Savage Ventmaw

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) Uncommon
Commander 2017 (C17) Uncommon
Dragons of Tarkir (DTK) Uncommon

Combos Browse all

Savage Ventmaw

Creature — Dragon

Flying Whenever Savage Ventmaw attacks, gain . You don't lose this mana at the end of steps and phases until the end of your turn.

Browse Alters

Savage Ventmaw Discussion

NeonEndymion on The Ur-Dragon

1 week ago

Oh! And as to "how to use Worldly Tutor ": Depends on when you draw it/what you need at that moment: Early game it's often Set-up (ramp or token generator). Mid-game it's often Toolbox Dragon (card draw or removal). Late game it's often Payoff Dragon (double strike, Scourge of Valkas , Utvara Hellkite ). Or mid or late game you can snag Scion of the Ur-Dragon and use it as the start of a dragon-tutor chain, perhaps into the reanimation plan, or go for a combo piece like Birds of Paradise , Selvala, Heart of the Wilds , or Savage Ventmaw if you've drawn or can tutor into Aggravated Assault . It's always good/always flexible and helps, like the other tutors, smooth out a rather greedy game plan for the deck.

Early game, you're most likely getting Selvala, Heart of the Wilds , as she's the biggest potential payoff ramp creature, has incremental card draw attached, and can combo (so long as another rainbow dork is in play) with Aggravated Assault .

kamarupa on Dragon-Steam

1 month ago

I strongly suggest you drop at least one color, add significantly more ramp, 2 more lands, and significantly more disruption. If you want to go for something unique, drop Red and focus on pairing Green with either Black or Blue. If you want something more competitive as well as having the broadest options overall, R/G is the way to go.

Top ramp spells to consider: Utopia Sprawl , Birds of Paradise , Arbor Elf , Fertile Ground , Dragonmaster Outcast , Sarkhan, Fireblood , Savage Ventmaw .

Top disruption spells to consider: Heroic Intervention , Beast Within , Lightning Bolt , Fog , Return to Nature , Steel Hellkite .

About Disruption and Sideboard stuff: Assassin's Trophy is awesome, if you go G/B, you should run a full set for sure, and that in addition to at least 4 other disruption spells. Consider you current sideboard - you've got an arsenal in there, but only 2 non-creature/non-land slots open for swaps, meaning you'll have to drop creatures to sub in cards that probably should have been in the mainboard in the first place. As a general rule of thumb, you want to sideboard in/out disruption for disruption, creature for creature. That's because creatures with niche abilities are usually only good in some match-ups. The same thing is true with disruption - for example, Geth's Verdict is great against Bogle/Aura decks that run only a few, usually hexproof creatures. But in general, something more direct like Doomblade is more useful. So a deck might mainboard Doomblade and swap it out in some matchups.

Other stuff to consider: the more ramp you add, the faster quicker you'll get to top-decking. So draw card or tutoring will be helpful. You've currently got quite a few Legendary creatures, so perhaps Time of Need would be good here. Harmonize is among the best draw-to-CMC deals out there, and with sufficient ramp, will be easily cast-able. A planeswalker like Garruk, Caller of Beasts could be possible, too.

Here's some concrete numbers on what I'm suggesting: 24 Lands (no more than 2 colors), 20 Creatures, 4-8 of which are mana dorks. 4 Removal spells. 4 additional disruption spells (more removal, or protection, or fog, etc). 4-8 additional ramp spells (Search for Tomorrow, Utopia Sprawl, etc) (total of 12 ramp spells). If slots are still open, 4 additional synergy spells - Planeswalkers, draw card, utilities (like Quest for Renewal , Unearth , Mass Hysteria , Impact Tremors , etc.) Target AVG CMC: 3 or less. (3 is quite high!)

Probably the easiest way to move forward here is to pick 1-2 creatures you really want to build around, and start with them. Add ramp and draw/tutor. Then consider all the most likely threats and find spells that disrupt that stuff. You'll have at least 60 cards after adding land.

A note on the "Competitive Meter" - that thing is completely unreliable. It's just looking at how many cards you have that are included in at least one Teir 1 deck. To illustrate this, I created, 100% Competitive, 100% Loser, which includes only lands that produce the wrong color mana so it's impossible to cast anything. Yet the meter says 100%. So you should really just disregard it completely.

TypicalTimmy on Personalized User Spellbooks

1 month ago

I pulled this idea off of BMHKain's profile. Hope that's okay mate! :D

The premise is simple: We design our own User Spellbooks!

