Fatal Push

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.

wallisface on Cloaked Whispers

2 weeks ago

I’m not sure where the first iteration of this deck ended as it got deleted before I could read any closing comments. So apologies in advance if i’m stating something that’s already been discussed.

Your description has the opening statement of “I know the deck is slow, don't really care about that. These are the type of decks I like to build. So don't comment if you're not interested in helping try and help with the deck” - this commentary is at-odds with itself… in that the absolute-best way to make this deck more playable is to speed it up. It’s going to be very hard to offer suggestions that aren’t just “make the deck faster”, because that’s the primary thing this deck soo sorely needs.

Specifically, your deck needs to be doing something in all-of turns 1, 2, and 3 to progress the game… otherwise you just get left in the dust. Your options for that includes:

  • potentially having a ramp engine. Green has loads of 1-mana options for generating mana which could easily accelerate your win condition by a few turns. Ramp also helps mitigate some of the woes you’ll face with this extremely greedy mana curve.

  • potentially having control elements. If you’re wanting the game to go long enough to do your thing, you need to make sure the opponent isn’t just winning. Counterspell, Fatal Push, Thoughtseize etc all play a part in dragging the game out and allowing you time to assemble your pieces.

  • potentially dig through your deck to assemble all the cards you need. Your combo requires a lot of working pieces, and as said before, those Transmute cards are super clumsy. Cards like Preordain, Serum Visions, Opt, and Consider could all help you dig through your deck to try and get your card pieces asap - to try and make a turn 5 win as reliable as possible.

^ each of those three above options could be viable - the important thing is that your deck needs to be working towards achieving its goal from turn 1, not turn 3-4. At the moment your shell is both super slow and super fragile, which is just going to lead it to not-working.

Ersatz_Mageta on Modern 8 rack/ control

2 weeks ago

Love the idea of Flagstones of Trokair. That can certainly be an addition to the manabase, especially now that I've converted it to a creatureless deck with Smallpox.

I know Fatal Push is a great card, but I just don't know about it in this deck. Besides the fetchlands, I don't know what permanents I'll have leaving the field at instant speed. Honestly, I'd be more inclined for something like Cut Down, but I love the slower, more universal approach of Vindicate and Anguished Unmaking. Vindicate is never a dead draw because in the late game you can always just nuke a land and cut off more resources.

My big question once the cards come in will be how many "rack like effects" will be needed to truly achieve the sweet spot. Urza's Saga just feels like a tutor for a rack, which is nice, but also feels out of place for the lack of artifacts.

wallisface on Amass or Die

2 weeks ago

AxonsReplete what kind if budget are you wanting? Good 1-mana options could include some interaction which you’re sorely lacking - stuff like Lightning Bolt, Flame Slash, Fatal Push. With the various sacrificing going on Stalactite Stalker might be a good option too, just for being a 1-mana creature that gets big

Ultarian on Modern 8 rack/ control

3 weeks ago

Shrieking Affliction is unnecessary with Urza's Saga (got up to the full 4). Anguished Unmaking is probably better in the side. Also, needs cheap removal like Fatal Push, maybe even Solitude. Damn is a nice touch, I'd add a second to the main or board. Flagstones of Trokair + Smallpox + Urborg, Tomb of Yawgmoth is a major draw to Orzhov Pox, that you're already like 60% there on.

kamarupa on Ally Do Is Win

1 month ago

Why Bone Splinters? It just seems like a bad option for this build. The more Allies you have, the better, so saccing one is kind of painful. AND it's only sorcery speed? Vendetta seems aligned with the deck's strong suits - you don't have any spells like Speaker of the Heavens that has a lifegain threshold, so whatever life you gain is just insurance anyway, right? There's also Path to Exile, Fatal Push, Cut Down, Cast Down, Devour in Shadow... so many more. I know some of those are over $1, but really, the added cost isn't that significant, and there are def plenty of instant speed removal spells for under $1.

wallisface on Black/blue zombie control deck

1 month ago

I don’t see the game going long enough to ever get use from Exsanguinate, Rooftop Storm, and Hordewing Skaab - i would replace those cards with something costing much-less mana… Fatal Push would be a good replacement

Swing4Lethal on Esper Control 3.0

1 month ago

The Reef would replace one of the Vents if it did come in. It's twice the power and hurts their library as well, but I don't know if it will make it in or not. I will do some testing with it and see how it does. Glad to hear the deck is working well for you! I also feel the deck is in a nice spot and it may just not need the shark land, but I do love the card lol.

