Scab-Clan Berserker

Scab-Clan Berserker

Creature — Human Berserker

Haste

Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)

Whenever an opponent casts a noncreature spell, if Scab-Clan Berserker is renowned, Scab-Clan Berserker deals 2 damage to that player.

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Printings View all

Set Rarity
Magic Origins (ORI) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Scab-Clan Berserker occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Scab-Clan Berserker Discussion

thinkoriginal on Ulasht's Harvest 2.0

3 months ago

Yarok WarSpaniel

Thank you! I've had a lot of fun building this deck.

The main goal of this deck is to ramp, throw out many tokens, mana dorks, and strong utility creatures like Scavenging Ooze, Runic Armasaur and Scab-Clan Berserker, then either use Green Sun's Zenith/Finale of Devastation to bring in, or cast, Craterhoof Behemoth, in order to win the game. Alternatively, Garruk Wildspeaker can use his ultimate to Overrun the board, and Chandra's Ignition targeting a massive Ulasht is devastating. As a tertiary method, smashing face with a Kessig Wolf Run is always an option.

Krenko, Mob Boss + Impact Tremors and/or Purphoros, God of the Forge is equally brutal.

The final alternate combo, which can be assembled via Gamble, GSZ, and Finale, consists of a few roles, filled by various cards, and executes as such:

1) The first piece we need is Ulasht, the Hate Seed, our Commander,

2) Ivy Lane Denizen, which allows the combo to go infinite,

3) a source of reoccurring mana in Ashnod's Altar or Phyrexian Altar, and

4) either Purphoros, God of the Forge, Impact Tremors, or Goblin Sharpshooter for the kill-condition.

The way it works is when Ulasht removes a +1/+1 counter to make a Saproling token, Ivy Lane Denizen puts the counter back onto Ulasht. You then sacrifice the token to one of the Altars, use that mana to make another token, and repeat the process. Each time you complete this loop, either Impact Tremors or Purphoros will deal damage to each opponent, or Goblin Sharpshooter will untap and you can ping an enemy for 1 damage. Repeat this loop until you win!

ZendikariWol on Dalakos, Crafter of Wonders

4 months ago

First and most importantly, have you considered naming this deck "Dalakos's Artifact Stack Attack," because I think that would be wonderful.

Beyond that, though, have you considered the following:

Balefire Dragon (because it's fantastic), Captain Lannery Storm (because she's a warm body that ramps), Cephalid Constable (because it's a criminally underrated masterpiece), Daring Saboteur (because it loots and is evasive af), Fervent Champion (because it's an excellent voltron), Flameblast Dragon (because removal is nice), Grenzo, Havoc Raiser (because stealing spells is fun), Hellkite Tyrant (because 20 artifacts, with this deck? Sure, you'll need help, but that's what your opponents are for!), Hero of Oxid Ridge (in case you have any pesky token strats in your meta), Legion Loyalist (because why not just give your creatures all the keywords at that point), Markov Blademaster (because double strike is just really strong), Niv-Mizzet, Parun (in case storm exists in your meta), Prophetic Flamespeaker (because it's got double strike, trample, and card draw), Rapacious One (because INFINITE BLOCKERS), Scab-Clan Berserker (in case, once again, of Storm), Scourge of the Throne (because it's real good), Tandem Lookout (because drawing two cards per turn is nice), Tyrant's Familiar (because, once again, removal is wonderful to have), Varchild, Betrayer of Kjeldor (because it basically creates tokens for you), Windreader Sphinx (because it's a LOT of card draw), Basilisk Collar (because lifelink is super good), Batterskull (see prior), Champion's Helm (because hexproof is important), Embercleave (for obvious reasons), Golem-Skin Gauntlets (because more power is better), Heirloom Blade (because it's a steep stat boost and a death trigger, maybe), Loxodon Warhammer (because lifelink is basically super-vigilance anyway), Prowler's Helm (because evasion is nice), Rogue's Gloves (because card draw is good to have), Shadowspear (because it's nuts), The Sword Cycle (because you feel like droppin 16,000,000,000$), Sword of Vengeance (because holy keywords, Batman!)

