Rabid Bite

Legality

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

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Set Rarity
Shadows over Innistrad Common

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Rabid Bite

Sorcery

Target creature you control deals damage equal to its power to target creature you don't control.

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Rabid Bite Discussion

BioProfDude on Deathtouch (Glissa- Modern)

4 days ago

Keep in mind that I don't play modern, so there's that. Nevertheless, I might suggest Nature's Way or (secondarily) Rabid Bite. I know they're 2 mana sorcery speed, but Nature's Way also gives the targeted creature vigilance and trample. Moreover, both protect your creatures from dying (they don't fight the other creature, only deal it damage-- and you can target one of your own tapped creatures!)). That might be worth the tradeoff to a sorcery in modern?

Your ramp is heavy on 3 mana spells. Maybe a couple more on the 1 and 2 drop part of the curve? Maybe Gnarlwood Dryad and/or Narnam Renegade? You may not get delirium or revolt, but you still get a 1/1 for , and that's still pretty good.

I don't see many opportunities to get delirium for the Deathcap Cultivator. It's a good mana dork, but not so great in a fight in a deck (without delirium) built around deathtouch. Theoretically, you won't see your artifacts, lands, or enchantments in the graveyard, so that limits you to instants, sorceries, and creatures going into the graveyard. As a result, delirium may be hard to get to trigger the Deathcap Cultivator deathtouch. Then again, maybe that's less of a concern for you and you prefer the mana ability. That's cool if you do. Everyone has their preferences! :-)

In addition to the amazing Vampire Nighthawk (I really love that card!), maybe also it's cousin, Vampire Groundhawk (a.k.a. Gifted Aetherborn). At 2 mana, that card is amazing.

Cool deck! +1 from me!

leomlg9000 on Deathtouch Sniper Cheez

5 days ago

The reason I have Lure in their is because, if you attach it to a deathtouch creature it would kill all the creatures an opponent controls. I use Rabid Bite instead of Prey Upon because, all of my creatures are weak and usually would die but Rabid Bite would kill the creature automatically. Keep in mind that death touch does not only apply to combat damage. Thanks for the comment!!!!

CadeWylan on Wolves for Days

5 days ago

I've got Geier Reach Bandit  Flip in my other Werewolf Deck right now. I might have to share it. The trick is to get her or him flipped without a waxing moon. As for Lightning Bolt that will have to wait until I can justifiably spend that much on cards again. Most of the removal in this deck was along the lines of Prey Upon or Rabid Bite With Giant Growth in the maybe if I consistently could not kill bigger creatures even with Immerwolf there to make wolves stronger or Mayor of Avabruck  Flip. One reason I'm leery on ditching Lambholt Pacifist  Flip is how well it plays with the Mayor. If he's already our Pacifist is a 2 mana 4/4...hard to say no to that. Of course I may be creature short and Land heavy, I don't know. Expedite is a card I have too so I might play around with it as well.

Thank you for all of your help looking at this deck. It's not a great deck but it's relatively fun to play.

Firebones675 on DGF-1

4 weeks ago

Looks like a good start but you need to cut down on cards a bit. A commander deck needs to have 99 cards+ it's commander for 100 total. (if you want me to help you with suggestions on what to cut let me know)

Also just so you know Emrakul, the Aeons Torn and conspiracies like Sovereign's Realm aren't allowed in edh.

Also let me add to your problem a bit and suggest some things you might want to add.

Card draw: You have some already but I think you could use a few more. EDH games tend to go on a lot longer than other formats. This means that you will soon run out gas in hand and be reliant on topdecks. This is where card advantage comes in. Cards that allow you to draw more than 1 card are good ways to restock your hand.

Board wipes: Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. I usually like 2-3 in my decks. Blasphemous Act is one of my favorites in your colors. Earthquake is easy to power out with your commander.

Noncreature removal: Artifacts and Enchantments are also pretty common and its important to have a few answers to them. I'd in a couple more than what you have.

