Legendary Creature — Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
|Want (2)||Arnester , cyanbloodwater|
Printings View all
|Throne of Eldraine (ELD)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Questing Beast Discussion
4 days ago
So the changes have been made. Here's what I decided:
1) Easily, Atarka, World Render improves the 99 by replacing Rampaging Brontodon. The double strike-enabling for dragons is more valuable than the power toughness buff of Rampaging Brontodon's attack trigger.
2) Questing Beast replaces Vivien's Arkbow. Vivien's Arkbow requires a lot of resources and the deck seems smoother with Questing Beast in its place. Questing Beast is too good to not be included in the deck.
3) Savage Ventmaw replaces Mana Geyser. I actually prefer Savage Ventmaw over Kozilek, Butcher of Truth in this spot. Without any of the spells that used to be included with the previously discussed token package, keeping Mana Geyser in the deck seemed to be an oversight. Savage Ventmaw's attack trigger will help mitigate the loss of this ramp spell.
4) Deflecting Swat replaces Chord of Calling. Chord of Calling is more difficult to cast without the presence of token creatures to help convoke it. In this exchange, a premium for protection was eye-balled. Unfortunately, a copy of Heroic Intervention currently is unavailable, but Deflecting Swat is a great runner-up!
5) I will continue to play-test and game-play with Lurking Predators. In the current deck list it replaces Gratuitous Violence, which was going to be replaced by Fiery Emancipation. This is a work in progress, as Gratuitous Violence has been a great card in the deck for me for a while. I'm open-minded, however, and will continue to give Lurking Predators a chance.
6) Lastly, Inkmoth Nexus is out and Field of Ruin is in. Inkmoth Nexus will find residence in another EDH/Commander deck. Its ability is rarely activated, if ever, by me in this deck. As such, substituting a more helpful land like Field of Ruin and its Maze of Ith-destroying capabilities seems like an easy swap.
And that's the way the news goes. I look forward to continue play-testing and game-playing Xenagos, God of Revels.
1 week ago
Questing Beast's third line of text makes every fog asymmetrical, it's weird to specify that when you mentioned Thwart the Enemy. I know there's no better fogs legal in brawl (yet) after rotation, the only other one is Inspire Awe, which is more expensive in mana, but if Zendikar has a cheap one, it will be asymmetrical, if played in this deck '^^
1 week ago
Ok, so I did some testing with the deck and some of the changes, and here's my findings: on going up on additional copies of Eldritch Evolution: Having the card is still awkward, and I think that it all just comes down to what this decks trys to capitalize on the most: Speed and very efficient card advantage. Though Eldritch Evolution has a spot in the deck because it does allow you to essentially play additional copies of your "toolbox cards", playing it really is counter to what this deck is trying to do because of the higher converted mana-cost relative to the rest of the deck (which is hard for the deck to support), That you need to sacrifice a creature to play it (which is hard to do at that mana cost and because it is not at instant speed), and because you don't want it in every situation. To further explain that last point because the mana cost is so high and you have to pay three mana and sacrifice a creature for it, this spell can be really over-committing for the deck, especially if you are getting a creature that isn't going to have the highest impact.
As for the inclusion of Surrak, the Hunt Caller: Unfortunately, in testing I found this card to bring a few issues to the table. With this deck, I cannot justify playing more than just the two four drops in the deck, both of these slots belonging to Yawgmoth, Thran Physician, because the deck cannot support an aggressive, low to the ground style and reliably cast a four drop on turn four without playing mana dorks or detracting from the main gameplan. Following that logic, I removed one of these yawgmoth's in place of Surrak, the Hunt Caller. This lead to a number of issues. The first of which is drawing either of these cards, especially drawing Yawgmoth, Thran Physician. A lot of what makes Eldritch Evolution so good is the ability to basically play these cards for three mana. If you draw either or you already cast one, or the card was even discarded to a spell, you lose access to playing these cards off of Eldritch Evolution, which just makes it so much worse. This pretty much forced the deck into playing the two Yawgmoth, Thran Physician over other four drops. If you were to make this deck and go that route however, I would recommend looking at Questing Beast as a potential option for this slot as well.
Two changes for the deck however have stuck: Blood Artist over Zulaport Cutthroat: There are some matchups where you start to stabilize with Retribution of the Ancients, but cannot get to a stable position because you are low on life. This is part of the reason for playing Zulaport Cutthroat, but I have had more than a few games where not being able to gain life off of killing an opponent's creature would have been much more relevant than that one power. I think that playing Blood Artist also plays more into why the deck wants this effect: as mainboard lifegain and reach if needed.
Anyways, that's what I got for now. I will be updating the list accordingly. I think that at this point the main deck feels really solid. I think that the sideboard needs work, but I am on the right track. Still, if you have suggestions, I will certainly love to hear them!
