Thrash / Threat

Thrash / Threat

Instant

Thrash

Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.


Sorcery

Threat

Create a 4/4 red and green Beast creature token with trample.
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Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare

Combos Browse all

Tokens

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Thrash / Threat occurrence in decks from the last year

Standard:

All decks: 0.09%

Thrash / Threat Discussion

Kromwulf on Pioneer Elves

2 months ago

You could substitute Rabid Bite for Thrash / Threat, hits planeswalkers if you need to and plays at instant speed :) but your deck seems great nonetheless. Have you tried testing it at a FNM already? I'd love to try it too

ZendikariWol on Niv's 59 Dualcolored Hits

4 months ago

Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.

Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.

Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.

Fossil Find alluded to graveyard order... in a 2008 set... huh.

Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.

And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.

Esbilon on The Guardians of Thune *Angels in Pioneer Primer*

5 months ago

I went 3-1 with my version (shameless plug: Angels Ramp) yesterday at Pioneer Tuesday at my LGS, so this deck definitely has some game!

Regarding the red splash, I think you just need to try it out. Maybe cut the Bishop of Wings , they're great if you get them down early, but pretty poor topdecks if your hand doesn't have some backup angels in it, and with as few white sources as you have, that will be the case from time to time.

Authority of the Consuls has been excellent for me out of the sideboard, it's lifegain and slows down the fast, low-to-the-ground strategies that have a good chance of running us over from below. I've been very happy with Single Combat and am considering adding a second copy, but that's up in the air. Unlike Deafening Clarion it does great work against Superfriends decks, so maybe add one regardless of playing red?

If you're playing red, I think Scorching Dragonfire is the superior card (though not by much). The point of Thrash / Threat is that you can play it in GW.

Hexaflexagon on The Guardians of Thune *Angels in Pioneer Primer*

5 months ago

Hey there Esbilon,

Thanks for your upvote, comment and compliment. I honestly think the best idea about deck-building sites like Tapped Out is the ability to share ideas on decks you wouldn't have otherwise discovered, and gain priceless feedback from other players.

While I agree that Red can be too greedy at times, I think it adds a lot to the deck. I personally think that Red is to invaluable to drop, with cards such as Deafening Clarion and Aurelia, Exemplar of Justice , not to mention the two three-mana Domris.

I agree with you on Game Trail and Fortified Village , if only I had remembered about them when I ordered the cards I needed for this deck. I'll see if I can get them from my LGS.

I'm still on the fence between Paradise Druid and Sylvan Caryatid . I really need to playtest this deck more before I make a decision.

I like your idea of Single Combat . The only problem is, against aggro, I'll most likely want to have Deafening Clarion as it costs 2 less and gives my remaining guys lifelink.

Regarding your suggestions on fight/bite effects, do you still think that Scorching Dragonfire is still a good choice mainboard vs decks like Phoenix and Dredgeless Dredge, or should I replace it with Thrash / Threat ?

Thanks for your help and continued input,

Hexaflexagon


Hey CrowValentine,

Thanks for your continued support and help, I really appreciate it.

As I said before, I'm still on the fence on Paradise Druid and Sylvan Caryatid .

I think Red provides more than fight/bite effects, so I won't be taking it out.

Thanks again,

Hexaflexagon

Esbilon on The Guardians of Thune *Angels in Pioneer Primer*

5 months ago

For fight/bite effects, I think the best options are Dromoka's Command and Thrash / Threat . Even if you cut red, you may be able to cast the Threat half off of your 2 mana dork.

Courtney43 on Temur Monsters in Pioneer

6 months ago

I've found that in a deck of big creatures, cards like Thrash / Threat , Domri's Ambush , or the "Blood" half of Flesh / Blood can be very efficient control for creatures/Planeswalkers with "Blood" being able to hit players to potentially end the game.

Nillstan on

7 months ago

pistolpeteiii

The only reason I straight up refuse to run Domri's Ambush over Thrash / Threat is because I've found the added bonus of possibly generating a token when needed VERY useful in testing.

I tried out Rhythm of the Wild and Growth-Chamber Guardian at various stages of the build and they've never really panned out. Rhythm for fairly obvious reasons. Guardian, however, took some thinking. Eventually I figured that it just cut too much of the token plan to be worth the loss in consistency. If it made tokens of itself for all the triggers and synergies, it'd be an auto-include. Unfortunately it just doesn't work. At least for now.

Karn's Bastion does interest me though. I'll definitely be trying that one out in the near future.

pistolpeteiii on

7 months ago

Probably Domri's Ambush over Thrash / Threat as your fight effect, since it buffs the guy as well. Maybe Rhythm of the Wild for fighting against Simic Flash style builds, but even then Domri, Anarch of Bolas is strictly better for what you're going for.

Growth-Chamber Guardian has a nice interaction with the counters synergy to thin the deck and add card advantage, plus a 1 of Karn's Bastion can be a good mana sink.

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