|Commander / EDH||Legal|
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|Commander 2013 (C13)||Rare|
|Alara Reborn (ARB)||Rare|
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Creature — Beast
Spellbreaker Behemoth can't be countered.
Creature spells you control with power 5 or greater can't be countered.
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Spellbreaker Behemoth Discussion
6 days ago
+1 from me! If you were going for a gimmick deck then dinosaurs is a pretty awesome option! I wanted to build pirates; but honestly dinosaurs got so much more support wowww
Honestly, if your ultimate gameplan is to "cast commander, beat face" then many of the other dinosaurs are just going to slow you down. Gishath, Sun's Avatar is arguably better for a dedicated dino deck imo
I feel like the dream play is Zacama, Primal Calamity immediately into Akroma's Memorial/Xenagos, God of Revels and swing... or just wiping everyone of problematic enchantments/artifacts/creatures lmao
It might be smart to run 30+ creatures because how often are you really casting a 9CMC commander?! Depends on where you take the deck. Do you want beaters or rampers? Wood Elves, Solemn Simulacrum, Kor Cartographer, Oracle of Mul Daya, etc etc. I assume you don't want it to feel exactly like Darigaaz Reincarnated/Maelstrom Wanderer which is why I suggested Otepec Huntmaster&friends. Just Brainstorming
You have a bunch of mana doublers which is awesome, including the updated Regal Behemoth that's a mf dinosaur! Plus sorcery ramp. There's a decent spot removal package and some of the auto include boardwipes. A couple dinos have removal tacked on as well. Spellbreaker Behemoth is sweet. I love Samut and the haste enablers. Fervor is meh. You have a lot of really cool stuff here tho. You even snuck in Craterhoof & Avenger. There's a light token theme here which doesn't fit. Idk.
If you're trying to thin some of the fat it would be the rando 5-8 cmc spells. Crested Herdcaller, Thundering Spineback, Raging Swordtooth, Godsire, ... It's so hard. Probably lose two enchantments and two instants/sorceries and you'll only have to cut seven creatures XD
The crossroads for me is the Gishath dino aggro or Zacama goodstuff combo. It'll be cool to ultimately see what your mind imagines!
1 month ago
I had a super weird dream about this. So...
Beast of Tormented Dreams (no mana cost)
Legendary Creature - Illusion Horror
When this creature attacks, if it isn't blocked exile it, shuffle your library and put it third from top.
If this creature becomes exiled, target opponent discards three cards.
The dream was of me standing in a field, and this Rakdos-version of Spellbreaker Behemoth burst into the scene in a blast of burning white light. It roared and had these glowing chains flowing around it, like long hair under water. Then a second flash and it was gone, leaving the entire field a smoldering ash pit.
Idk. I have to get ready for work.
Make another creature with Split-Second and flash.
2 months ago
Gidgetimer has the right answer here. There's nothing about Spellbreaker Behemoth's ability that makes your big creature spells illegal targets for countermagic. Casting Counterspell or something similar is a perfectly legal play in this example. It just won't do anything as it resolves, due to the following rule:
101.3 Any part of an instruction that's impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn't, there's no effect.)
The game stays as it is. If you're feeling nice you can let the person back up, but nothing requires you to do that.
2 months ago
I was considering adding Spellbreaker Behemoth to one of my decks and that got me thinking.
Suppose I have Spellbreaker out, and I decide to cast something big. For our purposes, let's assume it's just a Hydra Broodmaster since it's a 7/7, and therefore can not be countered.
My opponent, just a casual mistake, attempts to counter it. Force of habit. We've all done it.
I'm curious as to what happens to the spell.
So I know that when a spell no longer has a viable target, or the target becomes illegal (Such as it gains Hexproof and thus can no longer be a target, or it moves zones or something) the spell will fizzle out and be moved to the graveyard.
But in a case like this, where that spell technically can't even be put on the stack, what happens to it?
Does it go on the stack and the game immediately goes NOPE and gets rid of it, or does the game sort of "block" the spell from even being cast at all and it just sits in their hand?
I'm asking because I typically play casually with my group, but I'm starting to attend FNM and Modern Monday's more at my LGS, so I'm trying to brush up on some of the aspects of the game I'm not very familiar with.
4 months ago
If you are worried about counterspells here are some options that could help:
- Creatures: Prowling Serpopard, Gaea's Herald, and Spellbreaker Behemoth. I know these aren't strictly dinos, but they could help protect them.
- Enchantments: Leyline of Lifeforce and maybe Asceticism for some general hexproof and utility.
- Land: Cavern of Souls is for sure expensive, but can help with some counter protection.
As a web dev myself, love the css and dig the music :) +1 from me!
4 months ago
I second Omnath, Locus of Rage. Ramp cards help you get more mana to cast more ramp which nets you more elementals. Lots of efficient beatsticks with cool abilities (Rampaging Baloths, Spellbreaker Behemoth etc), Lots of late-game haymakers like assorted X-damage burn spells, Splendid Reclamation, Scapeshift, Sylvan Awakening etc
5 months ago
In addition to all the aforementioned, I recommend Regal Behemoth for card draw, Craterhoof Behemoth and Pathbreaker Ibex since you're going wide. In multicolored, Spellbreaker Behemoth keeps your boy safe on the stack, and while we're discussing behemoths that break, Spearbreaker Behemoth makes any of your fatties that much more frightening.
I like Basandra, Battle Seraph in this deck because she can open up the battlefield for your creatures to get in.
So yeah, Naya. Behemoths. The classics.
5 months ago
Okay I know you want me to talk about your big guys but your mana curve is kinda fucked so I just need to address that. Armillary Sphere is pretty sweet in this deck, it's a little fixing and it gives you lands. Maybe consider Renegade Map or Expedition Map?