|Commander / EDH||Legal|
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Creature — Rat
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it)
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Typhoid Rats Discussion
19 hours ago
I already know the answer to this, but I told a friend I would ask on his behalf. Deathtouch does not just apply to combat damage, correct?
Example: I have out a Shockmaw Dragon whom I have enchanted with Aspect of Gorgon. I attack and he goes unblocked, dealing combat damage to my opponent. Because of this, his triggered ability is triggered and he deals 1 damage to each creature that opponent controls. Since he has Deathtouch, all non-Indestructible creatures die as a result. Hexproof does not apply here since he is not targeting.
Similarly, I have a Pathway Arrows equipped onto a Typhoid Rats. I can pay (2) and tap Typhoid Rats to deal 1 damage to target creature of my choice. Because Pathway Arrows specifies that it is the creature dealing the damage, (unlike Vial of Dragonfire, for example), the Deathtouch applies and I kill my target (Again, assuming non-Indestructible and in this case non-Hexproof).
As for the rules, correct me if I am wrong, but the rule in question is Deathtouch: 702.2B which states:
A creature with toughness greater than 0 thats been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
And while the preceding 702.2C specifies combat damage:
Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creatures toughness. See rules 510.1cd.
702.2C is referring to scenarios involving combat damage, while 702.2B is referring to scenarios of any damage. Combat damage is merely a subset of all damage (Which is why 702.2B mentions all damage, followed by 702.2C mentioning specific combat damage).
This is further expanded upon by Rulings #6; If a creature is dealt damage by a source with deathtouch, it'll be destroyed as a state-based action..
This is all correct, right? I've asked multiple forums (Judge's Corner, Tappedout, Ask a Judge, Reddit, & LGS owners who oversee games) and all come to the same conclusion. However, my friend vehemently disputes this.
So, who's correct? Me and literally everybody I've asked, or him?
1 week ago
I would cut down the Nightmare and/or Squelching Leeches for a playset of Pharika's Chosen and/or Typhoid Rats. It will bring your curve down and they both have deathtouch. That will give you time to draw into your 4 drops, especially since you're running a lot of card draw.
I really like this deck, even with the higher curve. Black is a lot of fun to win with, especially by five life or less, because most of that damage is self inflicted. It says that they still can't beat you even though you're doing half the work for them.
2 weeks ago
It happened exactly as I said but I'll make the play more specific if I can, they had a Vampire Nighthawk and a Typhoid Rats, I had my Knight of the Holy Nimbus I swung with my knight and they decided to block with their nighthawk and paid the nonregen cost of the knight so that they would kill each other, I then cast Brave the Elements so that my knight wouldn't die, then they cast Doom Blade on my knight in response. They said that it would go through due to stacking, that if they had cast Doom Blade first and I had played Brave the Elements in response, then my knight wouldn't have died. I argued that since I had cast Brave the Elements first, it went on the stack first and then Doom Blade would have tried to resolve on an illegal target since the knight had protection from the removal and not gotten killed since the especially important part is that the protection lasted until the end of my turn, but I didn't argue because it's a game but I was insatiably curious to find out if I played this scenario correctly.
3 weeks ago
2 glaring problems.
1) your deck has 0 interaction. You can't survive in this format playing a midrange deck that has 0 ways to interact with other decks.
2) the curse of mono black. You are completely vurnable to enchantments and artifacts.
I also really don't think you need 12 Typhoid Rats.
3 weeks ago
I agree, man. the dudes do seem off, somehow? maybe they lack some sort of unifying theme? I mean, the colours are in check, most of them do something fairly related, and they all look grixis... but yeah.. something's off... maybe some creatures that do more specific, specialized things? Deranged Assistant can fill your own GY and produce mana? Something like a Typhoid Rats can pose a more serious, yet cheap threat? Blood Cultist can do some killing and grow bigger? I dunno, but we'll figure it out.
3 weeks ago
multimedia Thank you for the suggestions... as you can see I've already made the change for the Narnam Renegade but instead of Typhoid Rats I thought it would be best to take out Sedge Scorpion. Also I don't really mind it at 68 cards but I might take the Consume Strength's out because they are illegal in Modern. Also than you for showing me Viridian Longbow. That is such a good idea but I dont wanna take out Viridian Claw so I am trying to find a way to squeeze them in. Again thank you for the feedback it was very helpful.
4 weeks ago
lmlopus fun deck +1
As far as other cards you could try. A powerful interaction with deathtouch is damage pinging. Any card that lets one of your deathtouch creatures do damage to another creature kills that creature. I'm not talking about during combat any time any damage even 1 damage is done by a creature with deathtouch to another creature it kills it.
Viridian Longbow is a cheap equipment, artifact that you can equip to a creature with deathtouch to essentially machine gun all other creatures dead on the battlefield. This could be quite fun while also being very annoying as well as devastating to your opponents. Longbow could replace Viridian Claw.
1 month ago
First of all, a commander deck must have exactly 100 cards (including your commander), and you have 106
I suggest you remove some lands, as that takes up almost 50% of your deck
Now, if I were to build a Mazirek deck, I would definitely go with a heavy token strategy, as tokens are relatively easy to produce (especially in Golgari), expendable, and given enough time and resources, can easily win you the game.
So, with that in mind, I suggest you remove these:
-1 Sedge Scorpion, Typhoid Rats, Tormented Soul, Pharika's Chosen, Blisterpod, Black Cat, Elderscale Wurm, Nylea, God of the Hunt, Ghoultree, Gray Merchant of Asphodel, Dark Betrayal, Traveler's Amulet, Kheru Dreadmaw, Hunter's Ambush, Commencement of Festivities, Pulse of Murasa, Nykthos, Shrine to Nyx, Bonds of Mortality, Karametra's Acolyte, Baloth Null
And possibly replace some of them with some of these:
Mycoloth, Ashnod's Altar, Grave Pact, Viscera Seer, Avenger of Zendikar, Yahenni, Undying Partisan, Animation Module, Hardened Scales, Mind Slash, Orochi Hatchery, It That Betrays, Creakwood Liege, Vulturous Zombie, Catacomb Sifter, Endrek Sahr, Master Breeder, Falkenrath Noble, Blood Artist, Necrogenesis, Deathreap Ritual, Attrition, Perilous Forays, Korozda Guildmage, Reaper of the Wilds, Sakura-Tribe Elder, Abhorrent Overlord, Grim Haruspex, Yavimaya Elder, Golgari Germination
That's all I can think of off of the top of my head