Sawtusk Demolisher

Sawtusk Demolisher

Creature — Beast

Mutate 3G (If you cast this spell for its mutate cost, put it ontop or underneath target non-Human creature you own. They mutate into the creature that is on top and that creature has all the abilities of every card that is underneath it.)

Trample

Whenever this creature mutates, destroy target noncreature permanent. Its controller creates a 3/3 green Beast creature token.

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Legality

Format Legality
1v1 Commander Legal
Arena 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
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Sawtusk Demolisher occurrence in decks from the last year

Latest Decks as Commander

Sawtusk Demolisher Discussion

zamiero on Vial and Ghost!

3 months ago

3> Ahhh I've been wanting to play with Obosh, the Preypiercer and Angrath's Marauders - glad you found a spot for them. While you're at it, you could also consider other "damage doublers" such as Wound Reflection and Fiendish Duo. I've thought about a Vial-Smasher deck with a White partner just to add Gisela, Blade of Goldnight.

3> I see you enjoy big monsters and X-spells here. Oh to be young again... but seriously, this seems like a good deck to play them in as you would be rewarded. Instants are your friend, as you can Smash Vials on everyone's turn! No Comet Storm?

3> I would be worried about Vial-Smasher getting nuked from orbit as soon as your turn passes and it's no longer indestructible. You'll find Heroic Intervention and Slippery Bogbonder will help with targeted Exile removal. You already have Destroy and Sacrifice covered I see.

3> I see some cost-reduced and commander-free spells in there, but you have a limited suite. While doing research for my thoughts on Vial-Smasher, I found the following might be helpful - list is just copy/paste, so it will include some White and/or Blue cards:

3> I see some cost-reduced and commander-free spells in there, but you have a limited suite. While doing research for my thoughts on Vial-Smasher, I found the following might be helpful - list is just copy/paste, so it will include some White and/or Blue cards:

plainsrunner on Horde of Notions and Evoke …

4 months ago

Gatherer has the exact answer to your question: "10/1/2007 This ability does not allow you to pay the evoke cost of the targeted Elemental card." To expand on that, abilities that allow you to cast things without paying their mana costs don't generally allow you to pay alternate costs with the same ability. For instance, if you played Omniscience you would be able to cast Sawtusk Demolisher for free, but if you wanted to mutate it onto something you'd still have to pay the mutate cost because it's an alternate cost. Hope this helps!

Crow-Umbra on Brokkos Buried in this Jungle

4 months ago

Forceofnature1 thank you! I own this deck as listed in paper, and have played it irl about 3-4 times so far in the past 2 months. I haven't won with it (yet), but since it is a more Voltron-y build, I don't really expect it to.

I tend to play this deck as like "Threat Police", I usually only swing at the commanders in our meta that I know can snowball & run away with the game ( Korvold, Mimeoplasm, anything that's really group sluggy & oppressive to the table). I do this in part to try to build some good will, but also let everyone else know what can happen on a crack back.

In the couple games I've played, I've consistently had Cephalid Constable and/or Sawtusk Demolisher in my opening hand, or in the first couple draws. Mutating Sawtusk onto Cephalid on Turn 4, and making someone pick up potentially 6 permanents can be backbreaking and a special kind of filthy.

I haven't pulled it off yet, but I am hoping some future games will give me the opportunity to create some Mutate stack clones with Mist-Syndicate Naga or especially Scute Swarm with 6+ lands on board.

Cards I'm kinda on the fence about after a couple of plays: Drana, the Last Bloodchief and Wilderness Reclamation. The one time I've played Drana, I had a graveyard with Birds of Paradise and 2-3 other smaller, but more threatening creatures. I think of my friends was playing Mogis, God of Slaughter, so I kept saccing Birds of Paradise, would swing with Drana, and my friends would always return Bird to my field instead any of the other creatures. I'm considering replacing Drana with Phyrexian Reclamation, Painful Truths, Spawnwrithe, or even Wash Out. I want to play it a bit more to get a feel for what I really need.

Wilderness Reclamation & Seedborn Muse are more here to help me keep mana open for removal, or to flash in a creature before my turn if I have Leyline out. I pre-ordered a Court of Bounty, so that might take Wilderness Rec's slot.

The last game I played, I had a Cephalid Constable/Sawtusk Mutate stack swinging at my friends playing Mogis, God of Slaughter, God-Eternal Kefnet, and Otrimi, the Ever-Playful. I essentially took Kefnet out with the Cephalid bouncing, and was in a position to continue swinging away and keep everyone's boards clear, but was eventually bled to death from Mogis' various group slug effects. My Mogis friend had a creature that was bigger than my Sawtusk stack, so I couldn't connect to remove his bleeding effect enchantments.

My friends have told me this deck is scary to play against.

patrickd117 on My Boy Nethroi

6 months ago

I don't love:

Acidic Slime Even with the low power high-ish cmc synergy, I don't think this gets there.

