Beast Within

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Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Beast Within

Instant

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

clayperce on Better card similar to Decimate …

5 days ago

theNeroTurtle -
For multi-target removal, maybe Grasp of Fate?

Though it's not as flexible as Decimate, Aura Shards can be absolutely brutal in a deck that can support it. The card definitely earns its Game Changer status! :-D

For single target removal in those colors, I'm a fan of Beast Within too. And sometimes Chaos Warp.

Good luck on the hunt!

DragonMaster420 on Better card similar to Decimate …

6 days ago

off the top of my head i don't know any other cards that can hit multiple targets, but Beast Within can hit all those same permanent types plus planeswalkers, and at instant speed.

you might have to consult the "advanced search" on scryfall.

pyyraus on Yurlok of Scorch Thrash Mana Burn

1 month ago

The mana base needs some improvement. Playing only 33 lands is not enough in a deck that cares about lands as much as this one does. All the land mana doublers are more and more powerful with every additional land- up to a point, but you're well away from that. I'd try to go to at least 37 and up to 39 with the current amount of lands-matter cards. Specifically adding some basic lands so you can get more out of cards like Lavaleaper which currently only works with three cards in your deck. This would also encourage adding more land ramp spells like Cultivate and Kodama's Reach. I would recommend switching to these spells independent of any other details of the deck because you can easily remove cards like Arcane Signet and Chromatic Lantern to make room for instants and sorceries; I personally almost never run Chromatic Lantern in green decks because of these spells. I also think you can drop Animist's Awakening for a more consistent spell like Three Visits, Skyshroud Claim, Migration Path, or even Hour of Promise. It's an okay mana sink but it's not great when in the early turns when you need to get lands but don't have mana to put in. And when you have a lot of mana, you don't necessarily more lands. I think the few mana dorks you have are good and you're not running the more redundant ones like Elvish Mystic, etc.

I think the deck's removal package is solid but could use a few more targeted non-creature removal spells to work with Assassin's Trophy- currently, the only card that can really hits those; maybe good ol' Beast Within? I do like Comet Storm as a mana sink & removal in one card but I don't think it fits the wrath slot as it's more of a multi-targeted removal spell. That doesn't necessarily drop it but I strongly recommend at least one more consistent wrath for a more passive deck like this; Blasphemous Act and Damnation off the top of my head are solid.

Apart from that, I feel like there is a good mix of mana sinks and sluggey effects at the core and the card draw and is good. However, I think it can be improved by dropping some miscellaneous cards to make room for improvements to the aforementioned categories.

  • Vexing Shusher/Destiny Spinner: this is a good ability but Hexing Squelcher is better and I don't think you need this much redundancy especially since these only protect from a single, impactful granted, type of threat

  • Heartstone: this doesn't reduce Yurlock's ability due to the wording- does it work with something else I'm missing?

  • Regrowth: Eternal Witness is honestly just better because it comes with a body

  • Leyline of Abundance: I don't think this is really worth it with only four creatures that add mana; I think 8 mana is a bit awkward for a mana sink and the counter aren't super great in a deck that doesn't like combat that much

  • Scytheclaw Raptor: I'm not definitively recommending you to drop this but it seems a bit weak on paper

  • Torment of Hailfire/Exsanguinate: at least one pls :(

SaberTech on Which Mono-Color is the Most …

1 month ago

I think that Green is the most powerful all-around colour in Commander. Multiplayer games are even more of a resource management challenge than MtG usually is, and Green is the most efficient at giving you more of the resources that you need. You are usually facing down three opponents worth of resources that can all potentially be turned against you so the faster that you can get to a state where you are drawing more than one card a turn, putting more than one land a turn into play, and casting more than one card a turn, the better off you are. Green's ability to ramp better than any other colour unlocks multiple and more powerful plays faster than the other colours. That's a very significant advantage in a format where mass land destruction is generally shunned outside of the most competitive tables.

