Viashino Shanktail

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Uncommon

Combos Browse all

Viashino Shanktail

Creature — Viashino Warrior

First strike Bloodrush — 2R, Discard Viashino Shanktail: Target attacking creature gets +3/+1 and gains first strike until end of turn.

Viashino Shanktail Discussion

Xica on Gruul Cragganwick

5 months ago

Well i didn't see problems with going full on hatebears on my sideboard.
The benefit of getting your cards when you need them is hard to overstate, a reliable turn 2 scooze can be very hard to beat for storm - and its far better, than 1x relic, 1x surgical, and 1x damping sphere. Of course you can add stuff like Anafenza, the Foremost , Samurai of the Pale Curtain or Dryad Militant if you feel like needing more hate on the yard.

Ditch Linvalla!

If you go with card draw instead of poor old Fauna Shaman , you will be able to recover from boardwipes much more easily.
Probably the most obvious option to compliment them are the various bloodrush (and some evoke) cards, that can be cheaply spent to empty your hand, synergize well with an aggressive gameplan and are doing something if the game goes longer. Fauna Shaman is bad because, it gets killed by all the removal (other than Gut Shot ), and also gets eaten by counterspells - while instant/sorcery based card draw can only be caught with counterspell, which are rarely played at the moment.
Lead the Stampede is likely better choice for your deck, since your doesn't really benefit from ramping into high mana counts, as much as mine, and your creature base is less centered around creating added value on being sacrificed.

Cards like Slaughterhorn , Rubblebelt Maaka can help a LOT in finishing games in a timely manner, not to mention the keywords on Ghor-Clan Rampager & Viashino Shanktail
Evoke creatures can be even better as they often offer very unique benefits like Briarhorn 's flash, as it allows you to use the card to protect against damage based removal, and evolving them onto the field still gets all the value u could wish for, as you will get both the discount body, and the effect, the rest of the best are probably Glarewielder , Spitebellows (could be a sideboard allstar) & Faultgrinder to increase the effectiveness of Magus of the Moon

Xica on MonoR Demigod Hollow One

1 year ago

If you have problems with creatures, you can use cards with "bloodrush" as combat tricks, the chief being Viashino Shanktail which can lead to blow outs thanks to Flameblade Adept, or Hollow One being able to murder Wurmcoil Engine. (Rubblebelt Maaka, Scorchwalker are also worth consideration, and if you splash gree you get acess to Ghor-Clan Rampager.

Spitebellows gets around Stubborn Denial in decks, like Grixis death's shadow.

KingLard on Werewolves not Swearwolves

2 years ago

Cards with Bloodrush are the bee's knees in any werewolf deck. They're giant buffs for a cheap price and don't count as a spell so they don't cause your werewolves to go squishy. They fit in thematically, too; the pack's gotta eat something. My favorites are Ghor-Clan Rampager, Rubblehulk, and Viashino Shanktail

Ammo37 on Return to Ravnica Commander Deck

3 years ago

Add:

Borborygmos Enraged: Turn lategame lands into advantage

Chaos Imps: Huge Flier

Chromatic Lantern: Best Mana Fixing

Death's Presence: Capitalize on Big Creatures

Explosive Impact: Removal

Giant Growth: Combat Trick

Glaring Spotlight: Lethal Swing

Hellkite Tyrant: Big Flier

Madcap Skills: Powerful Evasion (note, does not make a creature unblockable with Alpha Authority)

Maze Behemoth: Gives Commander Trample

Mizzium Mortars: Board Clear

Molten Primordial: Removes big blockers, gives additional attackers, and can act as removal

Rogue's Passage: Gives creatures unblockable, like your commander that has to keep attacking

Skarrg Goliath: Combat trick that kills defenders and players

Sylvan Primordial: Ramp and Enchantment/artifact/planeswalker/land removal.

Thespian's Stage: With being limited to RTR lands, why not get out of set lands?

Utvara Hellkite: Wins games on its own

Viashino Shanktail: Firststrike Combat trick (also called SHANK tail)

Weapon Surge: Combat trick/mass combat trick, turn trades into chumps

Worldspine Wurm: 15/15 that spawns 5/5's

Wrecking Ogre: Combat Trick Doublestrike

Remove:

Bomber Corps: Doesn't do much, the battalion isn't reliable, and ping isn't useful

Experiment One: your deck doesn't spam creatures with ascending power/toughness.

Foundry Street Denizen: Doesn't do much of anything, wasted slot

Spire Tracer: 1/1 faux flier doesn't help

Skinbrand Goblin: small combat trick, weak creature

Gatecreeper Vine: defender in an aggressive deck that searches out a single card in deck

Skullcrack: a useless card, even for an aggressive deck, burn is used for creature removal

4x Mountain: Too many lands

5x Forest: Ditto

Mending Touch: Regen isn't worth a card

Pyroconvergence: too expensive, Shocking on multi-color doesn't help much

Skylasher: counters a single faerie a turn, doesn't do much else

Tablet of the Guilds: lifegain doesn't matter, wasted slot

Gruul Charm: doesn't do anything

Maybe:

Hellraiser Goblin: Gives all creatures haste

Illusionist's Bracers: 12 damage with Ruric Thar, the Unbowed, instead of 6

Racecourse Fury: gives any creature haste

Seek the Horizon: Ramp

Street Spasm: boardclear

Tower Defense: anti-fliers if you are concerned about that

Zhur-Taa Ancient: ramp for all, also really cheap big guy

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