EDIT: Cleaning up a bit :)

For those who need a little refreshing, a "Spellbook" is something WOTC is attempting to do for certain Planeswalkers. Jace and Gideon currently each have one. These are collections of specific cards that key toward the attributes of that Planeswalker within their color(s).

Each Spellbook contains 8 cards - of which 7x instants / sorceries / artifacts / enchantments. We have yet to see if creatures are included.

If you'd like to create a Planeswalker card that is a reflection of yourself, your motivations, interests, hobbies, whatever please feel free to do so. However, that is really more so something for the Custom Cards Forum. Otherwise, please feel free to pick a Planeswalker that speaks to you and use them to run your Spellbook! We understand not all color combinations have Planeswalkers associated to them, and some might not fit your vibe. If you can find a Legendary Creature, please feel free to use that too :)

Tips on what spells to select:

  • How you enjoy playing MTG
  • How you personally feel IRL
  • Cards that speak to you on a personal level
  • Cards that you just think are super awesome / weird / unique
  • Cards that you enjoy to build around

As for the colors, I would say try to think of what color combination fits you best. Do you love to control the board and as such find Azorius or Jeskai fits your personality? Are you a relatively calm person, but you love to have titanic and explosive plays in Selesnya? Do you have an unsettling rage in your heart and want to watch the world burn under Rakdos' ire? Perhaps you just love big fluffy animals and want to go mono-green!

This is YOUR Spellbook! There is no right or wrong answer; Only your personal feelings and attachments to the game. With that said, have fun! :)


TypicalTimmy's Spellbook:

I love big, stupid spells. High-cost trap cards that most people wouldn't be caught dead with. I love playing fringe decks and making things work. I find, in my core, Gruul is the most fun. I get the speed of red, but the titanic plays of green. :)

  • 1.) See the Unwritten - One of my most beloved cards in the whole game. Seriously, you're telling me for I get to cheat out two gigantic creatures?? WHAT YES

  • 2.) Predator's Rapport - Ever see a player gain over 2,000,000 life in a single game of Magic? If not, it's because you haven't played me. I use to run a seriously overpowered ramp deck where I was able to double the number of counters on Heroes' Bane 18x. Yes. Eighteen times. That's a Power / Toughness of 1,048,576 / 1,048,576. Cast this spell and that's 2,097,152 life.

  • 3.) Gruul Charm - I feel like this spell is dramatically underrated. Let's be honest here; Most games don't see a lot of flyers. So an Instant that prevents basically the entire boardstate from being able to block is outrageously powerful. In EDH, this is a great card that ensures victory. It is absolutely a staple in my aggro arsenal and catches many players off guard.

  • 4.) Rolling Thunder - I love massive plays. This also means I love having insane amounts of mana. And what better use to put that mana to than to burn the entire battlefield to the ground! The thing I love about Rolling Thunder is I can specifically designate how much damage I need to go where, and just how many "wheres" are entirely up to me. It allows me to finetune my resources, take down the biggest threats, and dismantle key pieces of combos or synergy. It's a really good sweeper that specifically targets what you need it to target. Yes there are red spells that blow up everything, but sometimes you don't need to do that. A lot of red spells also damage your own creatures, which is never okay. Rolling Thunder allows me complete control, which is what I want when I am going into a blind frenzy, lol.

  • 5.) Ruination - Because I don't need friends. Best way to lock players out of the game is to set them back to square one. Not only do I get to save hundreds of dollars by going all basics, I also get to utterly and entirely destroy every single opponent I am up against. How this card is not seen more often is beyond me. I guess people enjoy having friends, huh? Lol

  • 6.) Howl of the Horde - Honestly, the only thing better than casting big, stupid spells is being able to cast a second one for free. And you know what's better than that?! CASTING A THIRD ONE FOR FREE BECAUSE I ATTACKED YOU! Now, on it's face this may not seem all that impressive... but when you HOTH a See the Unwritten and cheat out 6x creatures, or when you HOTH Predator's Rapport and gain so much life it's basically an alternate wincon, it's just a great feeling. Additionally, I can shave 3 mana off of my Rolling Thunder and just triple the damage output in general. The utility behind this card is amazing and I love it.