2 weeks ago
Rework the whole thing from the ground up
Heraldic Banner and
Cindervines- Cut two of them
Ferocity of the Wilds- Cut two of them
2 Bolt Hounds
Card that stayed:
and all of the lands
While this is not the final cut i hope it runs beeter than my sad excuse of an OG deck did
2 weeks ago
Some changes that are on the horizon:
Change #2, #3 & #4
Chord of Calling, Mana Geyser and Vivien's Arkbow are on their way out. I've discussed Chord of Calling and Mana Geyser already. I sense Vivien's Arkbow can be replaced with a more impactful card, as the resources needed to use Vivien's Arkbow is high and the return is not always justified or realized. For these three cards, I think the following additions are fine replacements:
I like all of these potential additions, but only have space for three of them currently. Availability, play-testing and game-play will eventually tell the story. Initially, this is how I rank these four cards:
Fiery Emancipation is going to replace Gratuitous Violence. For an extra we triple damage from any source as opposed to just doubling creature damage. This is a definite upgrade, even if we only have a few sources of non-combat damage (Chandra's Ignition, Drakuseth, Maw of Flames, and to a lesser extent Blasphemous Act and Star of Extinction). Imagine Fiery Emancipation and Chandra's Ignition!?!
I am wary about adding lands that destroy lands. My concern is the response of the meta-game, and how much over-correction through escalation this may procure. I'm not a fan of land destruction and would not want the inclusion of multiple lands that can destroy lands to be met with mass land destruction or the targeted removal of mana-bases. I prefer to add more protection, such as Heroic Intervention and Deflecting Swat. These spells will dance around Maze of Ith and allow us to push for lethal. I do believe that I can find a place for Field of Ruin. At least the land is replaced and removes one threat. I think swapping in Field of Ruin for Inkmoth Nexus is reasonable.
This will be the next series of changes. More information to come through play-testing and game-play.
Thanks again for your evaluation!
2 weeks ago
I can easily see swapping in Atarka, World Render for Rampaging Brontodon. Atarka, World Render used to be in the deck. These two creatures have the same converted mana cost, but Atarka, World Render includes flying and double strike and will always deal more combat damage than Rampaging Brontodon with Xenagos, God of Revels, unless we have more than ten lands under our control. By that time, the game should be over. This is a reasonable consideration.
Replacing Mana Geyser with Heroic Intervention is also reasonable. I haven't had difficulty utilizing the mana produced by Mana Geyser, early-game or late-game. Heroic Intervention does add a layer of protection unlike anything else in the deck. This swap could work. I'm willing to experiment.
I don't remember a time I whiffed on Summoning Trap. With 26 creatures currently in the deck, the odds of hitting at least one are in our favor. The instant-speed of this spell has been attractive as well. The overall return on the investment of six mana (with so many creatures in our deck that cost 6 CMC or more) is worthy of its deck slot. I prefer its inclusion.
The continued inclusion of Chord of Calling may have been an oversight on my part. Without the presence of Gaea's Cradle and a swarm of tokens, casting Chord of Calling to flash-in a now absent Craterhoof Behemoth seems misguided. It will be difficult to take advantage of its convoke mechanic. We want our creatures tapping for combat, not tapping in order to cast a spell. As my only copy of Worldly Tutor is spoken for, I will need to look in a different direction. Perhaps including Savage Ventmaw or Kozilek, Butcher of Truth?
Not a fan of Worldspine Wurm? Your assessment is correct: I'm never casting this for . HOWEVER, with Sneak Attack, Summoning Trap, Quicksilver Amulet, Tooth and Nail and Selvala's Stampede I'll never have to. Worldspine Wurm's performance has been spectacular and I am unable to justifiably remove it from the deck list at this time. It has been too good.
Participating in an EDH/Commander game without seeing at least one Superfriends deck has become as rare as winter roses for me. Star of Extinction has been a great way to deal with planeswalkers. Destroying a solitary land is nothing ground-breaking. I am not a proponent of land destruction. However, Maze of Ith is way too popular and I never bore of destroying it and then wiping the board. There's a lot of tribal in my meta and sending 20 damage everywhere helps to keep the battlefield clear. I used to run Starstorm. The instant-speed potential of Starstorm is great. Holding up mana to cast it instead of casting spells during my turn is not great. Questing Beast is definitely a bad mamma jamma. Perhaps I can find room for Questing Beast by swapping it in for one of the aforementioned unfavorable cards...?
Hmmm, well, to summarize:
Thanks for the evaluation!
3 weeks ago
Profet93, Questing Beast is indeed a meta card. There's an atraxa deck that is planeswalker heavy, but I run it mostly because our meta is creature intense. Due to that, most decks run fog type spells. So while not overly synergistic with the deck, Questing Beast is a necessary evil to make sure I kill whoever I swing at.
Praetor's Counsel has been invaluable and has help me bounce back from board wipes and win quite a few games.
3 weeks ago
Long time no speak. As others and myself have stated, this deck is solid. I wish I had a suggestion, but today I have a question. What is the purpose of Questing Beast, is it a meta card based on white prevention or PW running rampant? I dont see its benefit nor synergy. Also not sure if discussed, but how is Praetor's Counsel working for you at the moment?