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.
|Have (3)||NapoleonBonaparte , , gildan_bladeborn|
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|Commander / EDH||Legal|
- Sacing a mirrorpool to copy a fatal push: when is revolt checked on fatal push
- Improvise and Fatal Push
- If I have a Phantasmal Image that is a copy of a selfless spirit and it get's targeted by a fatal push, can I sacrifice it in response to the phantasmal image static ability (to sacrifice it)?
- Fatal push with dimir Aqueduct
- Veilstone Amulet timing
Latest Decks as Commander
Fatal Push Discussion
28 minutes ago
Right off the cuff I would cut Blood Seeker , Voracious Vampire and Brave the Sands as they dont help you win with your life shenanigans. Keeping 1 copy of Blood Seeker may be decent against token or creature decks but that's up to you. Blood Burglar to me seems like a sub-optimal version of Vampire of the Dire Moon and Tithe Drinker so I would swap those. If you have the wallet, Exquisite Blood makes you go infinite with Vito so its an easy swap with Boon Reflection and Sorin, Imperious Bloodlord is insane, especially when combined with cards like Champion of Dusk and Sanctum Seeker . Indulging Patrician and Silversmote Ghoul is a path if you can consistently get to 3 life each turn. Some copies of Fatal Push or Heartless Act may do you some good because spot removal is nice in modern. You could also be spicy and go Abiding Grace + some decent one drops like Knight of the Ebon Legion , Indulgent Aristocrat , Guul Draz Assassin , Guul Draz Vampire and Vampire Cutthroat . That aside, Nighthawk Scavenger , Blood Artist , Legion's Landing Flip, Legion Lieutenant , and Drana's Emissary seem like they would fit nicely. I might cut some Cleric of life's bond as well, because its almost purely overshadowed by faster growing cards like Ajani's Pridemate and Sprite Dragon atm. I might also consider cutting 1 Boon Reflection and 1-2 lands to fit the mana curve a little more nicely. A lot of these are just pure suggestions, so the choice on what path is up to you. All in all, very cool deck. I am a big fan of trying to make Vito work, I hope you are successful in your journey and I hope this helps.
12 hours ago
2 days ago
Thanks for the suggestions!
- For Disinformation Campaign , this is one I keep going back and fourth on in place of Notion Rain , and so far I've just found NR to be a little bit more effective for us, drawing us one more card, triggering our surveil-matters creatures one more time, and being able to be flashed-back with Mission Briefing , but I'll keep testing and see if DC isn't the correct play instead.
- Drown in the Loch is one on my radar, but without much in the way of dedicated mill, I'm just afraid it will be a dead card too often. If I find that's not the case and I'm usually filling my opponents graveyard quicker than expected with cards like Thought Erasure , then I'll start working a few copies in.
- Fatal Push is a fantastic card and would easily swap with Tyrant's Scorn , but doesn't fit with our budget unless we wanted to cut more Doom Whisperer s or start playing taplands.
- Eliminate 's slightly easier casting cost and ability to hit planeswalkers is an attractive alternative to Tyrant's Scorn , but I really like TS's flexibility to bounce larger creatures later in the game, which is a far more common occurrence than sub-4 mana planeswalkers at this price point. It might be worth making room for in the sideboard, and definitely to keep in mind in case I start seeing an increase in walkers in my local meta.
2 days ago
4 days ago
It also makes them more consistent.
Lack of consistency is an issue for this deck. It just can't always get the right pieces in hand, when it needs to.
Part of the issue is the amount of counter spells. You need more removal, to deal with cards that slip through, and get cast. Something like Murderous Rider and/or Heartless Act (although Hero's Downfall can be better than Murderous Rider with Dig Through Time ).
Fatal Push on its own can't deal with larger Creatures, or Planeswalkers.
I would swap the lone Swamp for Urborg, Tomb of Yawgmoth as it is strictly better, and helps with colour fixing. Although you might then need to add another basic Swamp, so that Fabled Passage can find it.
At the moment Fabled Passage is fairly useless as you often have lots of Islands, and you only have one Swamp that you can find in your deck.
In my play testing Engulf the Shore wasn't great. I had a creature with Haste, and two equipment on the field. I just played that creature again on my turn, reattached the equipment, and hit as normal.
I see that you removed Negate which I consider one of the best counter spells in Pioneer. What was bad about it, for you?
Have you played this deck competitively? I would be interested to read some match reports to see whether or not I've been playing it wrong.
Hope that helps.
4 days ago
There is a section in my Yargle deck where I describe how the deck went through an identity crisis at one point and (temporarily) switched up Commanders for a minute.
Sorry for the copy & paste, but here it is..
Upon seeing the original Yargle, Glutton of Urborg spoiler, I knew that the Meme-experience that is Yargle was going to become my next Commander deck. And so the epic Voltron-Meme deck was born, and it was good...
However over the course of playing and refining, off & on for over a year or so, I had eventually painted myself into corner. This led to me (temporary) turning this into a Korlash, Heir to Blackblade deck. But Korlash just never hit as hard as Yargle, and in the end just wasn't as strong overall...
Then the Happy Yargle Day Secret Lair came out. This inspired me to reconvert this back into a Yargle deck, in order to have a proper home for my copy of Fatal Push .
The primary difference from the original build is that I largely retained the heavy emphasis on "hard" Ramp > Mana Rocks, and the general Swamp -based subtheme from the Korlash build.
4 days ago
Interesting brew! Some thoughts:
It feels like a lot of this deck is going to struggle to do much of anything if you can’t keep a Fynn, the Fangbearer in play. I think running a playset of Traverse the Ulvenwald (and a healthy mix of card types to guarantee the delirium) could be a good option to guarantee your creatures can reliably hit for poison.
I’m also surprised by your choice of including fight cards. Yes they do let you trade any one of your deathtouchers for an opponents creature- but it’s effectively costing you two cards for one, and giving you less poison goodness to swing with. I would have thought Fatal Push would just be more useful in most situations.
I get the feeling Grisly Salvage is going to mess with your tempo and let your opponent stabilise, more than actually help you?
6 days ago
(You can play up to a playset of each card in modern)