Craterhoof Behemoth

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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
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
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Craterhoof Behemoth

Creature — Beast

Haste

When this enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

legendofa on Beta Brackets Update Today

9 hours ago

More on the banlist side of things, but I think Biorhythm could be made available. isn't known for clearing the board by itself, and is it that much more of a game ender than Craterhoof Behemoth (specifically called out as acceptable, not even a game changer) or Triumph of the Hordes?

Icbrgr on Kaheera Cat Pride

1 week ago

(cat photos in the deck description is cheating.. look at those little fangs and white goatee lol)

Does this deck actually utilize Craterhoof Behemoth? I'm used to seeing it in Elves with a buncha mana dorks so seeing it here in a more Lord/Swarm style has me curious.... I brewed around Break Out back when we had Amped Raptor and was using Boros Charmfoil for that extra damage.

Tsukimi on Counter Intuitive (Arwen)

1 month ago

Always happy to help (:

Kodama of the West Tree was going to be my first suggestion as this card is bonkers, especially with a +1 counter theme. If you're looking to diversify the counters you generate, I am a big fan of Slippery Bogbonder as it can give your commander and other important pieces protection. In that vein Inspiring Call is great in any counter heavy deck. Cathars' Crusade would be an excellent fit with so many low mv creatures. With so many low mv creatures you may want to include some more card draw too.

Like Crow_Umbra mentioned, the life gain feels less synergistic so cards like Wellwisher and Oracle of Nectars don't do much for your deck. I find that outside of a dedicated lifegain shell effects like these are not very strong in EDH and there are better/more fun ways to interact with the table. Instead I'd recommend Craterhoof Behemoth, or some of it's less expensive cousins like Moonshaker Cavalry or even End-Raze Forerunners, Earthshaker Giant, etc. so you have a way to close out games with all of your elves.

If you want any more feedback just let me know

guywitharock on These aren't Homemade, They're made in bombfactory

1 month ago

You may want to consider some "mana dorks" for your commander in the way of easy-to-cast, different colored token creatures:

Also, there are some interaction-related convoke spells which are probably worth subbing in over other non-convoke options:

Depending on the direction you want to take, there are some cards which support a swarm strategy:

  • Nadir Kraken pairs nicely with your extra card draw, and generates rare blue creature tokens for blue-color convoke mana.
  • The Locust God god is nice for continual token gen, and again synergizes with your extra card draw while providing uncommon blue creature tokens.
  • Oketra's Monument is nice in decks with a lot of white creatures, like yours, and adds continuous white token generation.
  • Seraph of the Masses becomes a huge body that can just delete opponents without flying/reach blockers.
  • Sublime Archangel can let swarm decks keep up pressure on opponents, even while you ramp. Throw out a random 8/8 token once per turn or whatever, forcing your opponents to deal with it, and it itself can become huge with Flying.
  • Moonshaker Cavalry is basically a white version of Craterhoof Behemoth. One turn swing for the win.
  • Massive Raid is a single-target bomb which uses your army of weenies, but doesn't cost much mana.
  • Arabella, Abandoned Doll is a great bomb once you have a big board of weenies. Build up like 30 tokens or whatever, swing with Arabella and the swarm, kill the table. Or at a minimum deal a bunch of damage and gain a bunch of life.
  • Divine Visitation is a non-bo with Arabella, but the upside is definitely worth it. Upgrade the token army.
  • Angelic Aberration is similar but provides one-time additional ETB triggers if you lean into that more.
  • Molten Gatekeeper is literally a second Witty Roastmaster but with unearth upside.
  • Impact Tremors?? If you're really going that route with other cards, why not?

And here are some misc cards to consider:

  • Jeskai Ascendancy can straight up give you free spells. Tap creatures for a convoke non-creature spell, Jes Asc untaps them on cast.
  • Kykar, Wind's Fury can let you go mana-positive with non creature spells, which you have a lot of. Also pairs nicely with Quintorius, Loremaster which is on your current list.
  • Skullclamp is an obvious draw engine for a token deck.
  • Unstoppable Plan gets the weenies (and all others) back online on your opponents' turns, freeing up for instant-convokes or just blockers.
  • Narset, Enlightened Exile is a cool way to get extra value from non-creature cards that end up in your graveyard.
  • Mentor of the Meek is nice for potentially repeatable card draw in this kind of deck.