Backing it up, Green has a bunch of strong card draw options. Guardian Project, Beast Whisperer, Sylvan Library, Greater Good, Toski, Bearer of Secrets, Ohran Frostfang, and Return of the Wildspeaker are just some of the options that jump to mind.

Green is very capable of spamming a bunch of tokens into play, giving it an option for rapidly increasing its resources on board.

Craterhoof Behemoth and, to a lesser extent, Triumph of the Hordes are some of the more notorious non-combo ways to close out a game.

When you are mostly using creatures as your win conditions Green actually has some pretty strong tutors in cards like Worldly Tutor, Eldritch Evolution, and Shared Summons among others.

Where Green falls short is in its creature removal options. Fight effects are its main options but it does get Beast Within as a general answer to most things while Lignify and Song of the Dryads can actually be strong ways of neutralizing annoying commanders for extended periods of time. It has plenty of great ways for dealing with artifacts and enchantments though, so no issues there.

Other colours may be able to do particular things better, but Green does lots of things well on top of its inherent advantage at ramping. Other colours may be able to use mana rocks to try to keep up but green has access to those as well. That ramping ability is what tips green into first place over Black for me.

clayperce on Bears (The 2/2 Kind)

3 months ago

Absolutely LOVE the idea of this deck; big +1 for using For Mirrodin! as a Rebel Bear mechanic!

I know it can be really hard to find that "missing something" ... looking at it from the other angle though, are there any cards in here (besides the For Mirrodin! ones, of course) that absolutely nail it?

As a shot in the dark though, maybe some more ...
- Cost Reducers? E.g., Ardenn, Intrepid Archaeologist, Cid, Freeflier Pilot
- Ramp? E.g., Cultivate, Atalan Jackal
- Targeted Disruption? E.g., Path to Exile, Swords to Plowshares, Generous Gift, Beast Within

You might also be able to make use of some cards with Affinity for Equipment ... e.g.,Goldwardens' Gambit and Nahiri, Forged in Fury.

Good luck (and good skill) with the deck!

Cheers!

seshiro_of_the_orochi on Raffaaaaq My Opponents I Guess

3 months ago

Hey, so I find some time now.

In general, the list looks totally playable. Your mana curve is ok, maybe a little heavy on the 4, considering your commander is a 4-drop itself. I can see you took big parts from the Karlov Manor precon. What you added are many pillowfort cards like Propaganda, which is a good idea considering this is basically a voltron list.

Here's a general overview of what I think you could improve on:

  • The deck is really light on both lands and ramp. Having your land count at around 36 would be good to consistently draw enough lands. I counted eight pieces of ramp, and some of them are 4+ mana. Maybe try to get closer to ten pieces, and add in more cheap ones. Exalted wants you to have many cheap creatures, so adding in some mana dorks would work in your favour by synergizing with Sublime Archangel and similar cards. Cultivate and Kodama's Reach never get old, but Rampant Growth, Farseek and the recent Shared Roots would be great here. Btw, to give your clue strategy more versatility, you could add in Inspiring Statuary.

  • You are also light on removal, both targeted one and boardwipes. Swords to Plowshares, Path to Exile, Stroke of Midnight, Generous Gift and Beast Within are great spells with tons of reprints, so just get some of them. They are great additions. Regarding wipes, Divine Reckoning and Single Combat are very powerful for a holtron strategy, but even something as simple as Day of Judgment would be a great fit.

  • Now to the voltron pieces: The ones you have work fine, but you have few ways to get Rafiq through to deal damage. Aqueous Form and Rancor are easy additions. What's more, you really want to protect Rafiq, so add in some hexproof. Swiftfoot Boots is great here. There are lots of auras like Timely Ward that shield your voltron from death, and even some instant protection would do a fine job for you: Snakeskin Veil, Ranger's Guile and similar cards would be great for that.

Finally, here's a card I like a lot: Angelic Exaltation.

I guess my comment became longer than I planned. If you have questions or don't agree, let me hear it.

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