Typhoid Rats

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Typhoid Rats

Creature — Rat

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it)

debuf on infinite rats

9 months ago

do you mean cut Typhoid Rats for Crypt Ghast?

griffstick on infinite rats

9 months ago

Did you add Crypt Ghast? If not cut Typhoid Rats this deathtouch blocker is no go against flyers.

RockIV on Control monoblack in need for …

1 year ago

for what you say, i tihk i can cut some creatures for more removal, doing that my mana curve will decrease. Maybe adding creatures like Typhoid Rats any suggestion?

icabero0225 on Grixis Aggro

2 years ago

Thank you wallisface for your comment. I definitely think that your killspells are much stronger and will probably end up upgrading to those.

As for the Malakir Cullblade, Savage Gorger, and Eternal Thirst I quite like those cards and I am hoping that the blue cards will be able to counter any removals though I definitely agree that they are risky. I think Unlikely Aid also helps as it can make them indestructible.

I'll try playing without Typhoid Rats or Sanitarium Skeleton usually those are just stall cards anyways but they might not be very good as you said.

Appreciate the comment!

wallisface on Grixis Aggro

2 years ago

Some thoughts:

  • 24 lands seems a little high given your mana curve. I think you can get away with 21-22.

  • Typhoid Rats does nothing for you as your deck is playing to be on the offensive. Sanitarium Skeleton is just generally a bad card, and probably shouldn’t be in any deck, let-alone an aggro one.

  • both of Malakir Cullblade and Savage Gorger are very risky cards, in that a single killspell removes the entire threat. Consider swapping them for the likes of Young Pyromancer and Sedgemoor Witch that will each offer the same overall power, while being much harder to nullify (because they get their power from making additional creatures)

  • your current selection of killspells are pretty lacking in power, especially Murder. I’d recommend considering the likes of Fatal Push, Infernal Grasp, and Flame Slash.

  • i’d suggest ditching Eternal Thirst. Auras in general are bad as they tend to put you behind in card advantage.

wallisface on rats v1

2 years ago

Some thoughts:

  • 18 mana is absurdly low. As an example, burn runs 19 lands, and only has cards costing 1-2cmc (mostly 1cmc). You have almost no 1-drops, and a card requiring 4cmc, as well as many creatures with activated abilities requiring mana. I think you need 22-23 lands as an absolute minimum.

  • i’m not sure how much Bad Moon actually helps you here, as the power-increase is low, and it has the chance to also buff your opponents stuff. I also feel like Door of Destinies is probably a bad “finisher card” in that it doesn’t do anything on the turn it comes down, and likely won’t be useful until you’ve cast at least 2-3 rats after its entry. Both of these buff effects feel really weak compared to other modern strategies. I would recommend you’d have better luck playing with more interaction and grinding your opponent down that way - Inquisition of Kozilek would do this deck well.

  • instead of Cast Down, i’d suggest playing Infernal Grasp, which is a MUCH stronger card.

  • Metallic Mimic, Rat Colony, and Typhoid Rats all feel too “cute” to be powerful/useful. Imo i’d just be relying on Pack Rat and Piper of the Swarm to win through value-games (running Unearth to recover em if they die), and packing the rest of your deck full of hand-disruption, killspells, interaction etc. But, in any case, i think you need a second colour in the deck to effectively strengthen this deck. There are a lot of options in all of Red (Lightning Bolt, Unholy Heat, Young Pyromancer), Blue (Counterspell, Drown in the Loch, etc), or Green (Abrupt Decay, Assassin's Trophy, Scavenging Ooze). What i’m getting at, is that it’s gunna be really hard to make this deck work well monocolour.

  • for your sideboard, both Deathmark and Hero's Downfall are pretty bad cards so i’d remove them. You also have, imo, too much graveyard hate (but your meta may require it?). It feels like you need some anti-burn/aggro cards in here.

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