Goldberserkerdragon on Game Changers & Brackets

1 month ago

So we've all come into a new year with a new set of rules and power level tiers; "brackets" if you will. Accompanied are the so called "game changer" cards, usually among the highest powered cards playable in commander/MTG today.

Everyone seems on board with it and it does have a nice ring to it in terms of trying to fix it so players can play well together. However, I would have to argue against some of these concepts.

No one card is going to change the game on its own. Certain nuances and momentums have to be going in your favor. Cards can alter your position and maybe put a target on your back. 9 times out of 10, that card will be checked, countered, removed, etc.

The game of Commander is 3 v 1, so no matter what "bracket" or what "game changers" might be in the deck, it's a balanced and well calibrated game. Removal. Removal. Removal. "Oh you've cast Craterhoof Behemoth, allow me to Counterspell, awesome... we dont die." Hoof doesn't win the game--so is Counterspell not a game changer? Can someone lie about their bracket level by saying it's a 3 when really it's a 4 or 5? Yes.

Myriad issues arise from people trying to one-ify a very cadenced, complex and tuned game. Magic the Gathering is as strong as it is from being an immersive and complex game, yet easy enough for people to play. Player experience and many other factors dictate what a game's outcome might be at any given night with any given deck.

Leaving argument: Say Timmy sits down with 100% Mono-Blue Urza, Lord High Artificerfoil and everyone else is playing normal midrange commander--Urza will be getting all eyes and hammers. Everyone will take him out. He has a chance to actually win and pull it off, but 3 other decks packed with removal wont allow this.

I just wish when asked, power level is the obvious--"I've been playing X years." Or also acceptable, "I did my best to make the deck as good as possible." Because that's what we all do, on whatever budget it may be.

Anyway, let me know your thoughts on the matter, I may have potentially left out areas of topic but feel I covered most of this new trend that caters to newer players rather than older, sometimes more experienced ones. And overall just want the guise of "power level" and "brackets" and "game changers" so be re-understood as many varying factors and that maybe, just maybe, they don't exist at all.

  • Cheers!

Balaam__ on Keiga, the Dioscuri Envoy

2 months ago

I too have felt the pain of being engulfed in shadow as I stare upward into the eclipse created as Craterhoof Behemoth blocks out the sun prior to stepping on me. Reappropriate one for me and avenge my wasted death. +1

Doombeard1984 on Lathril has Elf Ballz

3 months ago

so I kind of find Elvish Piper a little... redundant. Thing with Elves is they can make soooo much many, simply playing a Craterhoof Behemoth is not tricky.

  1. Temur Sabertooth is so good as can bounce your stuff and replay them.
  2. Thousand-Year Elixir and Tyvar, Jubilant Brawler let you use all those precious mana abilities as though they have haste. Can massively increase the speed of your deck. I also run an Akroma's Memorial in mine for full haste amongst the other bonuses.
  3. Am a big fan of Nullmage Shepherd - Means you dont need to worry so much about Enchantment and Artifact removal.
  4. Seedborn Muse gives you an untap in everyone elses turn meaning many more activations of Lathril, Blade of the Elves other ability.
  5. Umbral Mantle and Staff of Domination can mean just win. Umbral makes many infinite mana combos, and staff lets you draw your library.

If youd like to have a look at my deck, here is the link - Golgari Elves

Good luck with the Elf deck, and feel free to hit my up with any other questions. +1

DemonDragonJ on How Good is Atalan Jackal?

3 months ago

wallisface, I definitely have some excellent cards in that deck with abilities that trigger when they enter the battlefield, such as Reclamation Sage, Eternal Witness, Craterhoof Behemoth, Brutalizer Exarch, Coiling Oracle, Mulldrifter Mystic Snake, or Peregrine Drake; do you agree that those creatures are excellent cards for flickering?

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