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
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
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.

KongMing on A Vast Network of Spies

2 weeks ago

Hey, I used your deck as a skeleton to make my own. I've gotten a lot of success with some surprising cards I want to share with you.

First, Mist of Stagnation. You already know how fast this deck can ramp up to the mana to cast it. When you see it in your hand, you can hold off on playing "no max hand size" stuff and fill your grave with cards when you discard down. Then play it before anyone else can get a grave presence. Usually people are tapped out early game, with 0-2 cards in grave, so you can really slow them down to a crawl while you play at a pretty normal speed.

Filter Out can deal with a lot of annoying threats at once, while leaving the important parts of your board intact. The value of this card depends on the level of interactivity you need with your pod(s).

On the Trail is amazing resource acceleration and fits into the gameplan perfectly. T1, 1-drop Evasive Spy. Turn 2, On the Trail. Turn 3, Edric, swing, draw card and trigger trail, drop an extra land.

Also, if budget isn't an issue, Overrun can be swapped for Craterhoof Behemoth.

Really though Asgeren, you get all the credit for this swift and hard-hitting strategy. It is one of my most consistent decks now, all while acting as a great "sleeper" and having the resources to defend itself when piloted wisely. Thanks so much for sharing this with the world!

DemonDragonJ on Diamondscale Gargantua and Shadowfang Goliath

1 month ago

Reality Fracture shall feature Craterclaw Colossus, a red version of Craterhoof Behemoth that synergizes with artifacts instead of creatures, so I decided to create a white version that synergizes with enchantments (Moonshaker Cavalry is also a white version of Craterhoof Behemoth, but it does not synergize with enchantments), in addition to a black version that synergizes with cards in its controller’s graveyard, so here are the results of my work:

Diamondscale Gargantua Show

This creature is a very straightforward design, being a white version of Craterclaw Colossus that synergizes with enchantments instead of artifacts, although it has a higher mana cost because it also increases the toughness of creatures, and it is an enchantment, itself, so that it shall always grant at least +1/+1 to all creatures that its controller controls. I considered having it grant double strike to creatures, but I decided that that would be too powerful, so I chose to have it grant merely first strike, instead, and I made it a spirit, since creatures of that type are often portrayed as being ethereal and intangible, as enchantments are.

Shadowfang Goliath Show

This creature is slightly different from the other creatures, in that it counts cards in its controller’s graveyard, rather than on the battlefield, so it makes its controller mill a card, so that there shall be at least one card in that player’s graveyard. I considered giving it deathtouch, but that ability is better on creatures with low power (just as venomous animals in actuality usually are very small), whereas lifelink is better on creatures with high power, as this one likely shall have, after its ability resolves. I considered making this creature a nightmare horror, but, since the two official cards made by WotC are both beasts, I then considered making it a beast horror, but finally chose to have it be a nightmare beast, as I thought that those types sounded more frightening. I did not create a blue version Craterhoof Behemoth, as blue is the least aggressive color in this game, so a blue version did not seem to be appropriate, to me.

What does everyone else say, about these cards? Do you like their designs? I am very eager to receive your feedback, about this subject!

PuritanPuree on Affinity for Witherbloom

5 months ago

SomeDipshit Sprout Swarm is bae.

I don't think Chord of Calling is what the deck is looking for since I'm not trying to get out a Craterhoof Behemoth (which I don't want to do, I want to win with big, dumb sorceries).

Shaman of Forgotten Ways is a hilarious mana dork though. That ability is very expensive, but the effect is very funny. It's a consideration.

BotaNickill on Elf

7 months ago

I'd say you are off to a great start there! Get yourself a Craterhoof Behemoth and you'll be good to go!

Vessiliana on Elfball bleh

7 months ago

From your Maybeboard, to finish up the deck with the last two slots, I highly recommend Priest of Titania and either Marwyn, the Nurturer or Craterhoof Behemoth, depending on what you have.

WingsofIcarus on Omnath EDH

7 months ago

Made these changes a while ago to the decklist, but never actually posted the change log. Slotted in Fetchlands for more land ETB triggers. With Yavimaya, Cradle of Growthfoil, Ramunap Excavatorfoil, Eternal Witnessfoil and other recursion, downsides are minimized.

This update also marks a big moment for the deck in retiring Tempt with Discovery, a very well known card in this deck amongst my playgroup for accelerating my mana. It has been replaced with Realms Unchartedfoil and Petrified Field (which is additional land recursion), to make better use of a land tutor. Many other swaps were just to lean out the mana curve of my ramp and make some better functionality and flexability changes with how the meta of EDH has evolved. I also acquired a new copy of Craterhoof Behemothfoil. I like the art and the flavor text seems very fitting for how I feel the deck plays.

Forestaltered --> Wooded Foothills

Forestaltered --> Windswept Heath

Forestaltered --> Misty Rainforest

Fabled Passage --> Verdant Catacombs

Wirewood Lodge --> Petrified Field

Kodama's Reachfoil --> You Happen on a Gladefoil

Tempt with Discovery --> Realms Unchartedfoil

Burgeoning --> Natural Order

Khalni Heart Expeditionfoil --> Rampant Growth

Praetor's Counselfoil --> Seasons Pastfoil

Mana Reflection --> Invasion of Ikoriafoil

Skyship Weatherlightfoil --> Nissa, Ascended Animistfoil

Courser of Kruphixfoil --> Augur of Autumnfoil

Gemrazerfoil --> Ulvenwald Oddityfoil

Scryb Rangerfoil --> Tireless Trackerfoil

Mana Crypt --> Ojer Kaslem, Deepest Growthfoil

Cultivatefoil --> Flare of Cultivationfoil

Nissa's Pilgrimagefoil ---> Bloomvine Regentfoil

Craterhoof Behemoth ---> Craterhoof Behemothfoil

SaberTech on Which Mono-Color is the Most …

7 months 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.

Balaam__ on

9 months ago

Looks good. I played against something similar awhile back that used Craterhoof Behemoth to great effect. It’s costly and some mana tinkering might be necessary, but it stomped my lights out at the time and is difficult to deal with if it lands.

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