|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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|Have (15)||ironax , Lucretian , gildan_bladeborn , Ashy , sonnet666 , pskinn01 , ChrisH , Antiat , HR19 , Gabeph , dplerner , frederiklw , mziter501 , philktoken8998 , MattN7498|
Spellbreaker Behemoth Discussion
2 weeks ago
well maybe you included Battlefield Thaumaturge for a mistake. he doesnt reduce the cost of your counters.the key word "creture" is different from "creature spell". "creature" refers to a permanent, "creature spell" refers to a creature card which is in the stack, but not a permanent already (see Remove Soul). By the way. you should include some kind of removal (Pongify and others), since heavily played cards like Cavern of Souls, Dragonlord Dromoka, Prowling Serpopard, Spellbreaker Behemoth, Surrak Dragonclaw, Vexing Shusher etc..make your deck powerless. and 29 lands are too few =)
2 weeks ago
I took a look on the gatherer searching for cards with the text "power 5 or greater" and found a few cards that I think would be good for dinos.
Drumhunter, Exuberant Firestoker, Feed the Clan, Godtracker of Jund, maybe Mayael the Anima, Mayael's Aria, Mighty Emergence, Mycoid Shepherd, maybe Spearbreaker Behemoth, Spellbreaker Behemoth, Sunseed Nurturer, and Where Ancients Tread.
3 weeks ago
Saw your Reddit thread, but don't have a Reddit account so I figured I comment here. Long story short your early game is weak.
The first issue I see is lands. All of your nonbasic lands come into play tapped. This slows you down massively. There's plenty of nonbasics that come in untapped that won't murder your wallet, OG dual lands, fetches, & shocks aren't manditory. Command Tower, Opal Palace, Cinder Glade, Canopy Vista, Rootbound Crag, Sunpetal Grove, Battlefield Forge, & Karplusan Forest all enter untapped & all cost under $3. If you need to play taplands at least play the temple cycle from Theros block that gives you a scry, the most expensive of which in your colors being Temple of Plenty at $3
The second issue is ramp. A lot of your ramp is suboptimal even on a budget. Artifact ramp isn't that great when you're in green since many people will run artifact removal, but not many run land removal. I would cut all of the artifact ramp except for sol ring in favor of land ramp like Sakura-Tribe Elder, Wood Elves, Farhaven Elf, Nature's Lore, & Farseek. I personally prefer my land ramp to cost 2 or less if spell based, 3 or less if creature based, and mana doublers at any cost. The nice thing about the elves above & guys like Yavimaya Elder is that after they get your lands they make great Skullclamp fodder & okay beaters if you have Elesh Norn.
Third finishers. I think you have too many "win conditions". You only need 6-8 Finisher Creatures that'll be what you win with, and you can even get away with less since your commander is a finisher itself. You currently have:Ant QueenAvengerChampion of LambholtDecimator of ProvincesDragonlair SpiderElesh NornMirror EntityMycolothJazal Omnath Rampaging BalothsRegal ForceYou don't need 12 big stompy beaters/token steroids. I'd personally cut Ant Queen, Baloths, Spider, Jazal, & Omnath. This leaves you with Avenger & Mycoloth in the make a ton of dudes category, Elesh Norn, Decimator, & Mirror Entity in the pump my army category, & Champion & Regal Force in the I'm a dumb beater for extreme value category. This gives you more room to run low costed utility dudes who will either find the Finisher you need, make get you to them faster, or disrupt your opponent. Guys like Reclamation Sage, Acidic Slime, Scavenging Ooze, Qasali Pridemage, Karmic Guide, Thalia, Heretic Cathar, Spellbreaker Behemoth, Fierce Empath, Tireless Tracker, Prowling Serpopard, Caustic Caterpillar, Elvish Visionary, Manglehorn, Ohran Viper, Aven Mindcensor, & Ulvenwald Tracker just some examples of cards you can add to assist your early game for under $5. If you're willing to spend a little more you can grab Eternal Witness or the new Mirri, Weatherlight Duelist who's price is currently in flux due to how new she is.
Fourth you have a lot of expensive spells that create a massive amount of small tokens. You don't need these. They only give you large numbers of tokens when you already have large numbers of dudes. These cards are "win more cards", in that they only help you when you're already winning. If you're behind & getting wrathed constantly, Deploy to the Front & Nomad's Assemby do absolutely nothing, you want cards that are good regardless of how the game's going. Avenger of Zendikar, Mycoloth, and Malrath should be all the tokens you need. Why dedicate tons of card slots to token production when you can dedicate it to ramp & have Malrath vomit out a similar amount of tokens for a similar cost? It's more card efficient & even if your opponent wraths you'll have a large pile of lands to recast Malrath & do it again.
1 month ago
I am the Timmy in my play group, and I have learned to both give my dudes haste or protect them.
You can't Timmy properly without turning off the stack, man!
City of Solitude (Haste means you don't needa cast with flash)
And if theft is the problem, there are 3...
Just... make some of them auto-includes. You play with a control player! They wont "break your budget" when building, either! :D
3 months ago
I've been thinking about maybe adding red to the deck, which would let me add in cards that would be helpful. I made a new list of possible cards to add, including possible red ones, so I would appreciate thoughts on whether or not I should add red to the deck, and on the list:
3 months ago
Thanks very much for your feedback! I think Pathrazer of Ulamog is going to be added due to its synergy with It That Betrays. I very rarely hard-cast in this deck, so I like your Artisan of Kozilek and Spellbreaker Behemoth suggestions, but I think I'll save these for another deck :) Especially Artisan of Kozilek; he would fit well in my Meren deck. Spellbreaker Behemoth might find its way into an idea for a Marath deck I've been brewing for a while.
Spearbreaker Behemoth and Siege Behemoth are both cards I do not own yet, but they could prove wonderful in this deck. I'd choose Spearbreaker Behemoth over Soul of New Phyrexia, because my opponents rarely let me keep more than three creatures at any one time on the battlefield anyway :)
If I had to choose cards to drop in favor of these three cards, I'd probably drop Engulfing Slagwurm (because it's nice, but not THAT nice), Karametra, God of Harvests (because I'm not hard-casting that much anyway and this deck has more than enough ramp as it is) and Asceticism (because I also have Privileged Position and Archetype of Endurance in here and both are a bit better anyway).
3 months ago
Love the idea of cheating out big creatures. I run a similar concept using kruphix as my commander.
Also might want to consider Spellbreaker Behemoth, Spearbreaker Behemoth, and especially Siege Behemoth which may end up winning you the game itself. Even Soul of New Phyrexia might work. All have synergy with creatures of 5+ power specifically.
4 months ago
Spearbreaker Behemoth is a maybe at this time as im not sure what to take out for it.
Land wise, i do need to look at my lands and fix them so i thank you for the suggestions.
Blightsteel Colossus is a strong card, in our play group we use the following rule for infect: Infect damage is 20 for a kill on a player.
Vorinclex, Voice of Hunger is a card i offerd to take out but it was classed as ok.
Thank you for you help on this.