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
Historic Brawl 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/mana value 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 Orzhov Soul Sisters - MODERN

3 weeks ago

To get your deck to 60 cards, I would recommend Sorin of House Markov  Flip. It provides a lot of flexibility in as well as a dangerous threat.

Some other thoughts looking at your current list:

  • I know you say you already have a sideboard, but is there a reason it’s not listed here? Sideboards are as-important as the mainboard, so I would’ve thought you’d want feedback on both?

  • As has been already mentioned, your landbase is suboptimal. I would suggest not running more than 2-of each kind of basic. A playset of Concealed Courtyard would do wonders here.

  • both Kaya's Guile and March of Otherworldly Light feel more like niche sideboard options than valid mainboard tech. Their applications are both niche and matchup dependant, and they are both fairly mana-hungry compared to a lot of other interaction. I’d suggest running stuff like Fatal Push, Thoughtseize, or (if you can assemble the manabase to support them) Prismatic Ending and Leyline Binding.

  • I’m really not convinced by Walking Ballista here. Yes it is super-strong with Heliod, but you’re only running 2 of each and Ballista is practically a dead card whenever it’s not comboing off. Furthermore, the play-pattern for the Heliod/Ballista combo is often quite mana intensive (because you need to avoid Ballista sitting on the field long enough to get killed), and your land count is super-low.

DMFF on Black and White Soul Sisters - MODERN

1 month ago

Firstly, welcome to the MTG community! Modern is definitely a more hostile format, but Soul Sisters can hold their own, especially in Orzhov. One of my close friends in my "close friends playgroup" built his own rendition of Orzhov Soul Sisters as well and it can certainly give any aggro deck a run for its money. Since Lifegain is more of a Control-esque strategy, I do have a few suggestions for your main and side:

Main: - Fatal Push, Solitude (ik a little more expensive, but so so good), or Path to Exile for cheap/"free" removal of onboard threats. I would cut 2-3 copies of March of Otherworldly Light since it requires more resources, but can be great in the mid/late game.

  • Guide of Souls, the new Soul Brother! (It could be called Soul Siblings!) This card is a more powerful version of the Soul Sisters, so I definitely recommend running 4x of this card once it drops in MH3. I would drop the 4x Auriok Champion for this due to the lower mana cost and higher power level.

  • Thoughtseize is a great handrip card and the -2 life is barely noticeable in your build. Until you pick up any copies, I would move Inquisition of Kozilek into your main board for better control and knowledge of your opponent's gameplan right from game 1. I would also suggest a combination of both of these cards in your mainboard to equal 6 total. My wife runs 3 of each in her own rendition of the meta Yawgmoth deck.

  • I would cut the Ghost Quarters for Field of Ruin, reduce them to 2 or 3 copies and move them to your mainboard, cutting some basic lands. My wife actually runs this in her mainboard to mess with greedy manabases to great success.

Side: - Having both Sanctifier en-Vec & Rest in Peace is a bit redundant. I would personally cut them both and replace with 3 or 4 Leyline of the Void to have a good chance of hurting Graveyard strategies before turn 1 even starts. Keep all the Surgical Extractions in though because it is great targeted GY removal that can outright cripple decks.

Hopefully this will be helpful for you, let me know if you have any questions!

nuperokaso on Boomer Jund '24

1 month ago

wallisface on Sultai Lantern Control

1 month ago

As a long-time lantern player myself, I have some thoughts:

  • your only on-board interaction at the moment is the two copies of Drown in the Loch… this feels severely inadequate for cleaning up the board once your lock is in-place. I would be expecting stuff like Prismatic Ending or Abrupt Decay so you could hit a wider variety of answers, or Fatal Push so you could be more proactive. In any case having only 2 on-board interaction pieces feels too low. Added to that, Lantern never needs countermagic because you’re able to soo easily strip the opponents hand and then control their topdeck.

  • Emry, Lurker of the Loch validates your opponents cards too much imo (i.e it means their killspells aren’t dead-draws, so there’s less garbage they can topdeck). I’d ditch it.

  • In a format as fast as modern, there will be lots of instances where you need to get Ensnaring Bridge online asap. I don’t think Ashiok, Dream Render, being a 3-mana cards, helps with that. It’s a sideboard option at-best.

  • Ego Drain feels incredibly dangerous to yourself as far as limiting your own limited resources. You really need Thoughtseize

  • Scheming Symmetry only feels useful if you’re already ahead/winning. Though there’s possibly a few niche situations where it’s helpful, so maybe its fine.

  • you really need a copy of The Underworld Cookbook to deal with aggro and burn, while also ensuring nothing gets under Ensnaring Bridge.

Taida on

2 months ago

You might like Fallen Shinobi in place of Dragonlord Silumgar. It is not a perfect substitution, but I think your deck can easily get some unblocked creatures and ninjutsu it, and the cards you steal can be cast without paying the manacost, so avoids any problem with colored mana. Agent of Treachery is also very cool, but might have the same problem with manacosts as Dragonlord Silumgar, but has the upside of having an effect that is repeated through the turns and also you keep the permanents even if Agent of Treachery leaves the battlefield.

Also, I see the idea behind preferring Bloodchief's Thirst, but instant speed removal can be very helpful, and even though Fatal Push cannot hit creatures as big as Bloodchief's Thirst can, the instant speed makes for it definitely. You can always run something like Infernal Grasp, but for 2 mana you will always have a downside.

zapyourtumor on B/R Deathtouch Destruction

2 months ago

Sudden Spoiling and Hero's Downfall are not playable modern cards, the removal has to be more efficient than that. Staple BR removal options would be 3-4 Lightning Bolt 2-4 Fatal Push 1-2 Molten Collapse 0-1 Angrath's Rampage. I'd also cut the Blightning.

Vampire of the Dire Moon kinda boring generic 1 drop. I assume Tinybones, the Pickpocket is way out of your budget, the cards not super great in here anyways.

Hooded Blightfang is honestly not the best card but I mean if you're playing deathtouch tribal then you should probably play it. Also interesting you chose BR because most deathtouch decks I see are BG and use Fynn, the Fangbearer. Green also gives you some better 1 drop deathtouchers like Gnarlwood Dryad and Narnam Renegade, and also a 2 drop Chevill, Bane of Monsters. Also 3 drop Glissa Sunslayer.

Zoyowa Lava-Tongue 2 drop deathtoucher. Nighthawk Scavenger 3 drop.

zapyourtumor on Daemogoth Dealings (Budget)

2 months ago

Elves of Deep Shadow is better than leaden myr

Unnatural Growth is super win more and a 5 drop, plus it has 4 green pips in a deck with a budget manabase of 12 forests and 8 swamps. I'd cut all 4, and if you really want 1 then at least cut 3.

Fatal Push staple removal spell that also synergizes well with all your revolt triggers. Maybe too expensive though.

Giant Growth and Might of the Masses are again win more; this isn't an infect deck. I'd replace with more enablers (i.e. creatures you can sacrifice or token generators) like Blisterpod, Tend the Pests, etc. I assume Bitterblossom is out of your budget unfortunately.

wallisface on Cloaked Whispers

3 months 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.

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