Lord of Shatterskull Pass

Legality

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

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare
Promo Set (000) Rare

Combos Browse all

Lord of Shatterskull Pass

Creature — Minotaur Shaman

Level up (: Put a level counter on this. Level up only as a sorcery.) [3/3]

Level 1-5 [6/6]

Level 6+ Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each creature defending player controls. [6/6]

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Lord of Shatterskull Pass Discussion

bonsai11943 on

1 month ago

@Catalog9000:

Thanks for the suggestions! Will in include Lord of Shatterskull Pass in the maybe pile. I'll see if I can play around with it for prolonged games.

I did consider going down the first strike + deathtouch route, but instead chose to prioritize lords (+1/+1) and trample. That sorta aggro is more my style. I'm actually considering trading my Felhide Petrifier's for Legion Loyalist, Deathrite Shaman or Alesha, Who Smiles at Death (if you check, all minotaur cards there will have a power of 2 in the graveyard!).

Anaba Shaman has too high a casting cost for what I'm comfortable with. If you check my mana curve, I only have two cards at that cost. Wanted a faster minotaur deck that can bring down cards early.

Thanks again for the suggestions!

Catalog9000 on

1 month ago

And I run a similar deck. I use 4x Dreadbore and 4x Terminate for my main removal, with Anaba Shaman to snipe whatever I don't like.

Mogis for extra hate, and lastly 2x Lord of Shatterskull Pass. Make him big and swing for death.

Reverie42 on Kess: Herald of Bolas

4 months ago

DrukenReaps covered the mana issue pretty well. The other suggestion that I'd make for a deck with this high of a CMC is that you probably want more ramp sources or mana rocks. Commander's Sphere and Dimir Signet are both great here. You might also consider replacing Temple of the False God with a basic. You're really color-intensive and don't have a lot of land ramp, so it's at high risk of not actually doing much good in this deck.

To expand a little on narrowing the tribes... I don't think you necessarily have to cut down what tribes are in your deck. However, if you aren't running at least 25 creatures of a tribe, tribal support cards like Crucible of Fire and Door of Destinies are simply bad. You frequently have to take a turn off to play them, so if they're not going to do some reasonable work right away, they're probably worse than a basic land. Kindred Dominance is going to hit so much of your own stuff that you're likely better off playing something like Languish, Crux of Fate or Blasphemous Act instead.

Along those lines, given your high average CMC, loading up on more reasonably-cheap board wipes is probably a good idea. If it's going to take you a while to get going, being able to control the board in the early game is really important. If your opponent has a field full of elves, slamming Butcher of Malakir or Stormsurge Kraken without clearing the board first isn't going to save you.

As for a few cards that you might consider cutting:

Errast on Samut, The Warrior Queen!

5 months ago

Looking back on previous comments, I realize I've made the mistake of not actually including early game warriors, which is a crying shame, as it's likely the best strategy with such a poorly supported tribe (poorly supported in these colors).

So here GemKnightDante, is a long list of creatures that cost 4 or less (one exception), that would fit quite well in a warrior themed deck. Unfortunately, the way warriors work, you'll likely be going heavy into boros, and splashing green, but I'll try my best.

Exert Creatures: Missed quite a lot of these on my first search, which is why I was so biased against them at first, but now I realize there's an Exert lord! Throw as many as you can in, they're a great subtheme for the deck. Also include Ahn-Crop Champion here.

Any creature that grows bigger: Just what the deck needs, as I mentioned in my first post. These cards are cheap in the early game, and only get stronger as the game goes on. Lord of Shatterskull Pass is an honourable mention, as he can wipe boards clean for your warriors late game.

Voltaic Brawler: An un-assuming enough creature. Doesn't really scale, but he can brawl with the best in the early game. As with any good warrior, he's efficiently statted, and costed. His energy ability makes him a beast against superfriends, as he'll kill any early game 'walkers before they can get going.

Dragon Hunter was a strange ommission from the first draft considering you said you were facing a dragon deck. Throw him in and he'll block the big nasties for you all day.

Neheb, the Eternal: The minotaur, the myth, the legend. This card is leading my current favorite edh deck, and so I'll vouch that this will easily pay for itself in a very short amount of time.

Hunted Troll: But this card gives my opponents blockers! Yes, but not all of them, and it's an 8/4 with Regenerate. Other than being a fantastic creature, this guy doesn't do much, but isn't being an 8/4 warrior with regenerate enough?

Anyways, the goal of this 3rd (and hopefully last) list was to give you some early game cards so you could drop your cuerve down a bit. Cards like Furystoke Giant, and Gisela, Blade of Goldnight only get better the more creatures you can field after all.

Rhadamanthus on Protection regarding Global Effects

5 months ago

The damage from Lord of Shatterskull Pass and Blasphemous Act will be prevented.

The key thing to understand is that the rules of the game and the text on each card are meant to be read and applied literally. Protection from N does 4 things, which can be remembered as D.E.B.T.:

  • All Damage from N sources gets prevented
  • The object can't be Enchanted/Equipped by N auras and equipment
  • If it's a creature, the object can't be Blocked by N creatures
  • The object can't be Targeted by N spells or abilities from N sources

Protection stops Lord of Shatterskull Pass and Blasphemous act because the rules say protection prevents damage, and those cards say they deal damage. Protection doesn't do anything to defend against Wrath of God, etc. because Wrath doesn't do anything that protection can stop.

TehGrief on Protection regarding Global Effects

5 months ago

Among the group that I play with, we have encountered a troubling question which none of us can agree on an answer for.

The situation is as follows:

  • With Absolute Law active on the battlefield, its effect reads "All creatures have protection from red.".

And if we read the rulings:

  • " 702.16e. Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented."

We can assume all damage from red sources is prevented. So no target damage can be applied from spells or abilities.

In this situation; if we were to apply a global effect, such as an attacking Lord of Shatterskull Pass or casting Blasphemous Act where no targets are applied, does this bypass the protection ruling for preventing damage from red sources?

The reason we are curious is because the ruling makes it appear that it would simply sponge the damage. Though, effects like Wrath of God bypass "protection from white".

Ideas?

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