Spellbreaker Behemoth

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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.

Price & Acquistion Set Price Alerts

C13

ARB

Ebay

Recent Decks

Spellbreaker Behemoth Discussion

sanddeviljack on Surrak - My guys can beat up your guys.

1 week ago

It's pretty impressive what you guys can do with such a tight budget.

If I were to suggest anything, I think Spellbreaker Behemoth would be a nice back-up to Surrak's "your creature spells can't be countered" ability. Inspiring Call and Heroic Intervention would protect against wraths, and each have their own secondary benefits. And maybe this could be another home for Infinite Reflection?! Everything is Malignus, anybody? A guy can dream, right?

emester on Zacama, Elder DinoSTORM

2 weeks ago

If you read through the decklist, you can see that I do address each of the concerns you brought up: Spellbreaker Behemoth and Dragonlord Dromoka to null counterspells; and I do have Asceticism in the 99 for creature protection. So yes, I do have inclusions to combat those potential problems. Is it perfect? Of course not. But removal vulnerability is the price that playing Naya takes.

Garchomp98 on Omnath, Locus of Raging Dragons

1 month ago

First things first...Sakura-Tribe Elder and Sol Ring. By using Omnath, Locus of Rage with expensive dragons you want early and inexpensive ramp. Shaman of Forgotten Ways is also a great ramp for creature-heavy decks. I understand this aspires to be a budget deck so Burgeoning finds home here and not Exploration too. Take out Relentless Hunter for Rubblehulk. Take out Harbinger of the Hunt for Savage Ventmaw.

Zendikar's Roil is a bit slow and ineffective here as you don't focus on small tokens rather than big fat tokens from Omnath and creatures. Where Ancients Tread also finds home here it has won me lots of games (I also play EDH with this Omnath). Take out Peregrination for Cultivate it's essential to have cheap ramp spells. You can scry a lot more with Lifecrafter's Bestiary.

Wild Slash and Draconic Roar are awful in EDH. Instead have Comet Storm and perhaps Starstorm or Mizzium Mortars...Ground Assault, Hull Breach, Decimate and Vandalblast are all excellent removals for Gruul EDH.

In the end some good cards are: Elemental Bond for card draw. Rite of the Raging Storm which triggers both Elemental Bond,Omnath, Locus of Rage AND Where Ancients Tread. You can take out Revel of the Fallen God for it...it's not such a good card. Spellbreaker Behemoth to mess with those blue players out there. Gruul Turf, Naya Panorama, Terramorphic Expanse as for lands. Grave Sifter or Creeping Renaissance for turning the game to your advantage. And perhaps Mistcutter Hydra for a kill out of nowhere.

Jagd_Tallgeese on Mayael the Anima Beta

1 month ago

Hey there! I also run a Mayael deck in EDH and trust me, it sees it fair share of hate when it hits the table! A few cards to consider to help protect them from the rabid throngs of players that wish to exile, destroy, bounce, or force you to sacrifice your creatures. Either Privileged Position or Asceticism would be a good way to help protect your creatures. If those are too pricey for your taste, then Rebuff the Wicked or Not of This World can be decent replacements. If you find yourself casting your bigger creatures, then Spellbreaker Behemoth would be a good addition to prevent them from being countered. Hope this helps!

Taiji on Harmony of Titans

1 month ago

First, I hate how you organized this but thats a peronal preference. Second, there dosent seem to be any flow with your creatures, and what i mean by that is that not many of them do anything relating to each other. The way to play with Mayael the Anima is to play big creatures that benefit your side of the board as a whole. Like Spellbreaker Behemoth or Verdant Sun's Avatar those are big cards that help your other creatures and you. You need to see how these creatures work together instead of seperately Because in this deck you shouldnt need to worry about your little guys. so i reccomend dumping Sun Titan for something else. Third, your ramp is almost completely land based. thats not a safe way to play. Because cards likeArmageddon are gonna be a nightmare. so space out your mana sources and try other mana rocks and creatures like Marble Diamond or Elvish Mystic the first rule of magic is mana dorks are your freinds. They may be dorks, but they are your dorks. Fourth, i might also suggest to get rid of the idea of draw prevention because you, more than most need, draw power. yeah Mayael doesnt require draw to work but she can be easily killed by most instants so you cant rely on her to get your big stuff out all the time. she is a very smole and squishy bean with a big flashing sign that says "BOLT ME!" OH! and be are of your mana curve dude. get more early game so you can make it to late game. And for the love of GOD! GET RID OF Harrow! THAT IS ONE OF THE WORST LAND GRABBERS IVE EVER SEEN. ITS A HUGE SLAP IN THE FACE! NO! NO! NO! NO! try Sylvan Scrying or something. pls just not that card. play some of the mana Myrs those are quick to get out and easy to get

ZendikariWol on Ruric thar, Lord of the Fatties

3 months ago

Well 1) Gruul Ragebeast, 2) Spellbreaker Behemoth, 3) Where Ancients Tread and Warstorm Surge and 4) how about a new name? 'Ruric Thar, Lord of Big Things', 'Large_Creatures.deck', 'I swing with everythi- okay that's game', 'First the Lands, Then the World!!'

golgarigirl on Ulasht, the Hate Seed

3 months ago

Ulasht was one of my first commanders, and is a great inclusion in my current Marath deck!

Some ideas for inclusion would be: Woodland Bellower and his toolbox friends Eternal Witness, Yavimaya Elder, and Reclamation Sage,Vizier of the Menagerie, Spellbreaker Behemoth, Ripjaw Raptor (really fun with Ulasht, because you can hit him a bunch of times and draw a bunch of cards), Ogre Battledriver, and Lifecrafter's Bestiary.

If you're running Omnath (another of my commanders :P ...and Oran-Rief Hydra benefits from this too), I would definitely make sure to include some fetch/ramp options (probably not a bad idea even without him given all your big x-spells...), such as Evolving Wilds, Terramorphic Expanse, Blighted Woodland, Wooded Foothills, Primal Growth, Skyshroud Claim, and Explosive Vegetation (you wouldn't need all of them, but the land ones are easy swap-ins).

Suns_Champion on Fatty Finder (TM)

4 months ago

Hi! Sweet deck with a cool commander.

First off, your mana base could use some work. Check out EDHREC.com for a list of lands you could use.

Here's some suggestions(I don't play green and don't know your budget so take em with a grain of salt):

Stonehoof Chieftain - good if you like attacking

Spearbreaker Behemoth - good for protecting your dudes. Sub in for Aegis Angel

Gisela, Blade of Goldnight - She's just... too powerful....

Spellbreaker Behemoth - if counter magic is big in your meta

Traverse the Outlands - this takes you from turn 5 to turn 10 just like that

Lightning Greaves - much needed protection and haste

Selvala, Heart of the Wilds - good ramp and card draw 50% of the time

Vizier of the Menagerie - card advantage and pseudo-color fixing

Worldly Tutor - will put the creature you need on top of the library before you use her ability

Farseek - can grab a plains or mountain. Becomes better with duel lands.

See the Unwritten - just another cheat effect

Chromatic Lantern - fixer/ramp

Rings of Brighthearth - 'spencive but good copy effect

Commander's Sphere - ramp/card draw in late game

Mirari's Wake - mana doubler + anthem

Momentous Fall - draw cards

Greater Good - lots

Life's Legacy - and lots

Reliquary Tower - of cards

Then in general terms, more haste enchantments and improvements to the mana base and you'll be looking good. Don't take all of these suggestions obviously, just trying to get more cards in your mind. Good luck!

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