Fatal Push

Fatal Push

Instant

Destroy target creature if it has converted mana cost 2 or less.

Revolt — Destroy that creature if it has converted mana cost 4 or less instead if a permanent you controlled left the battlefield this turn.

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Printings View all

Set Rarity
Double Masters (2XM) Uncommon
Mystery Booster (MYS1) Uncommon
Secret Lair (SLD) Rare
Aether Revolt (AER) Uncommon
FNM Promos (FNM) None
Promo Set (000) Uncommon

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Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Pioneer Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Fatal Push Discussion

RNR_Gaming on Esper Artifact Army

8 hours ago

so, I'm not really sure what this format is but a few cards that can be considered are Fatal Push, Swords to Plowshares, Path to Exile, Delay, Counterspell, Serum Visions, Preordain, and Brainstorm. These are all generically good cards and should help you do your game plan with ease.

Feiryn on Yahenni Aristocrats

1 day ago

I'm surprised you're not running Fatal Push and Toxic Deluge, they'd work well in this deck I'd think. You could also look at Entomb and Buried Alive to get the creatures you want into your graveyard, though you may need more recursion if you went that route.

DragonSliver9001 on

1 day ago

you can cut anything cmc 4+, and i'd recommend Hedron Crab, fetchlands so you can trigger the crabs twice in a single turn, Glimpse the Unthinkable, Mesmeric Orb, and Fraying Sanity.

i almost recommended Mind Sculpt, then saw you mentioned Maddening Cacophony which would be a strict upgrade. stay away from lands that enter tapped. you'll want Polluted Delta, some other fetch that can get an island (to prioritize turn 1 crab), Watery Grave, and Drowned Catacomb. you can skip the planeswalkers and enchantments in favor of more efficient removal and counterspells like Fatal Push and Mana Leak

RNR_Gaming on Tyrant's Bounty

1 day ago

Moderns a very fast format. You're going to want some interaction like Lightning Bolt or Abrade. Additionally, maybe Through the Breach could help you get your pay off on the board and leaving you with a couple 6/6 beaters if all goes well. Maybe consider adding in some black for Changeling Outcast and Fatal Push

ellie-is on Ellie's Rats

1 day ago

Peoyogon: That's awesome! This was one of my first too, originally formatless with a bunch of old garbage cards, haha. It was a lot of fun losing with it. I even got to use the amazing Dirty Wererat.

Defile is nice and I considered it, since it's essentially Skred, but stronger, less limiting and costs way less money, but decided against because I run such a small number of lands and it'll rarely get as strong as Skred does. I don't have good sacrifice outlets either, but ultimately I like Tragic Slip better as -1/-1 is often enough, or it can be cast after using Fatal Push or chump blocking with a rat.

Vampiric Link is fun! Not sure how I feel about it in this deck, but a one-mana pacify is great and I can imagine it being super enjoyable in a multiplayer game where you can't enchant someone's creature and gain life while they're attacking someone else as well. But on the other hand its uses as removal are narrow as it doesn't stop abilities from being activated, and if you put it on a pack rat you can get 2-for-1'd. I used to run Gift of Orzhova for life and evasion back in the day and it was great having rats with wings, but a lot of the time they'd get killed and I'd just be sad haha.

Theros2014 on Rogue mill

1 week ago

ya definitely need one more removal(×4), do counter spells in side board work? Btw would love more removal ideas Dunno what else could fit deck Fatal Push ?

TriusMalarky on Nephalia Drownyard or Ipnu Rivulet

1 week ago

Deck seems slow, you need a lock piece. Something like a couple wraths or, if you can possibly afford it, Ensnaring Bridge is insane.

What you need is more board interaction, like Fatal Push or even just Cast Down, and some untapped duals. Choked Estuary is okay, River of Tears might help. Just lands that can ener untapped, regardless of how often, will increase this decks power by a lot.

On top of that, I'd use 4x Ipnu Rivulet and 1-2x Nephalia Drownyard. They're both okay but Rivulet is a free roll and Drownyard is a little less so.

TheVectornaut on Searing Infection

1 week ago

Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.

To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.

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