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.
|Want (4)||xxxxxxxxxZombiexxxxxxxxx , Chaosfalcon , slayerwins1 , Lovet0209|
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|Commander / EDH||Legal|
Craterhoof Behemoth occurrence in decks from the last year
Latest Decks as Commander
Craterhoof Behemoth Discussion
4 days ago
Sughes thanks for the interest in this deck. This deck is a very high power deck, missing only the fast mana from a full Marwyn, the Nurturer competitive list. Here is the link to my primer https://www.moxfield.com/decks/rfxjWcW2kkW5QU24G_KzHQ on Moxfield To be honest i do not recommend over run effects such as Overwhelming Stampede or Craterhoof Behemoth. These are just "win-more" cards in this deck. Here is one of the best non-budget versions of Marwyn with a primer as well. it will give you some good reasonings for card selection and ommissions . . (https://www.moxfield.com/decks/4OTNfgjRNki4olzgJBYQDQ) .
4 days ago
Phroggy1 My girlfriend really likes Marwyn, and I think this is the deck she would like to purchase. If I got her Craterhoof Behemoth for Valentine's Day, would it be a good fit? What is about the power level of this deck?
1 week ago
As with most new decks, I'd recommend starting any edits by thinning down to 60 cards. Your land count is really low for a 100 card deck, but it should be fine for a 60 card deck with enough mana dorks, so I'd cut 40 from the nonlands. The best cards to remove are anything with poor cost efficiency or minimal impact in the ramp archetype. Elvish Mystic is an example of a card to keep because it serves as a cheap accelerant towards your biggest threats. By contrast, Orochi Leafcaller does (almost) literally nothing in a mono-green deck except be a 1 mana 1/1. On the bomb side of things, I'd choose Terra Stomper over Arcbound Wanderer every time, especially since Wanderer only has synergy with the aforementioned snake. Then you have something like Demon's Horn which is pretty terrible in most black decks. And since this is a green deck, it may never trigger at all.
Once down to 60, I'd start looking for upgrades to the existing cards. Some elf ramp options I'm partial to are Joraga Treespeaker, Elvish Piper, Ezuri, Renegade Leader, Craterhoof Behemoth/End-Raze Forerunners, and Archetype of Endurance.
1 week ago
I agree with some of the cuts you already did that were suggested by abby315 and Keqing420. I also think you don't need Elvish Champion instead of Ezuri, Renegade Leader. I believe Ezuri is more reliably going to finish games over the champion. Beast Whisperer is part of the deck's card advantage and card playing engine so should stay in the deck without a big overhaul of the deck. Besides being a replacement for Glimpse of Nature in the deck since glimpse isnt Modern legal.
Some more cuts I feel could happen are; Deleting Elvish Promenade. Both Collected Company or Chord of Calling would be better in this deck than the promenade. I understand that the copies of Primal Surge fulfills what either of those might provide for this deck. But they are both way better than the promenade because they can get you your combo pieces. I would consider replacing it maybe with Turntimber Symbiosis Flip if you don't want to play either CoCo or Chord. Partly due to the fact it still puts brakes on your Surges and can serve as a land in a pinch. (Way not needed, I know). It gets more utility elves out like Coco and Chord so would make your gameplay more consistent. Or maybe Lead the Stampede instead?
I also agree that I would also cut the Fauna Shaman until you can get Craterhoof Behemoth. Without the behemoth, you just dont need anything else that badly to tutor up you won't be able to find with surge or your draw engine.
Also, I don't see any value from the copies of Elvish Clancaller. Your deck is more combo and going wide than needing anthem effects. It's activated ability costs way too much for just getting another clancaller. I would cut all 4 and see if your decks suffers at all. Or leave the fauna shamans and promenades and just cut those. Or replace them with copies of Elvish Champion even.
You also dont need anything in your maybe board except maybe Imperious Perfect. Though I would treat that as a slightly better card than the clancallers and wouldnt put them in the deck either. Helix Pinnacle is just picking a different win condition than the Ezuri/possible behemoth route. Metallic Mimic actually provides nothing the deck needs at all.
1 week ago
To make cuts, you'll need to pick a lategame plan. In theory, the strength of Elves is that you can snowball a bunch of small creatures which works for an aggro plan without much assistance, and those small creatures also contribute to a combo turn.
Right now you have several lategame payoffs: Ezuri, Renegade Leader; Primal Surge; Elvish Promenade; and Joraga Warcaller. Though you're a combo deck, you also have a few random tribal beatdown cards in Steel Leaf Champion and Elvish Clancaller that don't really fit with your main plan.
You should pick one top-end thing that you want to do and cut the rest. In most modern elf decks that's Craterhoof Behemoth or Ezuri. My suggestion is to cut every lategame piece except for Ezuri and Joraga Warcaller, and maybe add a Craterhoof or keep one Primal Surge (but just one so you can ensure you hit the whole deck). I would also shave Beast Whisperer to 2x.
The following cards I think are too slow or non-impactful for Modern: Imperious Perfect, Steel Leaf Champion, Marwyn, the Nurturer, Elvish Visionary. I also think Fauna Shaman is much worse if you aren't running Craterhoof.
That'd be my starting point for cuts. You can always look at other modern Elf decks for inspiration. GLHF!
1 week ago
TriusMalarky - haha thanks!! Yeah, I'm basically just retooling the whole Karador deck to make it more fun for everyone. I removed all the hate bears (besides Teeg) and all the tutors so far, along with Hulk and Boonweaver + Pattern Rebirth/Academy Rector.
I took whatqwerty advice and added Spore Frog and Caustic Caterpillar. I'm also basically going more of an Toolbox/Reanimator route adding in some creatures to win through combat and that are powerful. Kokusho, the Evening Star, Avacyn, Angel of Hope, Craterhoof Behemoth, Massacre Wurm, Mikaeus, the Unhallowed, Luminous Broodmoth, Razaketh, the Foulblooded, etc.
