Fatal Push

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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
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fatal Push

Instant

Destroy target creature if it has mana value 2 or less.

Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent you controlled left the battlefield this turn.

zapyourtumor on Insidious Graveyard

1 week ago

Insidious roots has been one of my pet cards since it released so always nice to see more decks with it. Some initial impressions I get:

Manabase is not quite optimal. Pathway lands are not necessary in a fetchland format. Checklands and fastlands are alright if you are worried about your life total, but vergelands are a bit better now. for BG the primary color is G which isn't the best but it is still better than checklands (Wastewood Verge). Golgari rot farm is just straight up bad, the only time I run one is a single copy in Wight decks in order to bounce urza's saga to my hand to replay it. Lastly, you probably want some utility lands to tutor with wight or lands that are just good in general. Spymaster's Vault and Phyrexian Tower come to mind. If you increase wight count then Bojuka Bog.

I would do -2 cemetery -1 marsh -1 pathway -3 rot farm -1 temple garden +2 verdant catacombs +1 forest +1 godless shrine +2 wastewood verge +1 Phyrexian Tower +1 Spymaster's Vault

Now about the deck itself. Buried alive is a really slow card where just using it for value isn't enough usually. It is much better when you are using it to tutor some sort of combo or if you have reanimation spells in your deck. I don't think it is the right choice for this deck.

About roots, it might be possible to be an aggressive deck with roots as a backup grindy plan but I still dont think Vengevine is very good in this shell. You can't consistently discard it or mill it over (and as I said buried aliving for vengevine is not enough payoff and slow), so its way worse than in crabvine or hollowvine or preban bridgevine decks.

Interaction wise I think the deck wants maindeck Thoughtseize but maybe you don't need it. Also Fatal Push. Then you can bring in duress from sb in relevant matchups. All in all I'm not really sure what to suggest because right now the deck feels a bit in the middle of a few things, and I think it could become much more streamlined and efficient depending on how you decide to change it. Like you could move more towards an aggressive rootvine deck with 4 vengevines, looting, and more stuff like that. Or you could go from 2->4 wights, maybe urza's saga, and play a more midrange gameplan. Or you could run stitcher's supplier and chthonian nightmare. Lots of directions to take it.

CommanderNeyo on Lord Tiago, Forsaken Spellbinder (Updated Again)

1 month ago

Personally, I would remove the following:

I would put 2 or 3 Murktide Regents in the mainboard, as the card is a powerful wincon.

Psychic Frog should probably come out of the maybeboard, as it works well with Murktide and is a powerful card draw engine and wincon in its own right.

You might also consider cards like Duress, Thoughtseize, or Inquisition of Kozilek to rip apart your opponents' hands.

While you may not want to net-deck, you may want to check out what are popular decks so you can tune your sideboard to match (or just go to your LGS and see what they play there).

razelfark on The Blight That Blinds *Updated*

1 month ago

I think if you might want at least 3 copies of Squall as the card is what alot of your cards are synergized around.

Personally I would swap out Suture Priest for Thalia, Guardian of Thraben. The tax on on noncreature spells can disrupt oponents removal and it fits in the 2 drop slot well as an agressive creature for the first strike. Another option I would sugget would be the Voice of Victory as a way to stop opponents from casting during your turn (disabling coutner spells). Tokens Voice make are sadly warriors and not human, so there is some lost synergy, but a solid option non the less.

Maybe swap Blind Obedience for Authority of the Consuls if you want the tap effect. The Authority is nice as a 1 drop meaning you can play it turn 1 and the lifegain does come in handy over needing to spend extra mana for the extort ability which you may not have mana to use if you are tempoing well.

Since you mentioned cutting swords as a possiblity then maybe try Flowering of the White Tree as it pumps all your creatures and adds ward to your legends.

Some 1 cost removal spell options to consider Fatal Push and Seam Rip. The Rip is more sideboard option then main, but they are both solid option to answer early threats while still being able to have a chance to cast other spells in the turn.

Anotehr option to consider for removal would be Sheltered by Ghosts as it provides a little protection for the creature you place it on and provides lifelink to help against other aggro decks.

