Ankle Shanker


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Khans of Tarkir (KTK) Rare
Promo Set (000) Rare

Combos Browse all

Ankle Shanker

Creature — Goblin Berserker


Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn.

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Ankle Shanker Discussion

NyxDragon on Butcher of Goblins

3 days ago

Split-second43, I see your point, but if Butcher of the Horde fails, Krenko, Mob Boss swarming is backup. Krenko, with Ogre Battledriver smarms with haste. And since Ankle Shanker and Goblin Heelcutter are both goblins for krenko and why not.MochiCatParty that isnt a bad idea.

JuQ on Weenies Who Smile At Death

1 month ago

I'm preparing a deck with Alesha and your's looks pretty much like what I have in mind.
You probably know already, but creatures that enter the battlefield attacking won't trigger "Whenever this attacks" type abilities, they must be declared attackers for that to happen. So if you bring Ankle Shanker or Tajic, Blade of the Legion with Alesha they won't do their thing that turn.

Do you want more deathtouch? Basilisk Collar to get access lifelink and Quietus Spike to force your oponents to feed creatures to Alesha.

I'm always trying to find a good deck to use Sunforger, this may be it.

These colors have bad card draw, Ghirapur Orrery would be good on this deck.

Retribution of the Meek and Slaughter the Strong are board wipes perfectly tailored for Alesha.

You could swap Palisade Giant for Protector of the Crown lower toughness but it gets you card via monarch, the deck is quite aggressive so getting the crown back shouldn't be a problem, or you can just animate him again.

Ravenous Chupacabra is Nekrataal without restrictions (and a much funnier name).

From your primer:
"Master of Cruelties + Strionic Resonator OR Illusionist's Bracers: For reducing multiple opponents to 1 health"

That doesn't work that way. Master of cruelties' ability doesn't have a target, it just affects the defending player, even if that player has hexproof or shroud. If you copy the ability it will still be affecting the defending player, you can't choose any other.
MoC's ability is a triggered ability and you won't be able to duplicate it with the Illusionist's bracers, they only work on activated abilities that are always written in the form "Cost: Effect."
In your deck Illusionist's Bracers would only be useful with Feldon of the Third Path (technically also work with Kytheon and Mirror entity, but copying their ability is redundant). I dont see the Bracers on your deck list so I guess you took them out already.

colton815 on goblin tokens

2 months ago

Enter the Dungeon is not modern legal.

judging by the fact that all of your lands are basics, i think its safe to assume you're a very new player not just to modern, but mtg as a whole. if you're running 3 colors, you need fetchlands and shocklands. Arid Mesa, Marsh Flats, Bloodstained Mire, Blood Crypt, Godless Shrine, Sacred Foundry.

honestly though, goblins are better off in mono-red. of the instants and enchantments you have, the only one worth running is Lightning Bolt. the Foul-Tongue Shriek is a neat trick, but not enough to splash black for. it could be replaced with Throne of the God-Pharaoh. you also need room for Goblin Grenade.

contrary to what xyr0s says, Lightning Bolt is not "mandatory" just because a deck has access to red mana. but it does help the aggro battle plan of goblins.

i would also strongly recommend staying away from Goblin Guide. i know its widely regarded as a good card, but as someone who has played against it many times, i'm not impressed. its never really helped my opponent win when they play it. giving your opponent a land isn't something you really want to do. and even if the revealed card isn't a land, the knowledge of their next card helps them a lot more than it helps you. if you want a turn 1 play, i'd recommend Legion Loyalist over Goblin Guide or Foundry Street Denizen. first strike and trample go great with Goblin Piledriver and Goblin Rabblemaster.

also, what do you mean by "larger games"? do you mean "longer" games? in either case, your sideboard doesn't help you. Ankle Shanker is 5 mana. that requires a minimum of 24 lands (with some sort of mana ramp or lots of control options also strongly recommended) which means much less space for the low cmc spells that you need to guarantee appear early. and as i already mentioned, Enter the Dungeon is not modern legal. lastly, lands should never be included in the sideboard. the maindeck lands should be able to get you the correct amount and colors of mana you need by themselves.

ZendikariWol on Warrior at heart

3 months ago

You need some cards that can give you, in one turn, enough traction for an alpha strike. Ankle Shanker is a particularly scary example. Driven / Despair, Dominaria's Judgment, Overwhelming Stampede, Ready / Willing, Rush of Battle for that aforementioned life gain, Samite Elder targeting Saskia, Spare from Evil assuming there's no human tribal in the meta, Vault of the Archangel, Overrun, are all super good group buffs.

Gypsyhatten on alesha testtest

3 months ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

Coward_Token on Aleshatralala. Back and forth from the graveyard.

4 months ago

Did a quick 3-or-less-power search on Gatherer with Alesha's color identity and started from the highest CMC, see if there's anything that interests you below and disregard any crap.

Herald of Leshrac lets you ramp with style, although it needs to survive its initial fight to do so. Also, might draw too much hate

Kinda depends on your taste and/or meta, but the more aggressive Ankle Shanker can replace Archetype of Finality

Thief of Blood is a situational but potentially powerful answer vs e.g. planeswalkers

Raving Dead seems fun, especially since Alesha can direct its initial attack. Dunno if it's going to be worth it over time though

simonwlee on How to best play Queen ...

4 months ago

My list is pillowfort, but finds its wincons in amassing tokens using things like Assemble the Legion and Anointed Procession and then beating face with buffs from Elesh Norn, Grand Cenobite or Cathars' Crusade.

There are also options like stacking keyword abilities with Archetype of Aggression, Archetype of Courage, Ankle Shanker, etc. and have Odric, Lunarch Marshal lead the charge.

Heartless Hidetsugu with double damage/lifelink/etc. also helps to hit the table hard while you sit in a healthy position which also allows your weenies to finish off your opponents.

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