Creature — Giant
Whenever Bonecrusher Giant becomes the target of a spell, Bonecrusher Giant deals 2 damage to that spell's controller.
(You may cast Bonecrusher Giant from exile if you sent it on an adventure.)
Instant — Adventure
Damage can't be prevented this turn. Stomp deals 2 damage to target creature, player or planeswalker.
(You may cast Stomp for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Stomp, this card is treated only as Bonecrusher Giant in whatever zone it is in.)
(Example scenarios for Stomp: You may cast this off of Melek, Izzet Paragon. You may not target this with Snapcaster Mage. Thalia, Guardian of Thraben increases the cost of this. Electrodominance requires X=2. You may cast this from a cascade spell if the spell has a cost greater than Bonecrusher Giant's cost. If you cast a Stomp that another player owns, only you may cast the Bonecrusher Giant that got sent on an adventure, not the owner.)
|Have (3)||fourcleftcandles , , GoblinElectromancer|
Printings View all
|Throne of Eldraine (ELD)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Bonecrusher Giant Discussion
2 weeks ago
I love the idea of Lutri, the Spellchaser in modern. This deck has way too much land. Cut three or four and cut the tapped lands. Play 4 Steam Vents and 4 Sulfur Falls. I would play a Delver of Secrets Flip, Opt, Remand, Blood Moon, Brazen Borrower, Magmatic Sinkhole, Narset, Parter of Veils, Fact or Fiction, and Bonecrusher Giant. Good Luck!
3 weeks ago
What is the purpose of Cathartic Reunion if you already have a lot of ways to move through your deck. I'm concerned a lot of the time might be spend not doing much to affect the board. Maybe there is something else that would fit in to affect the board like Bonecrusher Giant or Savai Thundermane
3 weeks ago
First off, you can greater utilize your lands by playing a few copies of Ramunap Ruins. If the game goes longer than anticipated, you can blow it up for two damage. I think you could cut a few cards to add in some copies of Bonecrusher Giant. This card is a burn spell and a creature, so you don't lose any of your offensive pressure.
1 month ago
This might be a bit late, but I hope it helps.
The list you posted earlier in the thread has 6 solid anti burn cards. I think the problem is less "not the right cards" and more "don't know how to use the cards".
There are 3 boxes to check if you want to beat burn:
1) 5+ life
2) Larger board state. Make sure they can't attack without losing creatures.
3) The burn player has an empty hand.
Then, once those three points are complete, you need to kill them ASAP.
You are Zoo. Point 2 and killing them shouldn't be very hard; they're built into your deck. Burn is actively emptying their hand, so it's just a matter of time. All you need are some pointers on 1.
Guide and Nacatl, as well as Pelt Collector are great for turn one.
Turn two, you should either use Bonecrusher Giant's Stomp to kill one of their creatures or flood the board even more. Don't attack yet.
Turn three, you want to resolve Knight or Finks. At this point, they should have played ~5 cards and be at ~2-3 cards in hand. If you followed the above instructions, you should be at 10+ life, as they've likely only player 2-3 actual burn spells and you didn't take more than 1-2 damage from creatures(if they went first). Also you should have gained 3-4 life. Alternatively, you can play Bonecrusher here if you Stomped something t2. Still don't attack quite yet, unless your board is 2+ creatures larger than theirs, which is possible with Emissary.
Turn 4: their hand should be essentially gone. If you've played it right, they can't get through your wall. This is where you start attacking. Leave 1-2 creatures on defense in case they attack, preferably the smaller ones like Knight, or leave Finks back because they will never attack into a Finks. It means game over if they kill Finks.
At turn 4, they've likely gotten themselves to 17 or less because of shocks, painlands etc. That extra free Bolt or more will help you when you go on the attack. Because you play Zoo, you should be able to kill them by turn 6. If all goes according to plan, you should end with 5+ life pretty easily.
If you do switch lists, adapt that basic synopsis for the new deck.
