Chevill, Bane of Monsters
Legendary Creature — Human Rogue
At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls.
Whenever a permanent an opponent controls with a bounty counter on it dies (is put into the graveyard from the battlefield), you gain 3 life and draw a card.
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|Commander / EDH||Legal|
Chevill, Bane of Monsters occurrence in decks from the last year
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Chevill, Bane of Monsters Discussion
2 weeks ago
Anyway, that's an interesting take on the poison counter deck. It's a clever idea to use Rune of Might and Setessan Training to get through blockers with deathtouch. Actually I don't want to nitpick too much but an enchanted Varragoth, Bloodsky Sire would actually do 1 damage to the blocking creature and 2 damage to face because of the +1 attack. This means that it would work nicely with any 1/1 deathtouch creature, not just with Varragoth, Bloodsky Sire as you seem to imply.
Speaking of 1/1 creatures, this is a deck that ideally wants to win quickly by throwing as many deathtouch creatures at your opponent as possible to reach that 10 poison counter with Fynn, the Fangbearer asap, and just a quick look at your curve tells me that you would benefit a lot from having more 1 drops. You should definitely run 4 Foulmire Knight and probably even some extra Moss Viper . It would also improve your chances of having a target for your enchantments on turn 2, just in case.
I don't think you want too many Chevill, Bane of Monsters since he's legendary, and while Nighthawk Scavenger can be a powerhouse in the right decks, it's not really at home here since it's expensive, slow, and the amount of damage it deals should be mostly irrelevant. Vengeful Reaper in comparison seems like a great call to get that surprise finishing blow, I would run more than 1.
I'm not sure what you're trying to achieve with Garruk's Uprising since you already have the trample plan covered and giving trample to 1 power creature doesn't do anything for you. If you want card advantage, you might as well just run Call of the Death-Dweller instead to bring back 2 creatures from the graveyard, especially since giving one of them menace can be a big deal. Then if you get to enchant that creature it would really become a nightmare to block.
For your sideboard, running 4 Heroic Intervention under any circumstances will always be too many, it's too situational on top of taxing your mana. If you want boardwipe protection you might as well just remove like 2 of them in favor of more recursion spells again like Call of the Death-Dweller .
Another card you might want to consider is Binding the Old Gods because it's an amazing card already even in decks that ignore the 3rd chapter, but for you it could make your Toski, Bearer of Secrets even more annoying to manage.
Hopefully these are useful, cheers!
1 month ago
Hello! I feel bad for drawing you into this deck but I figured I needed a second opinion and good testing cannot happen without events. Do not feel bad if your responses seem to all be negative. This is a combination of two lists so it will look like yours but vary. For the future, I can test this deck on occasion with an aggro list I have but, to test against anything else would not work as I am not the original pilot of any other deck. Anyway, I love the criticism and I'll start my responses in order, but do remember, I haven't tested anything. So I will be taking consideration but not making any changes yet until I have been able to play enough to decide. Sorry for the long response. Without further ado:
I really like Kroxa, Titan of Death's Hunger. The ability to remove a card from their hand, more notably a nonland card unless they take life as well, is great. Having a 6/6 beater seems a little less important as there are many other creatures in the deck. There is great value in the choice to escape the card while maintaining Grim Flayer and fueling the escape cost. At this point I can see a direct swap of Tasigur, the Golden Fang and Kroxa, Titan of Death's Hunger. While Kroxa reduces the opponents recourses Tasigur gains resources in the opposite manner. It is more by choice of the opponent but by exiling the graveyard with it's delve ability the choices are better. Tasigur's ability can be activated multiple times in a late game setting at end of turn after holding up responses but not needing to activate them, it's another thing to do. I could see this getting in the way of say clue tokens but we have yet to test that out as I see this issue coming in against late game which aggro does not go to. I do like that Kroxa is a recurring threat. All said and done I see the choices being keep how the deck is or swap 1x Tasigur for 1x Kroxa. I say only 1 because the recursion on Kroxa is just so strong if she gets milled she can come back, dies can come back sometimes the next turn if a Grim Flayer is on the field. In the end it comes down to testing but it is a wonderful consideration.
