|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Rare|
|Promo Set (000)||Rare|
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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
1 week ago
3 weeks ago
Deathbellow Raider seems sort of lacking as a 2-drop. In my Minotaur list, I use Bloodrage Brawler instead. A 4/3 for 2 is pretty strong, and if you have Neheb, the Worthy out, discarding helps to work towards that ability. Also, I don’t know if you’re interested in using him or not, but Lord of Shatterskull Pass is a thing. I think cutting the one of Fanatic of Mogis could be benefitial, don’t have that many red symbols and another copy of a Lord of Ragemonger would be nice here. I like the idea of the deck. Nice job.
Also, if you want to take a look at my deck, here’s that: Budget Minotaur Aggro.
2 months ago
No, Seal Away can't be used to stop the trigger in this example. Once Lord of Shatterskull Pass attacks, its ability triggers. Removing it from the battlefield won't cause the game to back up and "un-trigger" the ability. The only way to prevent the trigger is to stop Lord from attacking before it actually attacks. Seal Away can only target a tapped creature, so by the time your opponent is allowed to cast it on Lord, it's already too late.
3 months ago
That could be an interesting card in here. I’m not quite sure about where it would go yet, but if it works well upon testing, I’ll probably switch some Lord of Shatterskull Pass for it.
6 months ago
The Allies that spread player's life totals farther and father apart. I combo this with things like Harsh Sustenance for more potency.
Then, I pay into Killing Wave and take the massive hit to my life total and keep all my guys and watch my opponent's struggle to decide what they want to keep. They usually end up sac'ing the majority of their weaker guys, which leaves them more or less defenseless for a full-swing win.
Alternatively, I choose to pay no life and sac my entire boardstate, letting Zula bring me to victory.
I've also got a Rakdos Minotaur deck that combo's Felhide Petrifier with Anaba Shaman. That's hilariously potent. What's worse is when Felhide partners up with a fully level'd Lord of Shatterskull Pass.
8 months ago
Colten, the problem with Tron is it relies heavily on massive threats that are big and extremely hard to remove in combat. Here's an example. This deck placed 1st at SCG Modern in New Holland.
And what's the problem with this deck? FIVE creatures. Sure, six Walkers too. But you can only have one of each out at a time.
Compare that to this thing. 24 creatures.
This deck will get creatures out more frequently. In many cases, quantity can vastly outweigh quality. Just look at literally any Zombie token deck. 2/2s aren't that impressive but if you've got 10 or 20 or even 200+ of them suddenly you are nearly unstoppable short of boardwipes. And yes, I have a Golgari Zombie Token deck that can pump out 200+ tokens in a single turn using a combination of Liliana, the Last Hope, Endless Ranks of the Dead, and Doubling Season.
My point is, it doesn't matter if your opponent has 2 or 3 big creatures out. If you've got 10, they won't be able to stop you. And, respectfully, I don't care if you have a 100/100 Indestructible / Hexproof monster. If I block with a 1/1 Spirit, I prevented that damage. Trample is vastly underused, IMO.
Shift gears into running removal and you're looking at an even harder time. I've stomped an Elf deck with a Minotaur Tribal that runs a playset of Terminate, Dreadbore, and 3x Unlicensed Disintegration while the spine of the deck is a playset of Felhide Petrifier, Rageblood Shaman, and Neheb, the Worthy along with other staples such as Lord of Shatterskull Pass (When he's Level 6 with Felhide out, bad things happen), Anaba Shaman (Felhide makes him a sharpshooter) and Kragma Warcaller for bonus points. I'm currently redesigning for Angrath and more aggressive disruption.
I've also got a Mono-Black Demon Tribal that's decimated many decks because it forces sacrificing passively. That is to say, creatures such as Indulgent Tormentor and Blighted Fen make it so my creatures and lands also sit in as removal plugs.
Sometimes cheap removal and an army of low-grade creatures is more effective than one single big cannon.
A tank can fire once and it may be devastating, but a constant barrage of shotguns is just as deadly.
Going wide is always a legit option. That's why Abzan works. That's why tokens works.
Never underestimate the power of overwhelming forces.