Spellbreaker Behemoth

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 (C13) Rare
Alara Reborn (ARB) Rare

Combos Browse all

Spellbreaker Behemoth

Creature — Beast

Spellbreaker Behemoth can't be countered.

Creature spells you control with power 5 or greater can't be countered.

Spellbreaker Behemoth Discussion

TypicalTimmy on Favorite Voltron Commander and why?

1 week ago

Just looking to have a fun discussion :)

I love Atarka, World Render for her massive 12 Commander Damage in the air. Stacking her up is just an incredible force to reckon with. But I feel Gruul has it's limitations in viable protection.

Green is good for things like a once-off Fog , sure. Green also ramps and can occasionally draw . Red is good for, in this case, draw as well. Both can produce mana too, though red is often limited to things such as Geosurge and Seething Song . But protection is rather limited and you are forced to stack up equipment to give her Indestructible or Hexproof, though an occasional green Enchantment or something like Archetype of Endurance can do the trick.

I find you need to balance Gruul Voltron a bit more. You have ways to make her uncounterable - Prowling Serpopard and Spellbreaker Behemoth to name a quick two.

Keeping her alive is difficult at first. Commander Tax makes it harder and harder. So politics play heavily into this design, because you want to get her out ASAP and keep her equipped. Not an easy task, mind you.

But at the end of the day, I find Atarka Voltron to be unexpected and fun.

So, what Voltron Commanders do you enjoy and why? :)

Ultralord on BIG BOMBS

2 weeks ago

und vllt noch Spellbreaker Behemoth

Natalbee on The Old Fashioned Way

3 weeks ago

Gotcha. When you said "from bulk" I thought maybe that meant cards you had laying around haha

Having 0 interaction or protection outside of creatures, you should def put in that Prowling Serpopard and Spellbreaker Behemoth . Soul of New Phyrexia protects all your creatures from a board wipe. Ruric Thar, the Unbowed punishes control players. Duskwatch Recruiter  Flip is a fantastic mana sink (as is Genesis Hydra ). Treasure Keeper and Woodland Bellower could be interesting? And Conduit of Ruin makes everything cheaper while tutoring for Decimator of the Provinces , Mockery of Nature , Nullstone Gargoyle , etc. Spearbreaker Behemoth and Stonehoof Chieftain also give some protection.

CheapCanadianrototype on Nikya'll Kikya

3 weeks ago

If I may, I would suggest putting in Llanowar Elves and Elvish Mystic to keep your curve down and help with the ramp as you try to fish for more lands early on. Borderland Ranger is another good budget option that can get you more lands early. Journey of Discovery is a fantastic sorcery for land ramp. Depending on your group's meta, Runic Armasaur might be another cheap option for card draw. I see you have some hydras lined up as possibilities, Mistcutter Hydra is a fantastic card against control decks that run blue and Savageborn Hydra will be absolutely titanic if it hits the field! Polukranos, World Eater is another fun hydra that fights opponents creatures when you make it monstrous.

I don't think you should discount having other enchantments either since Nikya tries to discourage that. Zendikar Resurgent has dipped in price and having good card draw on top of ramp can be a win-win.

It would be good for you to have some redundancy for making your creatures uncounterable. Prowling Serpopard and Spellbreaker Behemoth are both good options and Vexing Shusher if you want to spend extra. Adding something to give creatures haste from the get go is also nice to have outside of your Rhythm of the Wild. Anger is just a solid option at about 50 cents and Urabrask the Hidden does that and then some, too.

These are just some of my thoughts as a fellow G/R player. I honestly love Nikya and seeing someone putting a deck together is exciting! Hope some of the suggestions get you on the track you want, whether you take them or not.

bryanedds on Double Dragon

2 months ago

It would be possible to put an anti-counter package in this deck with cards such as Vexing Shusher and Spellbreaker Behemoth.

Shyachi33 on Top o' the Food Chain

2 months ago

wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.

My thoughts on your artifacts:

Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.

Lightning Greaves switch it out for Swiftfoot Boots the shroud hurts you more often than it helps, specially when you're trying to target Zacama or something to save them with temur not on your turn.

Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.

Whispersilk Cloak same reason as lightning greaves. if you want redundancy, Champion's Helm

The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.

after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.

thoughts on Enchantments:

Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.

Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.

Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.

Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.

please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?

Sorceries/instants:

Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.

Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.

Rolling Thunder switch it out for Aurelia's Fury it's just a straight upgrade, it's at instant speed, and so much more utility, this card can win you games.

other than that, i'd recommend more ramp spells and tutors:

Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.

Green Sun's Zenith and Chord of Calling are great to find your combo pieces.

Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.

As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.

Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.

Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.

Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.

Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.

Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.

also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.

adding Slayers' Stronghold combos with Sunhome, Fortress of the Legion (remember Hour of Promise?) to get Zacama up to 22 commander damage to get a sneaky kill on someone without a blocker.

Kessig Wolf Run is just another quality land.

Hanweir Battlements and Flamekin Village along with slayers' can give creatures haste for some other sneaky plays.

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Spellbreaker Behemoth occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

RG (Gruul): 0.14%

RGW (Naya): 0.1%