Tail Swipe

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Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tail Swipe


Choose target creature you control and target creature you don't control. If you cast this spell during your main phase, the creatures you control get +1/+1 until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)

NonetheWeisser on Jungle's rebuke

3 months ago

Also I think Tail Swipe is a much better option than Bite Down

wallisface on Selesyna Midrange

6 months ago

As far as cards I would ditch:

  • Garruk Wildspeaker feels too slow/midrange orientated and not useful for what you’re trying to do here. Same goes for Elder Gargaroth.

  • Blossoming Defense feels kindof meh here to me. None of your creatures are crucial to keep alive - i’d rather these slots be used for more creatures.

  • I don’t think you need/want Nykthos, Shrine to Nyx at all… if your deck is benefitting from it then your mana curve is too high.

I think you should be running Tail Swipe instead of Prey Upon. And i think you can run the full playset if there’s room.

As far as creatures to add/consider, i have a bunch of suggestions that aren’t beasts, but would help you a lot. At the moment your only reason to running mono-beasts is Descendants' Path, which imo isn’t a strong enough card to warrant restricting your creature options soo heavily.

Anyway, creatures that cpuld be good here: Pelt Collector, Experiment One, and Strangleroot Geist. There is also the option of going down to 18 lands, running playsets of Llanowar Elves and Elvish Mystic (you ditch Arboreal Grazer in this situation), and playing 3x Khalni Hydra as a terrifying finisher (they make your Aspect of Hydra back-breaking).

wallisface on Triassic Trample

8 months ago

jdogz32 yeah your playtesting looks like its aligned with all my previous suspicions.


  • deck needs 24 lands.

  • Hunter's Insight and Cryptolith Rite are bad cards.

  • i hadn’t mentioned it before now cause i hadn’t done the math, but sounds like better ramp is needed to consistently & quickly reach 6 mana. Maybe (probably) Carnage Tyrant should only be a 2-of

On Ripjaw Raptor, it does have s way yo damage itself, via Tail Swipe

Valengeta on Triassic Trample

8 months ago

thank you for your suggestions so far!

I can see Commune with Dinosaurs working better here

Ripjaw Raptor and Tail Swipe both look good. Moved Boros Charm to the Sideboard

I'd still like to keep Hunter's Insight because it can draw many cards, is Instant and avoids playing with an empty hand. More cards means more ramp, removal and dinosaurs

I would like to find a good alternative to Cryptolith Rite for a ramping card, but it does look decent here nonetheless

wallisface on Triassic Trample

8 months ago

From your latest version:

  • the Commune with Dinosaurs that you used to have is waay better than Commune with Nature because it importantly lets you also grab much-needed land. I would say Commune with Dinosaurs is worth playing but Commune with Nature is garbage.

  • i’m really not sold on Giant Cindermaw, its just a pretty forgettable threat. If you really want a midrange dino i’d suggest playing Ripjaw Raptor instead, as its waay more threatening and can be awkward for your opponent to play around.

  • I would suggest to stop being so focused on card draw, and ditch Hunter's Insight. Your deck is that of an aggressive stompy build, so every card should be applying pressure to your opponent. Taking a turn-off to draw cards just lets the opponent time to stabilise. A deck like this shouldn’t need dedicated card draw, if it feels like it does thats instead an indication your threats aren’t good enough to close a game out _(so you need better threats).

  • Boros Charm is clunky here, as it does almost nothing to interact with the board, which is something you still more of. I’d suggest swapping it out for Tail Swipe as this acts as a pump spell as well as removal. Additionally it makes Ripjaw Raptor far more dangerous is yiu end up running that.

  • i’m not convinced Cryptolith Rite serves as a valid card here, but its a close-call so worth playtesting (personally i’d swap it for 2 more lands).

RogueDeck on $60 Competitive Mono-Green Aggro

1 year ago

Nice deck!

Consider Tail Swipe instead of Titanic Brawl for one mana instant speed fight. Ram Through is also quite good

As for other new cards, Bloated Contaminator and Evolving Adaptive are quite interesting, the later being able to get bonus from proliferating both oil and +1/+1 counters, given you manage to get it a +1/+1 counter first, maybe with Snakeskin Veil or Hunger of the Howlpack, I mean, it's food for thought.

I was building a stompy around Syr Faren, the Hengehammer, can finish the game as soon as turn 3.

Syr Stompy

Tur on Challenging Maarika

1 year ago

I believe that you're committing too much to your theme. There are too many cards which do the same thing. You should cut down on the instant/sorcery fight cards to maybe 5-6 cards (that is ~10% of the deck):

I suggest choosing some from these cards: Bite Down, Bushwhack, Cartouche of Strength, Chandra's Ignition, Fall of the Hammer, Go for Blood, Master's Rebuke, Nature's Way, Prey Upon, Prizefight, Tail Swipe, Ulvenwald Tracker

In my opinion, the best ones are: Bushwhack, Cartouche of Strength, Chandra's Ignition, Nature's Way, Prey Upon, Prizefight, Tail Swipe

Fight on a stick should be considered: Gruul Ragebeast or Kogla, the Titan Ape

Deathtouch to this theme is nice, but you're going to be doing 7 damage upon each fight. It's unlikely a creature will survive that fight. Therefore, you can cut back on deathtouch, that is Archetype of Finality, Bow of Nylea, Vorpal Sword, and Falthis, Shadowcat Familiar. Basilisk Collar is still good because of the lifelink. Saryth, the Viper's Fang is still good because of hexproof.

Furthermore, I would cut cards which deal damage based on how much Maarika receives. It will mostly be 3-5 damage. Such as, Fiendlash.

Because the commander is Voltron it needs many keyword abilities: haste, trample, and hexproof should be your bread and butter (no shroud for this deck). Enchantments or equipment which yield those keyword abilities are great.

There are a few Voltron related cards which I would suggest: Fiery Emancipation, Jeska, Thrice Reborn, and Hatred can one shot an opponent.

I hope this helps!

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