Lord of Shatterskull Pass

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual 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

Catalog9000 on Casual Dirty combo

1 week ago

I currently run an Orzhov Ally deck (No decklist on site; Thrown together by odds and ends at home) that seeks to bring out guys like Kalastria Healer + Zulaport Cutthroat + Cliffhaven Vampire.

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.

Catalog9000 on $9 Rakdos (Top 8 local Modern Tournament)

2 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.

https://www.mtggoldfish.com/archetype/modern-tron-16063#paper

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.

The game is a lot more complex than just saying that a single Wurmcoil Engine or Karn Liberated ends you.

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.

Kvothesixstring on Technically, Mogis isn't a Minotaur

2 months ago

Lord of Shatterskull Pass is a good card, I think I might have to look into maybe 2 or 3 of him in the deck.Thanks dejvos93

bonsai11943 on

4 months 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

4 months 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

7 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:

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