Typhoid Rats

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Fate Reforged Common
Magic 2015 Common
Conspiracy Common
Innistrad Common

Combos Browse all

Typhoid Rats

Creature — Rat

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

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Typhoid Rats Discussion

BerylLasko on Rats

1 day ago

LeeRoy_Jenkiins glad you asked! In the case for Swarm of Rats, most of the time it's a vanilla creature that offers little in the way of tempo with no ETB effects, it will die to just about any removal. Not very good as a 4 of.

So why just one, and not none at all? I figured it's a card that can be rather bonkers in the LATE game, usually comes out as a 5/1 or 6/1 when your wide enough, can trade with a lot of heavy hitters in the meta. For now: 1x Swarm of Rats, perhaps 2 max I think. As far as opening hand, I'd rather see Typhoid Rats, Ravenous Rats, or any of the removal.

Oh yeah, a lot of the removal I have is a one-of too. Hmmm, perhaps I just can't make up my mind here. I suppose I could just jam in a set of Geth's Verdict and call it good, but for now, I'm still playing around with the variety...I kinda like variety ;)

Shadowisp on RatKing swarm

4 days ago

Thanks for the comment! I see your point with the Typhoid Rats The idea was early board control, since the slumlord wouldn't hit the battle field for a while, if I even draw him. Gnat Miser does seem good, I'll try it out, not sure he would do much mid game. Yeah, I did pick Necrotic Plague for the flavor, you got me. but you're probably right, I should go for a real removal spell instead. haha.

Whiskerbro on RatKing swarm

4 days ago

Yay, I love rats! I have a few critiques and suggestions.

Firstoff, having both Typhoid Rats and Ogre Slumlord seems odd. Maybe go for Gnat Miser instead? He's quite good in multiples. Second, Necrotic Plague seems like an odd choice. It's pretty flavorful, but really a quite bad card. I'd choose some more reliable generic black removal like Victim of Night or Go for the Throat instead.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 week ago

After thinking about why Ayli, Eternal Pilgrim should have been good, and why she turned out to be less than I had hoped, I started to consider other cards for that spot. The problem was that she was rarely active, she advertised her value before she was able to fulfill her role, and she often just drew hate. She was an efficient deathtouch creature, but those are better when they are less obtrusive, so having a powerful ability that never got used just made her, and hence me, a bigger threat than she actually was. This was counter to the theme of the deck. She was fine, just not great, and despite all indications that she would fit nicely, she was antisynnergistic.

The most obvious alternatives would be other efficient deathtouch creatures. Since that was the role she actually fulfilled, I could easily find other deathtouch creatures to fill it. Rancid Rats actually works pretty well, same CMC, easier to cast, and skulk means that it can usually sneak in to steal The Monarch back if I lose it, or hit for a huge Hatred when I have the opportunity. Not bad. Fetid Imp brings flying, and can gain deathtouch for a . Malakir Familiar brings flying and an extra ability. Flying defense is nice in EDH. Pharika's Chosen, Ruthless Ripper, Typhoid Rats are all very efficient, but don't really bring much more than a Queen Marchesa token, and would potentially not bring enough value to the deck for the card slot. Any of these could probably replace Ayli, Eternal Pilgrim without affecting the performance of the deck, since her actual role only turned out to be a ground deathtouch creature that seemed more threatening than she actually was.

Finally, another direction I could go is assassins. Kiku, Night's Flower, Royal Assassin, and King's Assassin all threaten to kill any attacker, including evasive attackers, but they also threaten utility creatures that tap for value. The ability can be used politically, can be used either outside of combat or when I am not involved in combat, and it is active on the turn after they come into play. This can effectively perform exactly the same function that I hoped Ayli, Eternal Pilgrim would perform, but be active from the start, if slightly more limited in scope. I think the tap to destroy effect on each of these is slightly more powerful than block or be blocked to destroy ability of a deathtouch creature. The tradeoff is dropping a less subtle threat, which Ayli, Eternal Pilgrim also brought with her.

In the end, this is not an essential function, just a duplicate of functions the deck already performs. I can replace Ayli, Eternal Pilgrim with something that performs a similar function, or potentially go a different direction, without really changing deck performance much.

TheVectornaut on Damien Dhark

1 week ago

robgould339, I think it entirely depends on your gameplan. If you're going for a more competitive deck, reanimator is the more powerful archetype. The deck doesn't really need deathtouch creatures to operate though, so it might be easier to start from scratch. By contrast, the deathtouch plan is weaker, but it is much more likely to thrive in a casual environment and will probably cost much less to build. As mentioned, I don't even think graveyard recursion is necessary in such a deck. I'd rather rely on card draw to keep fuel in the engine. Harvester of Souls, Harmonize, Shamanic Revelation, Phyrexian Arena- that sort of thing. Combining the strategies isn't awful, I just don't think it's altogether that necessary.

