Smite the Monstrous

Smite the Monstrous

Instant

Destroy target creature with power 4 or greater.

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Printings View all

Set Rarity
Zendikar Rising (ZNR) Common
Battle for Zendikar (BFZ) Common
Khans of Tarkir (KTK) Common
Duel Decks: Heroes vs. Monsters (DDL) Common
Innistrad (ISD) Common
Promo Set (000) Common

Combos Browse all

Legality

Format Legality
Canadian Highlander Legal
Brawl Legal
Historic Legal
Vintage Legal
Legacy Legal
Duel Commander Legal
Pauper EDH Legal
Limited Legal
Arena Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Block Constructed Legal
Oathbreaker Legal
Casual Legal
Pioneer Legal
Leviathan Legal
Unformat Legal
Modern Legal
Pauper Legal
Standard Legal
Pre-release Legal
1v1 Commander Legal

Latest Decks as Commander

Smite the Monstrous Discussion

defamagraphy1 on An Invitation to Help Magic

2 weeks ago

Determining just how broken a card is depends on how well it can be interacted with. Omanth is very easy to interact with. However I do believe Genesis Ultimatum or Escape to the Wilds should have seen the axe

The other problem is that so many players are playing it just to win.

I think the bigger problem is that it forces a player to interact with it so early which throws off an opponents game plan, that and players don't want to put more removal in their decks.

Bloodchief's Thirst, Giant Killer, Mutual Destruction, Feed the Swarm Heartless Act Legion's Judgment Murderous Rider Mythos of Nethroi Dirge Bat Hagra Mauling  Flip Drag to the Underworld Smite the Monstrous Triumphant Surge Angelic Ascension Dire Tactics Epic Downfall Necromentia Deny the Divine Eat to Extinction Banishing Light Skyclave Apparition Redcap Melee Thundering Rebuke Charge of the Forever-Beast Flame Spill Soul Sear Channeled Force Mythos of Vadrok Rumbling Rockslide The Akroan War Concerted Defense Anticognition Essence Scatter Jwari Disruption  Flip Lofty Denial Cancel Convolute Deny the Divine Didn't Say Please Mystical Dispute Mystical Dispute Memory Drain Rewind Agonizing Remorse Memory Theft Pelakka Predation  Flip Shatter the Sky Storm's Wrath Extinction Event

That's a whole lot of cards that can deal with Omnath decks. So its not so broken that it can't be dealt with. Does it mean you have to add more than 4 removal cards or change colors? You might have to. Does it mean you might have to change some strategy? Possibly.

Mono White has at least 12 solid answer cards for Omnath and you can still play aggro. Blue has counterspells though you might have to pair it with another color. Red has a few options as well, and the only color that is lacking is if you play mono green. With that many cards you really can't say it's so broken it's unbeatable. You have to play around it. You have to anticipate the strategy. These cards can easily be maindecked, and if youre a player that goes 38 creatures and only 22 lands then I'm sorry for you.

But I wholey disagree with the term Broken. Ive often seen Omnath players quit when they lose Cobra and Omnath. I've also seen a lot of them pass the turn and pass several turns. If you cannot answer it, its out of lack of trying, preparedness, or just a bad game which happens. Also, its not Omnath doing broken things. Omnath only produces the mana to do really really good things. IF Wizards bans Escape and Ultimatum players will have to switch to Lithoforming and while it won't kill the deck it will slow it down and I think that's a more fair approach. But yeah... as above, you don't have to limit yourself to just what's being played. Think outside the box.

Magnanimous on Thoughts on Mutate?

6 months ago

TypicalTimmy I disagree on all points.

While the size of the card pool may be a problem, I think that with a design this different, future sets will use it and the card pool will expand over time.

This does have mechanical similarities to Bestow especially, but I see this as a better and more engaging form of the mechanics you mentioned. I like that players can choose which creature is on top, that they can change the color/type/subtype/CMC of a creature to mess with interactions with Fatal Push, Smite the Monstrous, and Go for the Throat. I like that mutating a creature can make it weaker if you choose to put a card with lower power/toughness on top for whatever reason. Also the optics and feeling of 'mutating' a creature to survive is much more fun than making it wear more clothes.

So I don't have much experience with player tantrums, but my thoughts on this are that it's pretty clear what the card is/does except for the power/toughness and if you're actively trying to cheat (very possible for younger players). The top card shows the name/CMC/type... and all the abilities are placed below as if they were one giant card. The power/toughness confusion comes because p/t is at the bottom so some really new players may believe that you can choose or add p/t or it's taken from the bottom card, but the reminder text is pretty clear that only the abilities stack.

Overall, I think they're being conservative with the ability and would love to see 1 - 2 CMC mutate costs on Flash creatures in the future. On comparing it to Meld/Bestow: it's more fun than bestow and meld never worked because it was a 2 card combo with ok upside.

ZendikariWol on Card creation challenge

8 months ago

Okay so... I hate to be that guy but... White really does have a hard time drawing cards in a flavorful or novel way. As to why, let's just look at the things White likes to do:

Gain Life? Dawn of Hope

Control equipment and enchantments? Puresteel Paladin and Mesa Enchantress

Have lots of small creatures? Mentor of the Meek

Tax spells? How do you reference that in rules text?

