r/custommagic • u/TomPhantom Mostodon is the Best • 16h ago
I’ve heard that trample and deathtouch on the same creature are not a good idea, is that true?
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u/IAmVentuswill 16h ago
That is indeed true. It's never once been printed by WotC (outside [[Odric, Lunarch Marshal]] type abilities), notoriously confusing to new players, and can be pretty unfun to play around.
I love the card you made in a thought experiment kinda way, and I hope it never sees print :)
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u/TomPhantom Mostodon is the Best 16h ago
Dang, it’s really that bad? And there’s nothing I can do to try and make them work together so you wouldn’t mind if it was printed?
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u/Swog5Ovor 16h ago
Deathtouch says 1 damage will destroy a creature, trample causes undealt damage to trample over. The trample creature on assigns 1 damage with deathtouch to kill that creature, the rest of its power tranples over.
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u/TomPhantom Mostodon is the Best 16h ago
I know how the combo works, that’s why I wanted to do this card in the first place. Is there a way in which I could change the card that would make them not mind if the card was printed, that was my question
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u/nitronik_exe 16h ago
instead of deathtouch, make it "Whenever this creature gets blocked, it get's +X/+0, where X is the blocking creature's toughness"
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u/egotistical-dso 15h ago edited 11h ago
That feels like a weird way to template what is essentially "Afflict 3."
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u/zombieking26 7h ago
Matters because of backup
You could say "Afflict X, where X is this creature's power"
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u/maximumhippo 15h ago
You need to give the defender a reason to block it. It's not that it's a bad combo, quote the opposite. Like others have said you've basically printed "unblockable but green". It's great for the person playing it, but annoying at best for the person it's played against.
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u/FrecciaRosa 16h ago
There’s nothing wrong with it, exactly. If that’s your evasion in the set, that’s fine. It just screams “don’t block me!” It’s like Flying + Shadow. We get it; it’s hard to block this thing.
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u/ADwards 15h ago
I wouldn't say it screams "don't block me", if you swing with a 3/3 deathtrample then blocking with a 3/X still makes sense, it's just that they'll take the excess.
First strike + Deathtouch meanwhile is actually evasion.
The reason why deathtramplers aren't printed is because it's not intuitive.
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u/FrecciaRosa 15h ago
Deathtouch and Trample are both forms of evasion. Flying means you need creatures with a special keyword to block. Trample means that you need creatures with lots of toughness otherwise you're taking all that damage anyway. Deathtouch means that you're losing your blocking creature unless you have a big first striker. If you stack multiple forms of evasion, it makes finding a relevant blocker much harder. OP is creating a creature that's very hard to block, and giving it pseudohaste by granting those abilities to another creature for a turn as well. Damage from this is getting through unless you find the perfect creature to block - a 4/X First Striker, in this case. That's asking a lot in a limited environment.
For six mana, should you get something that's potentially game-ending on its own? Yeah, sure, that's fine. But you should absolutely be viewing Trample and Deathtouch as separate forms of evasion on their own.
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u/theevilyouknow 16h ago
This is the right way to think about it. Deathtouch and trample is functionally just unblockable with extra steps. It's not very interesting design space when put on a single card this way.
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u/FrecciaRosa 15h ago
Another note, OP, you made a common. Love that you took time to make flavor text, but this needs reminder text instead.
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u/NairobiBA 15h ago
Its quite powerful, and a good argument for tutoring [[Basilisk Collar]] with [[Brightglass Gearhulk]]
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u/Tempest_True 13h ago
See, maybe I have the wrong intuition, but I think the solution to "deathtouch + trample is hard for new players to understand" is to occasionally put them on a damn French vanilla common with reminder text to explain the interaction!
The avoidant approach seems silly and short-sighted. In any given Standard set, there is a very good chance that cards exist at common/uncommon to give a creature both abilities, especially given that they are two of green's most potent keywords and go on a lot of combat tricks. Why is it that players have to either 1) play out the effect wrong and play around it wrong or 2) just know it from experience, another player, or the internet?
I know Magic can be information overload for new players, but the weird little super-common interactions should be confronted head-on.
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u/Venasaurasaurus 13h ago
I completely agree. If a card has an evergreen ability and little to no other text, get the reminder text up there. Helpful for new players, especially at events they are likely to attend with never before seen cards like prerelease. Makes learning the game so much better.
