Kroxa, Titan of Death's Hunger

Kroxa, Titan of Death's Hunger

Legendary Creature — Elder Giant

When Kroxa enters the battlefield, sacrifice it unless it escaped.

Whenever Kroxa enters the battlefield or attacks, each opponent discards a card, then each opponent who didn't discard a nonland card this way loses 3 life.

Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Start Commander Deck Browse Alters View at Gatherer

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Standard Legal

Kroxa, Titan of Death's Hunger occurrence in decks from the last year

Kroxa, Titan of Death's Hunger Discussion

sparklepants on Grixis Control

1 month ago

I really like this because my boy Kroxa, Titan of Death's Hunger makes an appearance and pushed the deck up. I think the royal scions is ok but maybe could use some other blue spell. Opt is nice but I personally think this is missing the Annul or Cancel to control sligthly more.

gumbogogo on Offspring's Revenge

1 month ago

Liliana, Waker of the Dead was in the first draft which focused a little more on hand disruption with Kroxa, Titan of Death's Hunger , and I liked her as removal. I've been trying to find a way to get Rankle, Master of Pranks in but I just didn't think I could afford to replace the early drops. I've always known I'd make this swap considering the mana-cost and effects are so similar.

So my question now is: How many early-game hits do I need? Is it perfectly reasonable to just to cast Cathartic Reunion on 2 rather than set up a board state against aggro? I haven't been able to play the deck yet, purely theory-crafting, but I feel like it could work as is. The build you two seem to be suggesting would take out a lot of the interaction which is something I'm not really used to running or building. I think more importantly, I'm worried about being able to win at all if Offspring's Revenge gets countered. Maybe I'm over-valuing early pressure or I'm exaggerating combo's frailty, but I want to explore this build a bit more first.

What do you think of the Legion Angel suite? Worth it?

Thanks again

abby315 on Wrenn and Pox

1 month ago

neat, I love the idea. I think probably the two Lightning Skelemental s should just be additional Kroxa, Titan of Death's Hunger s, though. Need something to stick around.

ToolmasterOfBrainerd on Is Grixis Control Weak/Bad in …

1 month ago

I haven't played a game of modern since pre-covid. I will probably be jamming grixis something once I'm back.

A lot of the top decks in modern right now (looking at mtggoldfish) are soft to lightning bolt and fatal push. The biggest issue I see is that a lot of those decks can shrug off the first 2 or so removal spells and still get there. Unless you have something to 2-for-1 or generate a lot of value, you'll just peter out. Spirits, in particular, is very hard to beat with just removal spells. Something more is needed.

It looks like graveyard decks are at an all-time low, which means graveyard hate is down as well. Maybe Thought Scour + Tasigur is good still? Maybe that plays well with Kroxa too?

Snapcaster Mage + Kolaghan's Command will always be really good for generating card advantage. I just don't know if grixis can get its engine going quickly enough.

IMO the biggest problem I have had playing grixis over the years is deciding if I want to play on my turn or their turn. Modern counterspells have been disappointing forever. UW shells can work with the available counterspells so much better than Grixis. Without counterspells in grixis you're so vulnerable to the opponent's topdeck.

What about this:

zAzen7977 on Tymaret, the Discard King

2 months ago

And better removal, like Feed the Swarm , Deadly Rollick , Fire Covenant , Force of Despair , and Toxic Deluge .

And more ramp like Cabal Ritual , Pyretic Ritual , Mox Amber , Chrome Mox , Mana Vault , Mana Crypt , Lion's Eye Diamond , Grim Monolith , etc.

Also your CMC is too high. Try to cut it back as low as humanly possible.

I realize these are expensive suggestions, but I’m basing my analysis purely on effectiveness and not price. There are some budget alternatives to the more expensive cards, but the deck won’t be quite as effective.

If you want to go a discard path instead, Kroxa, Titan of Death's Hunger is a good commander instead.

Hope this helps! :)

ImaginitiveRascal on Theros Sacrifice

2 months ago

I'm not so sure about the world tree. Ten mana is really hard to come by, even in formats that support a longer game. Ten mana is half the lands in your deck! Tapping for colorless is actually pretty bad because a lot of the early plays require , such as Kroxa, Titan of Death's Hunger, Dreadhorde Butcher, and Slaughter-Priest of Mogis. Even if you do get your ten mana, you only get three creatures, maybe four with Tegrid. I would pick another card.

RNR_Gaming on

2 months ago

So, you may want to diversify your threats. Sure, your removal can double as reach to push in that last bit of damage but your clock overall is in a horrible spot. You could cut mogis and run Lurrus of the Dream-Den as your companion and perhaps a few Kroxa, Titan of Death's Hunger and maybe if you're feeling extra spicy a Shrine of Burning Rage. These would all give you a different axis of attack. Additionally, some hand hate like Thoughtseize and Inquisition of Kozilek go a long way against control decks. Lastly, if you don't like any of those suggestions try out Magmatic Channeler it passes the bolt test with enough instants in the yard and provides you some nice grinding potential.

itsbuzzi on Cookie's Jund (PNR)