I'd probably stick to the deathtouch gameplan if I was building the deck since thematic homebrews are more my style. I'd probably run all the small guys, seeing as you only need 1 damage for deathtouch to work. Typhoid Rats, Ambush Viper, Deathmist Raptor, Vampire Nighthawk. Having a few beaters on the high end certainly doesn't hurt. Wurmcoil Engine was one really strong option that slipped my mind. Then, I'd just want ways to exploit deathtouch. Pathway Arrows + Glissa, the Traitor, Lure, Irresistible Prey + Agent of the Fates- anything in that ballpark.

pinecone2k3 on B/R Poisoned Aggro

3 weeks ago

Just for the sake of providing more options, maybe consider swapping out some of your Typhoid Rats/Pharika's Chosen for Ruthless Ripper? Cast normally, it's the same... A 1/1 deathtouch for 1 black mana. But the Morph ability gives you the option of casting it as a vanilla 2/2, in case you need a bigger body for something. Just a thought.

The_Traitor on Accursed Witch Pauper EDH

3 weeks ago

First of all: If you want to play Pauper, all youre Cards have to be Commons not uncommons. But beside this, I am really liking the Idea, +1. Here just some Cards you could play:Merciless Executioner, Fleshbag Marauder, Mind Rot, Contaminated Ground, Typhoid Rats, Shadow Alley Denizen, Gatekeeper of Malakir, Read the Bones , Defiant Salvager, Shadow Slice, Gifted Aetherborn, Vampire Nighthawk, Pulse Tracker, Murderous Compulsion, Bone Splinters, Stab Wound, Deadbridge Shaman, Boon of Erebos, Polluted Delta and Gray Merchant of Asphodel to call some. This are the first cards coming to my mind, I can look for other cards the next days.

Catalog9000 on HIGH RISK HIGH ASSULT

4 weeks ago

A common mistake of new players is they have good intentions but expand and try to have a single deck do way to much stuff. A deck should do at least two things very good. For example, tokens and +1/+1 counters.

Your deck looks like you just took a bunch of cards you thought had some cool mechanics and threw it all together. That's not going to work. Trust me. My very first deck was an 84 card five color slurry of my best things. I had 22 lands and never won a single game with it. I now have decks that rip apart mill decks, destroy Planeswalker decks, bypass defenses, and find other ways to win. But each one of those things I listed is a wholly separate deck design. Build for a strategy in mind to win and focus around that.

Akroma's Memorial is the perfect example. It's a beautiful card that really tips the tide in your favor. However, you need to ramp to get it out, and you need to have some way of protecting it from removal, such as through Darksteel Forge. Now that's where your Sideboard comes into play. Not every deck will have "Destroy artifact" or "Exile target nonland permanent." (An example is Utter End). When your opponent has removal, you use your Sideboard to respond. Think of your Sideboard like a contingency plan. Don't flood it with spells that are awesome but you wanted to trim down. No, it's your Swiss Army Knife; You have it in case you need it, not because you think all the blades look cool. But your deck doesn't build up to or protect Akroma's Memorial, so it won't really help you at all here.

I noticed you have a card in there that is 100% useless for you: Disciple of the Old Ways. You don't produce red mana, so you can't even activate her ability.

Karametra, God of Harvests is one of my favorite Gods. Included with her is Iroas, God of Victory and Mogis, God of Slaughter. Again though, you need to build them into the deck. You can't just throw it into any old deck and expect it to work. For example, I have a Boros (Red-White) Ally deck. To be fair it's approximately 2/3rds Ally and the remaining 1/3rd uses creatures and methods to pump everything else up. Iroas works there because I can throw everything into perma-Menace, making it much harder to stop my militia from assaulting. Mogis is used in my Rakdos (Red-Black) land destruction / sacrifice deck. I use Demons such as Archfiend of Depravity to force you to remove creatures while I cast spells like Rain of Tears to destroy your lands. Charmbreaker Devils to reuse spells and Typhoid Rats for T1 defense. Decks like these benefit highly from Gods because the deck is designed to abuse the God's ability. In Karametra's case, your deck isn't fast enough nor potent enough to warrant her ability of any use. She works best in a Landfall deck. If you're looking to get lands quick and cheap, turn your attention to things such as Khalni Heart Expedition or Map the Wastes.

Lastly, find probably 7 or 8 cards that work really, really well together and have 3 - 4 of them in your deck. You need synergy. That is to say, you need each spell in your deck to build off of each other spell.

A combo deck is when one thing triggers or activates another, which in turn does something else, which does another thing... Synergy is when everything pulls together into one big nasty picture of f***-all.

And watch your converted mana cost. You're all over the place. Your deck should ideally look like a bellcurve that's leaning toward the left. That is to say, the bulk of your cards should be around 1-3 cost and tapering down toward the 7-cost.

Ramp decks break this rule because you can have super high costs really easily. Hell, I have an Eldrazi deck where half of my spells cost 7 or more. I get by this with lands like Eldrazi Temple, Temple of the False God, and Shrine of the Forsaken Gods.

TL;DR - Focus on lower costs, more synergy, and one or two mechanics at most.

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