SideBae on float like a gruul, stangg like a stangg twin

10 months ago

So there're a lot of different directions you can take RG decks. I'll suggest some basic, universal additions first, and then suggest some win conditions:

Universal

  1. The best part of green in EDH is the dorks. You should definitely run at least Llanowar Elves , but there're some other cards you should consider: Fyndhorn Elves , Elvish Mystic , Birds of Paradise , Arbor Elf , Shaman of Forgotten Ways , Somberwald Sage , Joraga Treespeaker ... If you end up having a lot of elves, running something like Priest of Titania is worth including. Depending on your meta, Carpet of Flowers can get a lot of mana. Finally, Orcish Lumberjack is a card I have been very impressed with... turning a forest into effectively a better Black Lotus is a good thing. (Note that Arbor Elf is especially good if it untaps lands enchanted with Utopia Sprawl , Elvish Guidance or Wild Growth ).

  2. Red-green decks tend to poop out a lot of creatures and go lightly on the spells. Slate of Ancestry is an EXCELLENT way to recoup card advantage, provided you have a critical mass of creatures on the table. Commune with Lava is another excellent pseudo-card-draw thingy. If your games are usually four player games, Decimate is frequently a four-for-one, meaning that it's another good source of permanent-count advantage. Shamanic Revelation is another good draw-spell. If you have fat enough creatures, Rishkar's Expertise may merit an include. Hull Breach is a great two-for-one.

  3. Green-red decks, which tend to be creature-heavy, can be soft to boardwipes. Heroic Intervention is a good way to protect your duders; Grim Flowering and Nature's Resurgence are good ways to recoup cards after losing a bunch of guys.

  4. Tutors are good. Gamble is cheap these days, due to the recent reprint. Green Sun's Zenith , Tooth and Nail and Chord of Calling can all grab powerful creatures to play -- note that GSZ for X = 0 can grab Dryad Arbor , if you run it. Worldly Tutor or Sylvan Tutor are also good.

Win Conditions

Oftentimes, green-red decks win through a combination of Stax pieces and aggro cards.

Potential Stax Pieces:

  1. Blood Moon / Magus of the Moon : If you craft your land base carefully, you can make these into a near asymmetrical effect. A lot of decks benefit from greedy mana bases in EDH, and these are a way to punish that.

  2. Artifact hate is pretty awesome. Collector Ouphe is powerful, since you can get your ramp from creatures while shutting off non-green players' artifact ramp; as an added bonus, you can grab it with Green Sun's Zenith or Chord of Calling . By Force is an excellent card that can nuke a lot of permanents at once, and Nature's Claim is a very efficient removal spell. Krosan Grip may be justified in a heavy-blue meta. Gorilla Shaman is good as a method of artifact-destruction that does not cost you cards. Also Reclamation Sage and Manglehorn .

  3. Gruul has access to a lot of hatebears. Ruric Thar, the Unbowed is a really powerful dude you've already got, as he can club combo players like me really hard. Harsh Mentor is good for punishing all sorts of decks. Eidolon of the Great Revel , and his cousin Pyrostatic Pillar , are both good. Scab-Clan Berserker is similar to Kambal, Consul of Allocation in Orzhov. Runic Armasaur , too.

  4. Cards like Root Maze can shut down combos really quickly, and City of Solitude / Price of Glory can prevent/discourage countermagic. Pyroblast or the Maybeboarded Red Elemental Blast can also be worth running.

Aggro Cards:

Most of the best green decks end the game with an alpha-strike. Craterhoof Behemoth is the best for this, as it can be tutored out with Natural Order or a high-cost Green Sun's Zenith . Similarly, Overrun is good, but I suggest Triumph of the Hordes as a more potent alternative. This does, of course, require creatures on the board, so I suggest some of the following duders:

...and the aforementioned hatebears can also attack.

Good luck! That's all I got.

SideBae on Arms Dealing 101

10 months ago

Ponder and Preordain are worth including in any blue deck. They dig you to whatever you need, and past what you don't. Brainstorm is good, too, but you'd need to run more shuffle effects to make it worth playing. Slow fetches, like Flood Plain or Rocky Tar Pit , are cheaper alternatives to the Onslaught and Zendikar fetches.

You can probably do more in terms of artifact ramp. Talisman of Progress is good in addition to your Talisman of Conviction and Talisman of Creativity . Thought Vessel is also great; I suggest cutting Reliquary Tower for a basic land if you run it, as one of this effect is probably enough, and Thought Vessel can ramp you fast if it comes down turn two. (In other words, it doesn't cost a land drop.)

City of Brass and Mana Confluence are great ETB-untapped lands that produce all your colors. In a format with forty life, they're frequently just redundant Command Tower s.