2 months ago

Hello! I feel bad for drawing you into this deck but I figured I needed a second opinion and good testing cannot happen without events. Do not feel bad if your responses seem to all be negative. This is a combination of two lists so it will look like yours but vary. For the future, I can test this deck on occasion with an aggro list I have but, to test against anything else would not work as I am not the original pilot of any other deck. Anyway, I love the criticism and I'll start my responses in order, but do remember, I haven't tested anything. So I will be taking consideration but not making any changes yet until I have been able to play enough to decide. Sorry for the long response. Without further ado:

I really like Kroxa, Titan of Death's Hunger. The ability to remove a card from their hand, more notably a nonland card unless they take life as well, is great. Having a 6/6 beater seems a little less important as there are many other creatures in the deck. There is great value in the choice to escape the card while maintaining Grim Flayer and fueling the escape cost. At this point I can see a direct swap of Tasigur, the Golden Fang and Kroxa, Titan of Death's Hunger. While Kroxa reduces the opponents recourses Tasigur gains resources in the opposite manner. It is more by choice of the opponent but by exiling the graveyard with it's delve ability the choices are better. Tasigur's ability can be activated multiple times in a late game setting at end of turn after holding up responses but not needing to activate them, it's another thing to do. I could see this getting in the way of say clue tokens but we have yet to test that out as I see this issue coming in against late game which aggro does not go to. I do like that Kroxa is a recurring threat. All said and done I see the choices being keep how the deck is or swap 1x Tasigur for 1x Kroxa. I say only 1 because the recursion on Kroxa is just so strong if she gets milled she can come back, dies can come back sometimes the next turn if a Grim Flayer is on the field. In the end it comes down to testing but it is a wonderful consideration.

Vraska, Golgari Queen rounds out the 4 drop slot with more removal on a stick and I would have to argue the token generation of Tireless Tracker is exceedingly wonderful for her. In testing against my aggro deck she honestly comes down to -3 then dies the next turn fueling delirium for Grim Flayer so it's hard to say what would go in this slot but it appears as though she is definitely not great in the aggro match up but I could see her excelling in other match ups with her continuous ability. Perhaps another planeswalker would fit the bill better but we have tried Liliana, the Last Hope and she does not make the cut. It's ideal if her +1 could kill something every turn but it typically would not happen and if it does the game is heavily in our favor already. For now I would keep her in but I feel there may be other options out there other than the discussed walkers. I'm not entirely sure any walker is good in the aggro match up so the answer to this question will have to wait until different testing can commence but if I do find an answer I will let you know.

I like Bonecrusher Giant, but I feel only hitting for 2 damage hurts a lot more than it helps. Having another big body is great too, but I feel like that role is already played even in your list with all the other creatures we share and Kroxa. It's basically a direct swap of Bonecrusher Giant and Oath of Chandra. The most we have Oath acomplish in the deck is to bolt something then hit the graveyard (Vraska typically sacrifices Oath, the 2 damage at end step is a trigger that if it would occur is a forgotten trigger). So in this way it's with an instant speed shock or a sorcery bolt. I feel as though we have enough instant speed threats and could use these sorcery speed slots. It's just a unique card to fuel delirium at worst and a bolt with upside at best. I see the reasoning to remove it for something better as most other cards have many modes behind them but I have to admit the amount of multicolored cards in the deck hinder it and having more mono colored removal really helps the deck out in the event of multi colored protection. I find that due to the redundancy of Giant in the list and lackluster damage vs a unique card type that can enter the graveyard fairly easily is a little better. Against aggro it is a good card but I would say otherwise the card would get taken out for something else which isn't necessarily a bad thing it makes cutting cards easier for sideboarding.

Speaking of which, a disclaimer: the sideboard is not complete I just threw in cards and was somewhat in the process of removing some. We want the sideboard to work on match ups where we have difficulty but the hard part at this present moment is trying to figure out what match ups are the tough match ups. You can see we have some cards for aggro: (Abrade, Radiant Flames, even Scavenging Ooze). We have cards for midrange / control: (Agonizing Remorse, Shifting Ceratops). We have graveyard hate: (Scavenging Ooze and Soul-Guide Lantern). And lastly we have cards against combo: (Necromentia and Slaughter Games). Some of these cards can overlap for different needs we just don't know what needs need to be met.

I have had the discussion over Anger of the Gods and we are playing Radiant Flames because of the modular capabilities (playing it for 2 damage or 3, hardly ever 1 as explained here) and getting double red on turn 3 is much harder than getting all colors by turn 3. That, and the off chance we hit our own creatures they remain exiled and not destroyed. That is why we have Radiant Flames over Anger of the Gods. This slot in the sideboard is basically filled. Otherwise I agree Anger is the card to have.

Lastly about Necromentia and Slaughter Games. It is very much redundant to have both of these in the list we just haven't figured out which is better and would only run one, and not sure the amount of that one meta dependent. For Necromentia it can hit a turn earlier, and the off-chance it makes a token we can very much kill it with anything and possibly get value from it with Chevill, Bane of Monsters. For Slaughter Games it can't be countered but hits a turn later. I'm not sure if the ability to get non-basic lands with Necromentia is very relevant but Slaughter Games can only get nonland cards but as mentioned Slaughter Games can't be countered. So for now both of them sit in the sideboard until we can figure out which is better.

Perhaps you may have some insight on the topics mentioned above? If not I do appreciate the constructive criticism and all mentions will be placed in the sideboard for further testing with. Thanks!

Load more