  • 7.) Savage Beating - Hey man, I heard you like to attack. So we put some more attack in your attack so you can attack while you attack. Do you love to deal tremendous damage? DO YOU LOVE BURNING MANA?! Then boy howdy do I have a spell for you! This is an Aggro's wet dream! All of those attack triggers suddenly kick into overdrive. All of my Dragons suddenly are dealing 16 damage each! Oh, and don't even get me started on the crap Savage Ventmaw can pull off with this! What, you thought I didn't have a way to pay for all my jank ;) Silly you :p

  • 8.) Xenagos, the Reveler - Obviously my choice to run my Spellbook, if I had to choose one. Can you tell? :)

articred on Rosheen Meanderer - Hydra and Burn

1 month ago

you and I have similar decks, looked over yours and I think your ramping is a bit higher than mine. I look to try and cheat as much mana as I can through cards like Doubling Cube , Mana Reflection , Nissa, Who Shakes the World and Savage Ventmaw to bump up all my direct damage cards or my fatties that work with "x"

Feel free to take a peak at my deck and see if maybe there are any cards/ideas that tickle your fancy Hydra Smash Face Melt

TypicalTimmy on What non legendaries would you ...

1 month ago

If I had to pick one that I would have the most fun with, hands down it would be Savage Ventmaw . #1 favorite Dragon in the whole game. Seriously. Big flyer with massive mana output? Are you kidding me?? God I love that card.

TypicalTimmy on Card creation challenge

2 months ago

One of my favorite spells use Ferocious; See the Unwritten . In fact, I have a Modern deck that cheats out Dragons by comboing off Howl of the Horde with it. I attack with Savage Ventmaw , tap 3 lands and filter through the top 24 cards and cheat out up to 6 more Dragons! And, coincidentally, it is in Jund ;)


Embrace the Tempest

Sorcery

As an additional cost to cast this spell, sacrifice a creature.

Search your library for a Dragon creature, reveal it and put it onto the battlefield. Shuffle your library.

Ferocious - If you control a creature with power 4 or greater, the Dragon you bring into play gains +2/+0 and haste until end of turn.

The Tempest raged; The populace wept; Sarkhan grinned; And Tarkir roared.


Wildcard but it must be from your favorite Plane.

kamarupa on List of all Mana Dork Creatures

2 months ago

Since this list is really about ramping, I suggest you change the parameters and/or title to include non-creature ramp spells and also creatures and spells that reduce casting costs, which are all just as useful. If this is somehow too impure for your list, I'd be happy to start my own. Just let me know! Here's a few off the top of my head (some are actual dork creatures you're currently missing): Cabal Stronghold , Smothering Tithe , Paradise Mantle , Springleaf Drum , Utopia Sprawl , Fertile Ground , Dawn's Reflection , Market Festival , Weirding Wood , Overgrowth , Wild Growth , Nissa, Vastwood Seer  Flip, Explore , Harvest Season , Pyretic Ritual , Geosurge , Black Lotus , Mox Opal , Mox Amber , Mox Tantalite , Rosheen Meanderer , Gargos, Vicious Watcher , Heartless Summoning , Growth Spiral , Incubation Druid , Harabaz Druid , Savage Ventmaw

Nemesis on GRUUL SMASH!!!

2 months ago

Hey @Eldrazi_lord I've got a few suggestions for you, maybe you can do something with them :P.

The first thing I'd address is the fact that I don't think you have enough dragons to work with your commander. I think you'll need to decide between going with a big creature theme or going with a token theme. Your commander is more conducive to the former option, so my suggestions will be geared towards that. Some dragon additions I would consider are:

Lathliss, Dragon Queen

Savage Ventmaw

Scourge of Valkas

Hellkite Charger

Hellkite Tyrant

Dragonmaster Outcast

Thunderbreak Regent

Skyline Despot

Balefire Dragon

Steel Hellkite

I know I suggested a ton of high mana cost stuff, so here are some ramp suggestions to get you there -

Dragonlord's Servant

Dragonspeaker Shaman

Thran Dynamo

Kodama's Reach

Harrow

Gruul Signet

Worn Powerstone

Commander's Sphere

Hedron Archive

Gilded Lotus

Sakura-Tribe Elder

Somberwald Sage

Urza's Incubator

Next, some removal suggestions:

Beast Within

Subterranean Tremors

Magmaquake

Earthquake

Chaos Warp

Lastly, some utility/misc suggestions:

Crucible of Fire

Dragon Tempest

Frontier Siege

Sarkhan's Triumph

Rhythm of the Wild

Harmonize

Rishkar's Expertise

I have tons of other suggestions, so if you'd like to go in this direction hit me up and I'll keep going.

oh, one last last thing, you probably want to add more lands. like, 5-6 more minimum.

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Savage Ventmaw occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

RG (Gruul): 1.06%