[mtgnexus] Random Card of the Day - Fatal Push

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Post by ISBPathfinder 5 hours ago

Fatal Push is a card that suffers from the 100 card singleton nature of commander. If you look at most of its use in 60 card its paired with fetchlands as the means to enable revolt. I think if I could reliably have as much access to revolt in this format as you can in 60 card I would be more willing to run it here. There are a ton of commanders that this can kill that just happen to be 3 mana but I can't really justify the card all that much without revolt.

I mostly pass on the card due to this. Its possible if you were running fetches and a sac based tactic that somehow cares about or runs a lot of spells it could also work, I just think it is naturally something I tend away from rather than feel it works for this format.
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Post by onering 2 hours ago

This is actually pretty good in aristocrats because you can much more easily have revolt happen whenever you need it to than in most decks.

Unfortunately, aristocrats enables revolt in a way that also enables morbid, which means if this is online it's very likely Tragic Slip is as well, and Tragic Slip hits a lot more by giving -13/-13. It's also not a destroy effect but a toughness lowering based kill, so it clears indestructible.

Both kind of suck if you don't have them powered up, but Tragic Slip is just so much better when it's powered up that it's not even close.

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Post by DirkGently 2 hours ago

materpillar wrote:
6 hours ago
I'm never sleeving this up in Shut Up and Play. Imagine @DirkGently drops Samut, the Driving Force and you're sitting on this instead of whatever Go for the Throat variant you favor. That's just a straight game losing choice.

Half the reason this card is even playable is fetches. I'd basically never play this anywhere below bracket 4.
I think it's alright. Ofc it suffers from the nature of the format biasing removal towards killing game-winning bombs over tempo plays. It's the sort of removal spell I'd move up in my ranking when building a very curve-dependent aggro deck that would much rather leave up 1 mana than 2, and doesn't want the game to go long enough that many 6-drops are hitting the table. Fetches definitely help too, ofc, though those could exist in any bracket.

For a typical deck I'm almost always picking harder 2 mv removal over it, but I don't think it's unplayable even in lower brackets, and in higher brackets the efficiency probably makes it one of the better options.

So...it's aight. 6/10?
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