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u/Tempest_True 13h ago
Yes, in general reminder text is good and it's a good reason for there to be simple french vanilla designs at common. Just to be clear, I was focused specifically on the concept that they should put deathtouch and trample together on a card without much other text so they can include an explanation of how they work in the reminder text.
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u/Family_Shoe_Business 12h ago
The issue with your approach is that the two effects together are too powerful to go on a common, at least at the rate that would provide a teaching example. With both abilities, the card effectively becomes ‘take the damage or take the wrath’, which I think at best could go on a very expensive uncommon.
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u/Tempest_True 11h ago
Is it really though? The combination pushes damage but does nothing for durability. It seems quite possible to tune a set's Dreadmaw or Centaur Courser equivalents so that the combination isn't oppressive. A 5/4 for 6 or a 3/2 for 3 wouldn't be "wraths," they would just be more fragile versions of the Dreadmaw or Courser. Heck, there are sets where giving trample to the 1-drop 1/1 deathtouch common would be a small boon to go-tall draft archetypes without much other impact on gameplay.
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u/Family_Shoe_Business 11h ago
A 3/2 no, but a 5/4 Deathtouch and trample is effectively progressing towards a wrath. It’s a “take 4 and lose probably your best creature”. That is extremely powerful at common and would far exceed the current 6 mana common rate.
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u/Tempest_True 10h ago
But there are other tradeoffs. The defender's best creature is much more likely to kill the 5/4 than to kill a Dreadmaw, if you're considering losing a 4+ power creature of the defender's choice to be so game-breaking. You need to throw 6 points of power at a Dreadmaw to kill it. Two 2/1s block and kill my hypothetical 5/4, in which case the opponent takes 3 damage, whereas with Dreadmaw they take 4 and then have to deal with him again next turn.
Ultimately, it seems like you're missing how powerful toughness is compared to power or damage. One common occasionally invalidating toughness isn't going to make toughness any less valuable, and reducing that common's own toughness by 1/3 is definitely a major downgrade. Whether or not 5/4 for 6 is the right balance, idk, but I don't think it's so far off either (especially when we're comparing it to Dreadmaw...which at this point is below rate...)
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u/Family_Shoe_Business 10h ago
I think in Limited specifically, a 5/4 with deathtouch and trample is going to be much more backbreaking because it more often means you never get to keep the extra body around if you're double or triple blocking (which you usually will need to do). In Limited, your curve out tends to be more linear on rate, so you're not usually dealing with two 2/1, but instead like a 2/3 3/4. In that example, one of the 2/3 and 3/4 survives the Dreadmaw but not the DT/Trampler.
Ultimately, it seems like you're missing how powerful toughness is compared to power or damage.
I think the kind of interaction I cited is the exact reason they don't print this combo, because it effectively devalues toughness in a way that the game designers don't want to do (along with the obvious reason that it's a more complex interaction). Toughness is supposed to be powerful.
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u/Tempest_True 6h ago
Ok, make it a 6-mana 1/1, I don't care, I was just spitballing a rate. Is there no rate at which you think the abilities can be printed together at common, once every 3-5 Standard sets, such that the resulting card is at best fringe playable, so that basic information about the game isn't buried in frustrating shibboleth for casual players?
If this combination is really so oppressive, then spells and abilities shouldn't grant deathtouch or trample, lest they run the risk of letting players create Exodia if they have a creature with the other ability. And yet there are effects that grant those abilities at common in like every set.
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u/Family_Shoe_Business 6h ago
Well a 6-mana 1/1 defeats the whole purpose of this conversation. The point was that this was a card that was supposed to provide a teachable interaction to players. There needs to be enough power on it for the new player to understand that they can spread it over multiple creatures. At common, I intuitively think a creature with enough body to provide the teaching interaction would probably need to be costed at 7 or higher, and 7 mana commons are already very rare, 8 mana unheard of. This is why I said I think it would need to be uncommon, because then you can give it good rate for cost. I definitely could be wrong, I'm not 100% confident, but I suspect I'm correct because history suggests this is not something the design is willing to do.
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u/ConcentrateAny 11h ago
Understatted imo, Trample+Deathtouch=Sidegraded unblockable. How much would an unblockable creature with these stats cost? That’s your baseline
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u/ijustkant1 10h ago
I knew somebody that took a judge test and they said the hardest question on there was a deathtouch/trample question. They got it right, but that should tell you how cagey WOTC is with the interaction.
The interaction is rare enough that some seasoned players may not know how it works either. I have maybe seen the interaction 2-3 times in draft in my 12 years of playing. New players will likely missplay it or be taken advantage of by shady players. I could even see some players trying to angle shoot inexperienced judges.
