Creature — Beast
When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
|Have (3)||thirdwhirly , , orzhov_is_relatively_okay819|
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|Commander / EDH||Legal|
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Craterhoof Behemoth Discussion
6 days ago
1 week ago
Hey there and thank you so so much for your detailed comment and amazing suggestions,really do appreciate it. I have a devotion thing going on since I will be putting Serra's Sanctum in so I have a lot of removal in the form of enchantments that exile and sit on board to help with that. I really do like Wheel of Sun and Moon and Greater Auramancy they are both cards I plan on buying but I try to shop local to give my LGS's the business and noone has had either sadly. I am definitely going to put Nature's Revolt in with a combo piece, seems like a really great finished.
1 week ago
Hey there and thank you so so much for your detailed comment and amazing suggestions, I really do appreciate it. I have a devotion thing going on since I will be putting Serra's Sanctum in so I have a lot of removal in the form of enchantments that Exile and sit on board to help with that. I really do like Wheel of Sun and Moon and Greater Auramancy they are both cards I plan on buying but I try to shop local to give my LGS's the business and noone has had either sadly. I am definitely going to put Nature's Revolt in with a combo piece, seems like a really great finished.
2 weeks ago
Angel_Zero that's an interesting idea, thanks for the suggestion! I've been pretty happy with Craterhoof Behemoth and Sundering Titan as targets since they usually win the game as soon as they hit, but Griselbrand could definitely be nice in a grindier matchup. Do you think it's better than Behemoth or Titan in the main deck, or would it be better as a sideboard option?
3 weeks ago
At its actual root, I think the idea behind fair magic is mostly the idea of not blindsiding your opponent with a win. It's not about not running removal, or counterspells, but playing the game in a way that is organically moving forward for everybody. So when somebody whips out a game ending combo out of nowhere, the rest of the players feel robbed. Or if someone slams down a card which effectively locks a player out of the game, that player stagnates while the game moves on without them and again feels robbed.
Similarly, if there are four combo decks all trying to play out the combo while counterspelling everyone else's I would still call that "fair magic", since that's the direction the game's heading and everybody is on board with it.
The biggest violation of this is when somebody knowingly sits down at a table with the goal of breaking the social contract. Again, there's nothing wrong with playing a combo deck, but knowingly playing one into a game where the other three players just want to smash heads would be an example of unfair magic. Especially if there are disparities between the overall effectiveness of each deck.
But similarly, a player could be running a deck containing Avenger of Zendikar and Craterhoof Behemoth . That could be considered "unfair magic" as much as a combo if none of the other players are ready for that or it just abruptly ends the game.
While there are a lot of people who interpret fair magic as "supposed to be grindy back and forth", I think that especially in the context of commander it's tightly linked with the social contract more than a particular playstyle.
1 month ago
Mana_Mythic_Legendary Exiling creatures before they can hit the board is the best removal. I remember once getting someone's Craterhoof Behemoth and Avenger of Zendikar it was fun. Also most people don't run cards like Riftsweeper . The only down side is that he costs 3.
1 month ago
In general more ramp and draw makes your deck significantly faster. Maybe add Kodama of the East Tree since it provides a lot of value. If combat damage is your main wincon you’ll prob have a hard time in high power. Maybe include some way to combo or at least something like Natural Order + Craterhoof Behemoth to pump out a ton of damage in a single turn and kill multiple opponents at once, but 20 creatures might be a bit low for that style. Or include Tooth and Nail with any 2 card Kiki-Jiki, Mirror Breaker combo. Since high power plays a lot of combos you should maybe also get some more instant interaction to prevent opponents from comboing as well as some protection to secure your wins. Vexing Shusher or Veil of Summer prevent your opponents from countering your game winning stuff. 20 creatures also isn’t enough to get value out of lurking predators. Getting this up to high power while keeping the werewolf tribal might be quite challenging