Creature removal: In almost every edh game you play, your opponents are going to cast creatures you need to get off the board, and fast (Rabid Bite, Clear Shot, Duplicant etc). You could pick things with x in the cost like Banefire too to get value out of your cammander. Things like Beast Within and Song of the Dryads can also hit noncreatures.

dontpanic503 on Deathtouch Shenanigans

1 month ago

Consider Lightning Volley or Furystoke Giant instead of some of the more expensive fight spells. Why fight enemy creatures when you can just pick them off instead? Setessan Tactics could be a good board clear effect as well. I'd take out Alpha Brawl, since it only affects your opponent's creatures, so unless you spend even more mana to give one of their guys Deathtouch, it won't have quite the same effect. Also, Rabid Bite for another one-sided fight.

Mr_Radical on Deathtouch Abuse

1 month ago

Always a fan of deathtouch themed decks, +1. Here are a few suggestions:

-4 Pharika's Chosen, +4 Ruthless Ripper

-4 Deadly Recluse, +4 Narnam Renegade (rely on removal to deal with flying)

-4 Runechanter's Pike, +4 Sharpened Pitchfork (unless you add more instants & sorceries)

Since deathtouch applies to all damage a creature deals, Nature's Way and Rabid Bite can be just as effective as Murder if you don't mind trading instant speed for 2cmc; Clear Shot's an option as well. Fighting (Prey Upon, Pit Fight, Ulvenwald Tracker, Setessan Tactics) also has the same effect.

There's also something to be said for swapping a few equipment cards out for Midnight Charm so first strike comes as a surprise.

Maskirovkas on One hit killz

1 month ago

I just ran this through a couple of playtests, and I think this is a pretty solid foundation build.

Pretty nice take on mono green creature destruction, utilizing deathtouch and all. The one thing that would throw a wrench into that is hexproof. To get around that, I'd like to suggestions Bonds of Mortality, at least as a sideboard contender.

As for Grapple with the Past, in the few playtests I ran on this, most every time it came up, I was throwing away non-creature spells more than anything else, and not getting anything back. Perhaps dropping it from 4 to 2 copies? But perhaps you had better luck with pulling creatures and such in a real game, where your creatures would die more readily than a one sided playtest. But having x4 Grapple with the Past and x4 Pulse of Murasa together seems a bit overflooded in creature return.

You might have some better luck throwing in a few more "my creature deals damage to your creature" type cards, like Clear Shot, Rabid Bite, and Nature's Way. All three of those cards allow your creature to deal its damage to another creature, and triggering deathtouch, but without taking damage in return, and thus increasing their longevity, AND are 3 CMC or less.

Additionally, Nature's Way would allow your beefed up Tireless Trackers (beefed up from all the clues you can sacrifice) to bypass most chump blockers via the newly acquired Trample.

But, as I started earlier, I think this is a pretty solid build for a fun deck to play. A friend of mine has an EDH deck with the same idea, utilizing "ranged" deathtouching, and he has a lot of fun with it.

Keep up the good work!!

Firebones675 on evolve

1 month ago

Looks good! Id try to cut some cards. Generally speaking, you want to play with the minimum number of cards, 60. This gives you the best chance of drawing your best card or the card that you need in a given situation. I'd probably start by trimming a few lands as. Your deck is full of cards that cost 4 or less and as a result can get a way with less. I'd aim somewhere in the ballpark of 21ish lands for now (which would conviently bring you down to 60 cards in the deck).

Also a lot of the cards in the deck are 1-ofs. This means the deck might be a bit more unreliable. If you're just starting out and don't have as many cards dont worry about it but as you pick up more, ask yourself what cards you would want to have in your hand most often and add extra copies of them to the deck. (the one caveat to this is to be careful with legends, planeswalkers and high mana cost cards so they don't end up stranded in your hand).

One other thing i think that would improve the deck is a way to interact with the opponent. Other than the krasis snare, you can't do much at present if your opponent plays a creature that is problematic for you. Blue/green tend to struggle in this department meaning that a lot of the removal you could play is a bit situational. Most of your better options would be things like Beast Within, Reality Shift, Pongify or Rapid Hybridization which would turn it into something more manageable. Alternatively you could try "fight cards" like Ulvenwald Tracker, Mutant's Prey, or other similar effects like Clear Shot or Rabid Bite but these require you to already have a bigger creature in play.

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