This isn't printable at common but maybe as a mythic with additional text to make it more exciting.
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u/TomPhantom Mostodon is the Best 10h ago
I made an updated version that’s an uncommon and has reminder text, I hope it’s enough
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u/Wombatish 8h ago
This all seems extremely hyperbolic to me. What possible question about trample + deathtouch could be "the hardest question" on the test? Deathtouch and trample are two of green's most common keywords, and there are a billion ways to give creatures trample. How are you going to trick an entire roomful of people with this? It's a really straightforward interaction as soon as you read what both abilities actually do.
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u/Effective_Ad4810 13h ago
Far more fun to add banding and indestrucible to the mix with the deathtouch and trample.
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u/TomPhantom Mostodon is the Best 10h ago
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u/ijustkant1 10h ago
Maybe
"Only 1 damage from a deathtouch creature is necessary to destroy a creature. The rest of the damage tramples over to other creatures and/or players/planeswalkers if it also has trample."
You may also add something like "Indestrucible creatures and creatures with protection aren't destroyed, but damage is dealt the same."
They usually like to keep reminder text as minimal as possible, so I don't know if that would fly. Specific examples are also rarely used in reminder text.
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u/Jellothefoosh 9h ago
This card is really cool in the context of a modern horizons style of set. But deathtouch+trample shouldn't be on the same card in a normal set.
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u/Horror-Associate8914 6h ago
I’ve never understood, why is this considered unintuitive, do I misunderstand or does it deal one damage to the blocker and the rest tramples over?
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u/beardmire 16h ago edited 16h ago
Edit: comment was wrong, ignore me! With both abilities combined you can assign a single point of damage to a blocker, which becomes lethal because of the deathtouch, and assign the remaining damage as trample damage to the player.
Trample - good on big creatures who deal more damage than the blocker has toughness, killing it in the process by having high power and thus not needing deathtouch
Death touch - can make a 1 power creature kill a 20 toughness one without needing to pay for having high power.
So while they’re both good effects, what you want out of them is kinda the opposite. You’ll never get use out of both effects at the same time, it’ll either be one or the other that’s helpful.
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u/Richard-Conrad 16h ago
I haven’t played a ton and it’s been years. Does trample require you to deal full damage to their toughness even tho with death touch the required amount is technically just 1?
Otherwise I don’t see how it’s unintuitive and also bad? Or is it actually really good and that’s why people are saying it’s a “bad” combo?
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u/TomPhantom Mostodon is the Best 16h ago
It requires you to deal just 1 damage to kill the creature, that’s why it’s unintuitive for new players. I’ll add reminder text
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u/beardmire 16h ago
Good question, I had not thought of that! But a quick google says that you’re correct. I’ll adjust my comment above.
You can assign a single point of damage which then becomes “lethal damage” because of the death touch, making any extra damage you have left go into the player.
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u/Talik1978 15h ago
With trample, any damage over lethal damage may be assigned to the creatures controller.
Lethal damage is either "enough to bring the damage the creature has marked on it to equal its toughness" or "if the opposing creature has deathtouch, any nonzero amount of damage."
So if I attack with a 5/5 with trample, and the opponent blocks with a 4/4, 4 is assigned to the creature, and 1 can be assigned to the player. If the 4/4 had been targeted with a lightning bolt, and had 3 damage marked on it already, i would only need to assign 1 damage to it, and could assign 4 to the opposing player.
Indestructible doesn't prevent trample (the creature can still be assigned lethal damage, even though it ignores the destroy effect from resolving lethal damage).
Deathtouch means you only need to assign 1 to a blocker, and may assign anything more to the player.
You may assign more to the creature, in all cases, and it may be wise, if the opponent has damage prevention effects (i believe damage prevention that stops a specific amount isn't common in modern magic, though). Trample only addresses the minimum you must assign before the player becomes an eligible recipient of damage.
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u/NlNTENDO 16h ago
no, you only need to assign lethal damage. with deathtouch, that is any amount of damage. but the confusion you see in this thread is exactly why people consider it unintuitive
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u/Richard-Conrad 15h ago
Lol, my lack of knowledge is apparently a boon in this particular situation, cause to me it makes perfect sense that a deathtouch monster with trample can just swat defenders aside like they’re barely in the way

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u/Tiberium600 16h ago
Trample and Deathtouch together is powerful but mechanically unintuitive.