Polukranos, Unchained this seems like it just doesn't do enough, even with the free reanimate.

I like:

Satyr Wayfinder Makes you hit your land drops & fills your yard.

Migratory Greathorn All the cheapish mutate seem great as an additional way to trigger your general.

Syr Konrad, the Grim I like this guy. He does a ton of damage.

Sawtusk Demolisher Similar to Greathorn.

Eladamri's Call I love this in most w/g creature-centric decks.

Heroic Intervention Also much cheaper now. Nice to have up after getting a mutate.

Austere Command Really just need a few wraths. This could be subbed for any number of options.

Animate Dead Some cheap reanimate spells seem good.

abby315 on Illuna, Wishlist

7 months ago

I don't think you have nearly enough token targets for all of your Polymorph spells. It's a bit hard to count but I think you have about 9, and most of those are lands (which you might need)?

There's a lot of efficient token generation effects in your colors:
Dragon Fodder / Krenko's Command
Saproling Migration
Arachnogenesis
Lazotep Plating is also a fantastic card that happens to create a token.

Sandwurm Convergence is a great enchantment hit that would also allow you to keep the Polymorph train running.

I don't think you have nearly enough cycling to take advantage of Unpredictable Cyclone or Hollow One (which is also a sad hit off of Polymorph) so I would cut them.

Also, Polymorphing into a cascade creature does not get you the cascade trigger. I know they might be in there as pseudo-Polymorph effects, but there are so many legit Polymorph effects that I don't think the ones you have are worth it. Maelstrom Wanderer is a possible exception because it has a decent ability if you hit it with Polymorph.

Titanoth Rex and Yidaro, Wandering Monster are super underwhelming.

Here are some other creatures to consider that are better Polymorph hits, because they have ETB effects:
Apex Altisaur
Terastodon
Nezahal, Primal Tide

Transmogrify is a polymorph spell you've missed, and it also works as a pseudo-removal spell. Reality Scramble is great, too, because you can polymorph any permanent.

Finally, you might want a few other Mutate creatures because they can retrigger Illuna. I'd only consider big creatures that you don't mind hitting on Polymorph, so:
Sawtusk Demolisher
Auspicious Starrix

CarthagoNova on Enuma Elish // The Epic of Babylon

8 months ago

General_Pasta Yeah mate I totally pick up what you are putting down. It's a gamble to use mutate, admittedly, I added them in because Ikoria was the set where I first got into Magic, so I am quite the newbie. They were the first cards I bought so I really wanted them to work in a fun way. Mutating them on other creatures gives value as well, for example if you were to mutate Sawtusk Demolisher onto Cold-Eyed Selkie and you can easily draw tonnes of cards and have an extra removal on the table. Sometimes I also just like having my Paradise Druid be a mutate stick I fling all my dough onto. I used to have more such as Silhana Ledgewalker so I can amp her up and do unblockable damage with mutate but recently I've gone more the route of focusing just on Yidris.

As for your deck, I quite like it as well!!! I certainly admire the focus on the storm mechanic and using auras, I've seen a couple of those decks floating around and the appeal is definitely there. I don't think I'm the guy to give you a lot of advice but I think there is a lot of value in going the tried and true route, especially when this deck is so expensive. Thanks for your comment!!!

StopShot on What are the top two …

8 months ago

I can see the merits of running Rune of Protection: Red but I feel like the second best or stronger is Rune of Protection: White. Prevention of damage can bypass shroud and hexproof creatures and white specializes in Lightning Greaves//Swiftfoot Boots and tutoring those cards with Steelshaper's Gift, Stoneforge Mystic, Open the Armory, etc. which Rune of Protection: White heavily turns off a lot of voltron-style decks. It's also incredible at turning off a lot of other hard to remove EDH generals such as Avacyn, Angel of Hope, Zetalpa, Primal Dawn, Akroma, Angel of Wrath, Bruna, Light of Alabaster, Sigarda, Host of Herons, Zur the Enchanter, Uril, the Miststalker, Narset, Enlightened Master and Zurgo Helmsmasher. Those generals may be more niche of a damage source than red or green, but that's where the cycling is helpful whereas spot removal can be more effective at dealing with the red and green damage sources.

Rune of Protection: Green I think may be a bit over-valued as the color green I think is a little too good at artifact/enchantment removal, especially when it comes to stapling that effect on their own creatures such as Acidic Slime, Bane of Progress, Caustic Caterpillar, Gemrazer, Reclamation Sage, Sawtusk Demolisher, Trygon Predator, Terastodon, Woodfall Primus. I feel like green could easily remove the rune before you could get much value out of it and that you'd be better off sticking to spot removal. I know white also has enchantment removal but their removal spells I find to be less practical and as efficient as green meaning you wouldn't find as much enchantment removal in a white deck as you would a green deck.

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