Personally would cut the Profane Tutor as the card is very slow to use for a creature aggro deck. This card is typically used more in combo control style decks.

Sorry for late response as life got busy. Hope the deck has been working well for you.

Bookrook on Ingenuitive deck

2 months ago

I was at a pioneer fnm yesterday. There was a deck I played against that was really cool that I hadn’t seen before. It was a dimir control shell that splashed green for two cards: 4x Spelunking and 4x The Gitrog Monster. The one other thing with the deck was the manabase. It was 4 Evolving Wilds, 4x Terramorphic Expanse, 4x Escape Tunnel, 4x undercity sewers, and a bunch of basics. All of the fetch lands triggered the gitrog monster to get massive card advantage. Another cool interaction was all of the fetches triggering Fatal Push. I went 1-2 against it with Esper greasefang, and it went 3-0 for the tournament. I was wondering if any modern players knew if it would be better in modern, since the fetch lands there are way better.

legendofa on Mark Rosewater Considers the Fetchlands …

2 months ago

Introductory thought: it's kind of interesting that a fetchland can be something like Terramorphic Expanse or Brokers Hideout, but the fetchlands are unquestionably that cycle.

I'm glad they exist, and I'm happy when they get reprinted. There absolutely should not be any functional reprints. In the formats they're legal in, color restrictions and requirements lose a lot of their impact. Boros Burn splashed blue and green just for Oko, Thief of Crowns. Add in stuff like landfall (wasn't Omnath, Locus of Creation around at the same time? Warp dem formats!) and revolt (Fatal Push) and similar effects, and fetchlands offer a lot of utility in a lot of different directions.

As a thought experiment, if every set for the next couple of years had the fetchlands cycle, and they were preemptively banned in Standard, how would that affect people's deck building patterns? Ignore the financial stuff involved with suddenly flooding the market with a scarce commodity for now. Would that make different formats more accessible?

PhyrexianPraetor on Back in Black

3 months ago

I saw your list and thought I would suggest a couple of ideas.

Since you're running fetch lands you could consider running some number of Godless Shrine and a long side of it, Silent Clearing. My reason is that you can then substitute Damnation with Damn, it's far better than Damnation due to it being both spot removal and a board-wipe when needed. Silent Clearing will also give you additional card draw in the late game and since you run fetch lands you could consider Fatal Push since you will have a decent number of opportunities to have revolt.

Another card you might want to consider is Withering Torment. It costs one more than Feed the Swarm, but is an instant and only costs you two life points. If you do consider my idea of running dual lands you could even go with Vindicate as an option. It would effectively fill the role of Feed the Swarm and Fulminator Mage at the same time, the only downside is that you can't recur it like Fulminator Mage. Another option would be Anguished Unmaking in place of Feed the Swarm. It would deal with every problematic non-land permanent and could potentially cost you less life than Feed the Swarm would.

I would also suggest looking at adding cards like Hopeless Nightmare, The Meathook Massacre and Kalitas, Traitor of Ghet. Hopeless nightmare will still give you control over your opponent's hand and will add to your devotion count. In the late game it can be sacrificed to scry away needless cards. If you play both The Meathook Massacre and Kalitas you end up having a very strong combo. You can clear the board with Kalitas in play and gain some life while creating zombie tokens.

If you wanted some additional ideas you can take a look at my list on my profile.

Icbrgr on UnCommonder

3 months ago

Ah Minthara; She has a way of cheering me up after slaughtering the tieflings and the druids in the Grove lol

Would Fatal Push or Vampire Hexmage have a place in here?

Skysurfer on SlitherFlash

4 months ago

You dont really get anything out of Blacklance Paragon, can probably cut like ~2 lands if you already have 2 hydroelectric and you're running omen, and dirge bat and the extra ashioks (only 1-2 is really needed) are very slow for the format. I think if you cut those and throw in cheap interaction like ~3 Fatal Push, ~3-4 Counterspell and maybe something like Waterlogged Teachings  Flip for when your flooded this deck would go hard. For upgrades maybe 1-2 Archmage's Charm and Subtlety would be really good.

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