Just going to try making some of those updates for now - still trying to construct the deck a different way.
But I appreciate all the feedback! I'm open to anymore suggestions all :)
1 week ago
Hey, you have some amazing cards here Cradle, Hollow and Shepherd, but then there's all the creature removal spells, Sundail and Majesty, etc. which are subpar. Spells such as Aggressive Instinct don't interact with a Planeswalker Commander and most Elves have low power which is not what you want when you want a creature with high power for removal. Lots of cards that rely on a creature you control to have high power are not what you want with Elves.
My suggestions will be for Elf upgrades and some additional mana sinks to better use the ramp that Elves and Freyalise can make. It's already been suggested, but max out on all the one drop mana Elves as these are unique to Elves and a big reason to want to play the tribe.
- Elvish Mystic --> Aggressive Instinct
- Fyndhorn Elves --> Rabid Bite
- Heritage Druid --> Ram Through
- Boreal Druid --> Clear Shot
- Marwyn, the Nurturer --> Fyndhorn Elder
- Elvish Harbinger --> Drove of Elves
- Numa, Joraga Chieftain --> Elf Replica
- Quirion Ranger --> Ezuri's Archers
- Wirewood Symbiote --> Skyshroud Ranger
- Wirewood Herald --> Naturalize
- Eternal Witness --> Wren's Run Vanquisher
- Llanowar Tribe --> Greenweaver Druid
- Reclamation Sage --> Elvish Scrapper
Harbinger is an Elf tutor. Numa is a mana sink. Marwyn grows when you create a mana Elf with Freyalise. Ranger + Symbiote lets you bounce Ranger + Forest to untap an Elf such as Archdruid to make a lot of green mana. Ezuri and Shepherd are your best mana sinks, but consider others?
- Green Sun's Zenith --> Colossal Majesty
- Leyline of Abundance --> Door of Destinies
- Chord of Calling --> Seer's Sundial
- Craterhoof Behemoth --> Soul's Majesty
Zenith and Chord are tutors to use ramp with that can get Ezuri or Craterhoof or any other creature putting it onto the battlefield.
Some other cards to consider cutting for better options:
- Broken Bond
- Gleeful Sabotage
- Might of the Masses
- Garruk's Uprising
- Desert Twister
Good luck with your deck.
2 weeks ago
So.. I'm basically looking to reduce the strength of my current Karador deck to 75%-80% (or 8/10), as it's currently much too strong for the Meta I play in with my buddies. Perhaps make it more Toolbox or Graveyard focused (i.e. fill it up), and have more ways to win through combat rather than ONLY infinite combos (cEDH). Basically make it more fair and fun to play against (including for me lol).
My Deck List: My Tapped out Deck list link here https://tappedout.net/mtg-decks/karador-edh-boonweaverhulk-combos/
Background: This is the first deck I ever built about 7 months ago (built 2 more since). However, the problem was I built it off of a cEDH deck (minus the expensive land base) and didn't realize how powerful it will be. I really don't need to fill up my graveyard either (i.e. Entomb Hulk, Boonweaver, etc works just fine). I'm basically looking to completely change my Karador format but I'm still relatively new to MTG (mostly played my buddies decks for the past 2 years).
The strategy of my deck is basically to combo out (go infinite) as fast as possible. My deck relies on a lot of the common Karador combo's pieces (I have many different possible combo's): Protean Hulk, Boonweaver Giant, Pattern of Rebirth, Karmic Guide, Reveillark, Saffi Eriksdotter, Loyal Retainers, Sun Titan, Acidic Slime, etc etc. Obviously, I'm planning on removing Hulk, Boonweaver + Pattern of Rebirth. I'll probably keep the Karmic Guide/Reveillark combo though.
I also run a strong tutor suite with Demonic Tutor, Enlightened Tutor, Worldly Tutor and other strong cards like Academy Rector and extensive hate bears Gaddok Teeg, etc etc - (I try to only use when in a bind). So it would make sense to remove these.
What happens when I play this deck in our Meta: is that I don't really interact with the board/players much, as I'm just trying to tutor and find my infinite combo's as quickly as possible. This tends to annoy some people as the game will have interactions between players all over and then all of a sudden - I combo out infinitely and win the game. So every game either comes down to A) Me winning.. or B) Each player focusing their attention on me to kill me as quickly as possible, which is understandable, as I can go infinite quite quickly. So you can see why I need to reduce this and try to make my deck more fun to play with for everyone (including myself).
About my Meta/Playgroup: We always play 4 way player EDH (sometimes even 6!). There are some pretty optimized and strong decks. I would say generally decks in our meta are optimized anywhere from 60% - 80% (or 6/10 - 8.5/10). Most decks are valued mostly under $700 (which is on the high end). Infinite combo's are not thought of highly, though there a few decks that run them but it's not their main/only win cons. Our games generally last anywhere from turn 10 - turn 13 - but some decks have gone off turn 4-6 and won. So it does vary but mostly, our games go longer.
My thoughts on how to reduce my decks power (adjust to my meta) and make it more fun below - : - Remove the most powerful tutors - Remove Protean Hulk + Boonweaver Giant/Pattern of Rebirth/Academy Rector and other infinite combos - Remove most of the hate bears - Add more dredge - Add more cards to win through combat (Craterhoof Behemoth) - Transition deck to a Karador Toolbox box deck (can win through combat) ?
Please let me know your thoughts any advice will be helpful! Feel free to include links to any Karador deck lists you think I might find useful. Sorry for the long post but looking forward to all feedback
Thanks guys! :) -Cory