talking about it, why not playing 4x Attune with Aether. No need to tuto especially the woodland, so Attune is a turn one and also gives 2 energy, than can be synergise with 4x Harnessed Lightning for removal with your 3x Devour in flames.

Nissa, Vital force emblem is OP here, her +1 gives you a 7/7 haste with Sylvan advocate, so x2 copies I guess. I'm watching Ulvenwald Hydra a nice fit in this deck, allow you more threats. Chandra I start with 1 copy as a fit, I don't know how she works well here.

As sideboard, for first list to test, why not add 3-4x Shock vs aggro and CopyCat combo and similiar. Tears of Valakut or Plummet vs spirit, vehicles and Avacyn. Release the Gremlins or/and Appetite for the Unnatural for enchant/arto-hate. Seasons Past against control as your curve if very different, the card advantage may be real. Radiant Flames against aggro and gw token and similiar, don't know if it's good idea. As Blossoming Defense against control.

Femme_Fatale on Budget Sultai Demonic Pact Control [Help][AER]

1 month ago

I would run Sagu Mauler over the silumgar, even as a 2 of. Remember that Aethersphere Harvester will give you troubles, and I expect to see it in a lot of decks.

Duress should be mained. It hits everything you need it to, and your removal spells can kill the creatures. Hexproof creatures are not a very common sight.

Disdainful Stroke as a 2 of, putting Disallow down to 3. I also agree on the sheer power of the stroke. Grasp of Darkness and Reality Shift for mainboard removal. Reality shift allows you to run Invasive Species. Perilous Vault might be interesting for you, as you need something to kill copters, harvesters and ensouled Darksteel Citadels. I would mainboard 2 Flaying Tendrils and 2 Yahenni's Expertise.

For land base, I would at least put in some Yavimaya Coast and Llanowar Wastes.

Sideboard needs Lost Legacy and Tormod's Crypt as a 2 of each, and some form of artifact and enchantment hate, probably Reclamation Sage or Naturalize. Plummet is also important.

You've kind of screwed yourself over in sultai though, as it is one of the weakest colours right now.

Expensive cards: Kalitas, Traitor of Ghet.

To compare: this is my control deck: A Birth of Darkness

Ryjo on Stopping Iona w/ Green

1 month ago

Plummet or Clip Wings are ways to get rid of Iona. Mycosynth Lattice changes all cards in all zones to colorless.


1 month ago

Hello! I appreciate the effort put in to make a cheap Infect deck. Just a couple things I see wrong here:

Hope this helps!

Femme_Fatale on Jund 'Em Out

1 month ago

Unbridled Growth and a Fatal Push needs to go for 2x Roast and 2x Kolaghan's Command. Remove Attune with Aether and a land for 2x Nissa, Voice of Zendikar and 2x Aethersphere Harvester. I personally never liked Sylvan Advocate, I'd rather run Tireless Tracker or Warden of the First Tree. In this deck I'd go for the tracker as the clue tokens proc revolt and ally decks naturally have a lot of fetches. Hissing Quagmire isn't really a good land. I'd also remove Treasure Keeper for Kalitas, Traitor of Ghet.

As for your sideboard, you need flying hate. 2x Tears of Valakut and 1x Plummet. 2x Reclamation Sage for enchantments, 2x Tormod's Crypt for graveyard, 2x Duress for control, 2x Virulent Plague for that new Saheeli Rai infinite combo, 2x Circle of Flame and 2x Feed the Clan for aggro.

Graveblade on Midrange R/G Energy

1 month ago

I feel that the Tireless Trackers don't do much in your land-light deck. It requires you drawing a fourth land(third with Servant), or otherwise it is just a 3/2 for three. Cracking Clues is a two-mana invest that doesn't immediately effect the board much, and slows you down.. With Servant of the Conduit, Chandra, Torch of Defiance and only two cards that cost above 4 mana(and a high concentration of two-mana cards), you may be able to get away with a lower land count. Tireless Tracker should be cut-perhaps substituting Lathnu Hellion. In addition, you are already playing blue, so why not some of blue's great sideboard cards? Against Marvel, Ceremonious Rejection is amazing for the cheap cost. Plummet, on the other hand, is a dead draw against a board state with no opposing flyers. You are weak to high-toughness flyers, but you aren't that desperate. Nine removal spells isn't much, but if you are worried about vehicles getting through, than Galvanic Bombardment should shore you up with 8 instant-speed removal spells. If you are really worried about flyers in general, Empyreal Voyager can help both generate energy and serve as a blocker. I would also max out on your Bristling Hydra, and cut the Gearhulk- you want everything to syngerize with your energy plan, and the Gearhulk, while being an efficient beater, does not do that. Perhaps Glimmer of Genius, while a bit slow, could replace Tireless Tracker as your card-draw of choice? Ultimately it is less of a mana investment, offers more card selection, and provides energy.

Load more