Also, here's a couple extra rules:
You want to go 1st 2/3 games, so it helps a lot to win g1. They have a huge advantage when going first. However, don't give up if you lose g1: The most they can do with their SB is have the full playset of Skullcrack. Path is no better against you than Bolt, and they run 18 removal that hurts you anyways.
They might be running Kor Firewalker or another anti-mirror card in their SB. Only about half your creatures are Red, so you can fight through it.
Vexing Devil is horrendous against burn. They will always take the damage. It's like saying "here, I'll just pay 1 mana to discard a card" most of the time. The damage won't matter til turns 4-6, and even then it's not worth it. Burn loves Devil being played against them.
Hope that helps.
1 month ago
As a Pioneer Player,
Mutate makes me sad.
There's a couple specific cards that might be playable in very specific builds, but...
Sea-Dasher Octopus is just Curious Obsession that might also be a flash Stealer of Secrets. I don't know if that's very good. Bonecrusher Giant is okay because it goes well with every red strategy... but this goes in Devotion. Or tempo, which is just devo without Master of Waves.
Gemrazer might be a nicer Reclamation Sage for things like Zoo, or other green aggro decks. I mean, Reach and Trample aren't useless abilities and it'd often be 1-2 points of extra power. So doing slightly more than Rec Sage, at least in aggressive decks, is solid. Also good in any deck that uses +1/+1 counters. It also stacks, so if you draw a second you can mutate the first and get two Naturalizes. Or 3 Naturalize effects for... and two cards, which I think is okay.
Both Gemrazer and Octo could work in an Evolve deck, especially because it uses +1/+1 counters extremely heavily.
1 month ago
TigerFang8 Oh my bad, for some reason I was thinking Of One Mind was a counterspell when I read that, I just focused on the condition for its cheaper cost being difficult to cover in this deck. I suppose in this case I should've suggested something like Witching Well since it's a cheap spell to trigger Song of Creation and it's something you can use on an empty hand at the start of your turn. Omen of the Sea should work well too.
I think I would remove the Arboreal Grazer since the early protection you get from it could be covered by using Brazen Borrower or Bonecrusher Giant instead. You can already play more lands per turn with Song of Creation and Growth Spiral, and there's only so many lands you'll need to play anyway.
1 month ago
I made one myself that focuses on the drawing aspect to make as many krakens as possible with Ominous Seas and from my experience, having adventure cards like Brazen Borrower and Bonecrusher Giant in exile is really useful for when Song of Creation makes you discard your hand, since you won't always have Rielle, the Everwise to bail you out, they can also remove her at instant speed and leave you pretty naked, especially if they can then remove the Song of Creation on their turn.
I'm not sure how useful Of One Mind is compared to other counterspells since you only have Rielle, the Everwise as human, and she's already a key part of the strategy, making it even more damaging for you to lose her. Pretty sure a good old Ionize would work better since at least it would further your burn plan from Glint-Horn Buccaneer.
The problem with Keep Safe is that it only protects 1 permanent from Spells targeting your stuff, it won't save you from a Banishing Light. If you used Lazotep Plating instead you would be covered for everything that targets, you can even use it in reaction to them playing Teferi, Time Raveler so they won't be able to bounce your things.
With that said, I can't help but feel like it's kind of odd playing reactionary protection spells like these in a deck that constantly makes you discard your hand while rewarding you for casting spells since you have no way to know if you should keep up mana or not.
Also, I'm sure you already know but just in case, if you have 2 Song of Creation in play you will still end up empty-handed with Rielle, the Everwise since you discard twice and she only covers you once.
1 month ago
My version of the deck has a lot of removal: Bonecrusher Giant, Chained to the Rocks, Chandra, Torch of Defiance, Ixalan's Binding, Glorybringer, and Shatter the Sky. I haven’t had any issues with creature based match ups. As far as disruption I have tools in my sideboard to help out against control and combo. I’ve been having a lot of success with this deck online.