|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
1 week 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!!'
2 weeks 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).
1 month 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
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!
1 month ago
Obviously you plan on getting all the big rare Dinos so I wont mention those but here are some budget cards for Naya colors that are commander staples.
2 months 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 months 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.
2 months 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.
3 months 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