Vraska, Golgari Queen rounds out the 4 drop slot with more removal on a stick and I would have to argue the token generation of Tireless Tracker is exceedingly wonderful for her. In testing against my aggro deck she honestly comes down to -3 then dies the next turn fueling delirium for Grim Flayer so it's hard to say what would go in this slot but it appears as though she is definitely not great in the aggro match up but I could see her excelling in other match ups with her continuous ability. Perhaps another planeswalker would fit the bill better but we have tried Liliana, the Last Hope and she does not make the cut. It's ideal if her +1 could kill something every turn but it typically would not happen and if it does the game is heavily in our favor already. For now I would keep her in but I feel there may be other options out there other than the discussed walkers. I'm not entirely sure any walker is good in the aggro match up so the answer to this question will have to wait until different testing can commence but if I do find an answer I will let you know.
I like Bonecrusher Giant, but I feel only hitting for 2 damage hurts a lot more than it helps. Having another big body is great too, but I feel like that role is already played even in your list with all the other creatures we share and Kroxa. It's basically a direct swap of Bonecrusher Giant and Oath of Chandra. The most we have Oath acomplish in the deck is to bolt something then hit the graveyard (Vraska typically sacrifices Oath, the 2 damage at end step is a trigger that if it would occur is a forgotten trigger). So in this way it's with an instant speed shock or a sorcery bolt. I feel as though we have enough instant speed threats and could use these sorcery speed slots. It's just a unique card to fuel delirium at worst and a bolt with upside at best. I see the reasoning to remove it for something better as most other cards have many modes behind them but I have to admit the amount of multicolored cards in the deck hinder it and having more mono colored removal really helps the deck out in the event of multi colored protection. I find that due to the redundancy of Giant in the list and lackluster damage vs a unique card type that can enter the graveyard fairly easily is a little better. Against aggro it is a good card but I would say otherwise the card would get taken out for something else which isn't necessarily a bad thing it makes cutting cards easier for sideboarding.
Speaking of which, a disclaimer: the sideboard is not complete I just threw in cards and was somewhat in the process of removing some. We want the sideboard to work on match ups where we have difficulty but the hard part at this present moment is trying to figure out what match ups are the tough match ups. You can see we have some cards for aggro: (Abrade, Radiant Flames, even Scavenging Ooze). We have cards for midrange / control: (Agonizing Remorse, Shifting Ceratops). We have graveyard hate: (Scavenging Ooze and Soul-Guide Lantern). And lastly we have cards against combo: (Necromentia and Slaughter Games). Some of these cards can overlap for different needs we just don't know what needs need to be met.
I have had the discussion over Anger of the Gods and we are playing Radiant Flames because of the modular capabilities (playing it for 2 damage or 3, hardly ever 1 as explained here) and getting double red on turn 3 is much harder than getting all colors by turn 3. That, and the off chance we hit our own creatures they remain exiled and not destroyed. That is why we have Radiant Flames over Anger of the Gods. This slot in the sideboard is basically filled. Otherwise I agree Anger is the card to have.
Lastly about Necromentia and Slaughter Games. It is very much redundant to have both of these in the list we just haven't figured out which is better and would only run one, and not sure the amount of that one meta dependent. For Necromentia it can hit a turn earlier, and the off-chance it makes a token we can very much kill it with anything and possibly get value from it with Chevill, Bane of Monsters. For Slaughter Games it can't be countered but hits a turn later. I'm not sure if the ability to get non-basic lands with Necromentia is very relevant but Slaughter Games can only get nonland cards but as mentioned Slaughter Games can't be countered. So for now both of them sit in the sideboard until we can figure out which is better.
Perhaps you may have some insight on the topics mentioned above? If not I do appreciate the constructive criticism and all mentions will be placed in the sideboard for further testing with. Thanks!