What are your sideboard swaps when playing against Rakdos Vampires?

I like:

Out 3xFatal Push, 1xJwari Disruption  Flip, 3xTeferi, Hero of Dominaria

In 1xDovin's Veto, 1xVoid Rend, 2xStarnheim Unleashed, 1xSupreme Verdict, 1xThe End, 1xLyra Dawnbringer

Shark Typhoon works really with The End to hit a Vein Ripper and pay the ward cost. cycle on 3, end on 4. My sideboard swaps maximize ways to stop Sorin from hitting board, ways to non-target remove Ripper or get around ward, and gives you more top end power to close out the game, since the Rakdos matchup actually favors them the longer the game goes. Teferi is pretty low impact overall in the rakdos matchup, especially since it cant cleanly deal with a ripper by itself.

Swing4Lethal on Esper Control 3.0

1 month ago

I am very excited to hear you have been playing my list and enjoying it! I still believe the deck is very powerful and consistently better than straight Azorius Control.

I'll address Oath of Kaya first - It is way too slow. You can't afford to be tapping out for a single target sorcery speed removal effect. Especially not with Sorin, Imperious Bloodlord + Vein Ripper dominating like it is. You need to have 2-3 mana available for counter spells the turn they can drop Sorin. Temporary Lockdown is good enough in the 3 mana removal slot and clears most of the things you care about early.

Second, Get Lost is a great catch all option that bridges the small gaps in utility amongst Fatal Push, Vanishing Verse, and Void Rend. The map tokens the opponent gets are mostly irrelevant with only the Amalia Combo decks caring about them. Theoretically you should be able to control the board enough that they never get to use them. With that said, Vein Ripper presents a threat with a protection ability this deck has not had to deal with before, so you could get away with a second copy of Void Rend over Get Lost you just lose an effect that can hit land creatures.

Third, I agree whether you like the card or not, Reckoner Bankbuster is a great card. It gives the deck extra reach that it desperately needs. Deduce is fine, if you absolutely do not want to play Bankbuster but you lose the imminent body and damage threat that Bankbuster gives. The token would give you revolt, but you'd need to run 4 copies for that to be consistent and casting a 3 mana Fatal Push feels not great. Mazemind Tome is far too little impact to make it in the list. Your life gain is handled by The Wandering Emperor and Shambling Vent. Search for Azcanta  Flip is too slow and is really bad in Pioneer due to all of the graveyard exile effects being used.

Fourth, If you personally prefer to run 1 basic and 1 Otawara, Soaring City that's fine too. It's really just personal preference and relevant to your area's meta. I find that Dovin's Veto and Void Rend are good enough in the control match up that Otawara is not necessary. The biggest drawback is that Otawara always costs 4 mana game 1 and has a small chance to cost less in games 2/3. The very first iteration of the deck had both Otawara and Eiganjo, Seat of the Empire but I found I was being wastelanded by Field of Ruin too often and utilizing the channel abilities so rarely that I just cut them in favor of basics.

Finally, yes The End made it into the deck. It is the best possible removal option against so many creatures that decks rely on to win. Greasefang, Okiba Boss, Arclight Phoenix, Mayhem Devil, Vein Ripper (if you can pay the ward), and Amalia Benavides Aguirre are all game winning targets for it. Honestly I have even been considering cutting the Rest in Peace for a second copy of the end. I also swapped Make Disappear out for No More Lies. It is just a far better card in every way.

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