Hosing effects (such as Stony Silence and Containment Priest)? Normally the purpose of those cards would be defeated if instead of actually stopping the opponent you just drew cards.

Help the group? Happily Ever After.

That said, I might have something.

Catchup effects (such as Oreskos Explorer) are in White's color pie, that shows promise.

I suspect that Heartwood Storyteller, if printed today, would be printed in White, as it's mostly a hoser for noncreature spells, with group hug thrown in.

White can also punish people for doing things it doesn't want them to do (see Divine Verdict and Smite the Monstrous)


Just pointing out the difficulty of this question. It's not that White doesn't want to draw cards, it's just quite tricky to pull off effectively.

Prudent Marshal

Creature- Human Soldier

At the beginning of each end step, if a creature with greater power than each creature you control attacked this turn, you may draw a card.

2/4


This may enable some shenanigans with combat tricks, I don't know, but that doesn't really matter.

How about another flavorful white draw card?

Ravenrose on Vampire: The Masquerade

1 year ago

Considering that your deck is named after "the Hammer of the Witches", I expected to see some anti witchcraft based cards. Burn at the Stake is one such card; Elite Inquisitor is another. Smite the Monstrous is also apt. Heretic's Punishment also fits too well.

I hope this has helped a little. Raven Rose

omnikon2 on Varina, Lich Queen Esper Zombies

1 year ago

Hi, thanks for your tip! (; I own every card listed here and will add a maybe-board for the cards i am planing to buy in the next few days. I am aware that some cards (that were inside the precon or i just randomly found at home) have no good reason to be in this deck and will be exchanged as soon as i invest in some other cards. I think cards like that are: Ponder , Entreat the Angels , Predict , Spirit Mantle and Smite the Monstrous ... feel free to correct me if i am wrong. I dont have a strict budget, but i am not planing to invest more than 100-300 dollars for an EDH deck cause that is also the budget range for most people in my playgroup and i am not planing to "out-gear" them heavily.

Feel free to check out the upcoming maybe board and leave suggestions or point out cards which are missing or not important to be inside the deck (:

mymanpotsandpans on Ravnica Allegiance: Spoilers and Speculation

1 year ago

From a gameplay and mechanic stand point having cards that permanently change another card without leaving a physical representation of that change are terrible from a gameplay perspective. That’s why these destroy and replacement cards such as Beast Within or Curse of the Swine destroy and exile over permanently changing text on a card. It is perfectly within the game designers right to bend or break color pie (increadibly sparingly in these cases) if it means ensuring better gameplay. On another note just as nothing says black (Ulcerate), white (Smite the Monstrous), or red (Lightning Bolt) have to have unconditional removal for all creatures. Green and blue also can have removal if it’s in the spirtit of the color’s color pie philosophy that it is in. Just as the examples of black, white, and red removal are conditional but adhere to their respective color’s philosophy.

It’s also important that all colors have access to limited answers to other types of cards over sweepingly universal answers or no answers at all if it means “breaking” the color pie. This creates interesting games of magic, rewards card selection, and keeps the game healthy.

This lays out an argument for both the successful game design implementation and adherence to the color pie philosophy for Incongruity.

greatdevourer on Marchesa Voltron/ Mardu Humans

3 years ago

Interesting deck idea. I didn't consider using Queen Marchesa for just the deathtouch and haste. I do like the Human theme. I've looked over your list and I have some ideas that might help.

First thing that kinda stands out to me is the mana base. Seems a little thin. I think you should bump it up to somewhere between 35 to 38 lands. I think 36 or 37 might be better.
These are the cards I would cut to make room for more lands.
Gallows at Willow Hill, doesn't seem efficient to tap 4 cards to destroy one target. That's 3 less attackers or blockers.
Divine Verdict, Ride Down, and Smite the Monstrous are conditional spot removal. There are better options for spot removal and trading a 1-for-1 card in hand for creature on the battlefield isn't that great in multi-player.
Dropping those would let you add 4 more lands. Now with more land drops, let's look at some of the other weaker cards.

Bituminous Blast is nice spot removal and the cascade can be nice but there could be times where the cascade just gives you something that doesn't help that much. Might be better to have something more consistent.
Disentomb is another 1-for-1 trade where you get 1 card out of the graveyard for 1 card from your hand.
Diabolic Tutor is another 1-for-1 trade where you get 1 card out of the deck for 1 card from your hand.
Death Grasp is an OK card when you only have one opponent. Not good for multi-player games.

Consider the following replacements:
Death Denied instead of Disentomb. Instant speed instead of a socery, X creatures instead of just 1.
Increasing Ambition instead of Diabolic Tutor. One more mana but the flashback makes it worth it.
Exsanguinate instead of Death Grasp so that you hit everyone at the same time instead of only one person.
Additionally, what about adding a Basilisk Collar or Gorgon Flail to the deck. That would allow your Brigid, Hero of Kinsbaile to wipe the board of creatures attacking you.

Toxic Deluge is a tough call. I like it in 60 card decks like Legacy or Modern. Not sure about this deck.
Faith Unbroken, I'm undecided on this one. I see why it's in the deck. But wouldn't a Banisher Priest or Fiend Hunter be a better choice for the exile effect?

As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

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