1 month ago
Fynn, the Fangbearer is going right into my Chevill, Bane of Monsters deathtouch deck because I like Black/green too much to go mono-green, but he's a solid choice without black. Green has lots of deathtouch available.
1 month ago
RNR_Gaming That does make sense, which is the primary reason I'm reluctant to cut Questing Beast, as it tends to be a very large threat that works quickly with of without Fynn. Not sure how I missed Chevill, Bane of Monsters but he'll be getting a spot quickly, maybe in place of Hornet Nest. I think I'll skip Lurrus of the Dream-Den and Pharika, God of Affliction for now, but Bow of Nylea definitely could slot into the sideboard easily.
1 month ago
Make sure the deck can win without Fynn. I love the card but he's currently the only thing in pioneer that will give things poison. Chevill, Bane of Monsters could give you some extra card draw and feeds into the death touch strategy and can be gotten off of collected. Additionally, you could cut/move Questing Beast to the sideboard and run Lurrus of the Dream-Den as your companion. Alternatively, a Bow of Nylea go wide token statedy with Hapatra, Vizier of Poisons and Pharika, God of Affliction could be interesting but you'd have to rework your removal and well, I feel like you have the best removal Sweet for pioneer already.
1 month ago
Helm of Obedience if not going combo route
Arisen Gorgon Too dependant on Liliana being on the field
Gorgon Recluse Too high CMC for what you do
Infernal Medusa Medusa /= Gorgon
Keepsake Gorgon Too high mana for one and done
Korozda Gorgon Too high CMC && not running heavy +1+1 Presence
Ohran Viper As you are in blue, you have better options for card draw, especially because this one means you have to deal damage to player first.
Oona's Blackguard Cut unless you are rogue heavy
Pitiless Gorgon All your snakes will typically have deathtouch or be able to gain it, at 3 mana this should do more.
Gaze of the Gorgon A little too high mana but hilarious at the same time.
Vraska, Relic Seeker Might be better for pirate deck, it's not on flavor at all here, and not in line with or as powerful as your other walkers.
Vraska, Swarm's Eminence This is useful however high mana for what it does, totally up to you, this could go either way.
Chromatic Lantern To ensure you make colors. Given you're going heavy black we may need to revise this item.
Chevill, Bane of Monsters super value at 2 cmc
Baleful Strix Super value at 2cmc, fly, dedtouch, card draw
Fathom Feeder value town, and if you yank combo pieces this can help facilitate a win with it's ability
Hapatra, Vizier of Poisons 2cmc, high high values and makes SNEKS!!!!
Hythonia the Cruel Yeet cannons all non-gorgon creatures + big creature
Seshiro the Anointed SNEK SNEK +2+2 to all SNEKS! Draw card wen snek do damage!
Kaseto, Orochi Archmage Unblockable +2+2 SNEKS!
Prowling Serpopard Make's your Sneks and Gorgon's Un-Counterable
Stonecoil Serpent cool snek, but I think you might already have cooler in deck & on list
Orochi Hatchery Funny stuff this one, totally up to you
Bow of Nylea all creatures get deathtouch + more check this one out
Ohran Frostfang Gives attacking creatures you control ded touch and when your creatures damage a player, draw a card.
Kodama's Reach Mana Ramp
Search for Tomorrow Mana Ramp
Three Visits Mana Ramp
1 month ago
ya you are correct
"You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards."
Since the card's companion ability is rendered pretty useless i would totally take the potential 1 extra card per turn from Chevill, Bane of Monsters over the potential -1 cost reduction from Umori, the Collector
and at least now you will be able to use both instant responses and sorcery win con's making it a much better deck
1 month ago
seshiro_of_the_orochi I LOVE IT!!!!
maybe Chevill, Bane of Monsters as a spellslinger i'm sure you'll have plenty of removal to trigger him
and you could keep Umori, the Collector in the Companion zone