You should consider Treasure Cruise or Dig Through Time -- both may be difficult, as delving for one means the other is harder to cast. I think in this deck, which appears more control than combo, Treasure Cruise is likely the better choice. It provides slightly more card advantage, and Dig Through Time is good mainly for card selection, rather than advantage.

Windfall is a great card-draw spell, especially if you pair it with your Narset, Parter of Veils .

Enlightened Tutor seems like it'd be kinda a powerhouse in this deck. It's on the pricier side of cards, but being able to tutor for whatever prison effect you need is a really, really good thing.

In terms of planeswalkers, Rowan Kenrith seems real good; needles to say, the +2 ability is especially good if you target an opponent who can't attack you. If you choose to, Will Kenrith is also ok. He tutors for Rowan Kenrith , and vice versa. Note that the partner effect triggers even if you don't have the other half, so if you really wanted, you can search and fail to find, then shuffle. This is useful if you get Brainstorm locked, but I don't advise planning on doing this frequently.

Grand Melee and Disrupt Decorum happen to be... right up your alley.

There're some hate-filled cards you can consider running, in order to pressure opponents' life totals not exclusively through combat. Scab-Clan Berserker , Harsh Mentor , Eidolon of the Great Revel , Pyrostatic Pillar , Sulfuric Vortex and friends are all worth considering.

Supreme Verdict and Wrath of God are good boardwipes to clean up your mess.

Cleansing Meditation can be good in the right meta.

Council's Judgment and Grasp of Fate are both excellent removal.

Good luck man!

BoneclockHarmony on Mono Red Taxes (aka Bomat Red)

1 year ago

So I've played a bit more, so far

3-0 Izzet Phoenix

3-1 4c Saheeli

1-2 Pyro Prison

1-1 Mardu Pyro

My current creature package is:

4x Monastery Swiftspear

4x Bomat Courier

3x Soul-Scar Mage

2x Ash Zealot

2x Harsh Mentor

4x Eidolon of the Great Revel

3x Rampaging Ferocidon

2x Goblin Chainwhirler

With the rest of the list mostly same as yours (although, I accidentally played a few games with my sideboard searing blood's in my mainboard, and kind of liked it a lot?)

Some thoughts (still very new to modern so there's a lot of interactions I might just be completely un-aware of):

I see why we'd have Relic over Ravenous Trap now, didn't really want to bring in ravenous trap vs mardu pyro but Relic would be sweat, so I'll probably make that change too. Also saves me the hazzle of finding non-proxy ravenous traps, which are completely impossible to buy where I live.

I was thinking if we could replace ratchet bomb with mainboard Blast Zone , until I realized that it 1) Gets blanked by Blood Moon 2) Starts with a counter on it so we can't even hit chalice 3) Probably screws up our RR on turn two too badly.

Oh well, it sounded good in my head before I remembered about those minor details.

What do you think about Pillage vs Molten Rain for the sideboard? Doubling as artifact removal is nice, one of the main decks we'd bring land destruction in against is Tron right? Which makes it pull double duty.

The new canopy cycle of lands, I almost want to go UP in lands a little bit if we include them? Flooding is less bad since we can sac it to draw, more lands -> more reliable mana for our 3 drops. Not sure if it opens up any interesting sideboard options at all on its own, but with some RW fetches maybe?

Speaking of 3 drops, tried Scab-Clan Berserker at all?

SideBae on Gas Powered Stick (Complete)

1 year ago

Yo! RG decks are interesting. Here's what I think -- feel free to disregard it:

The main attraction of running green is having access to one-mana mana-dorks. Llanowar Elves , Birds of Paradise , Fyndhorn Elves , Elvish Mystic and Orcish Lumberjack will all speed up your deck tremendously, while giving you bodies for Overwhelming Stampede or similar finishers. Exploration is a good accelerator, though it can be expensive; search for tomorrow is similar. There are some two- or three-mana dorks you might also want to consider, like Priest of Titania , Shaman of Forgotten Ways and Somberwald Sage . Having dorks ramps green faster than any other color is capable of.

Overwhelming Stampede is an excellent card; in that vein, Overrun and Triumph of the Hordes are both good finishers. If you want to put money into the deck, Craterhoof Behemoth is a great card in Legacy Elves that also works here. Grabbing Craterhoof with something like Natural Order can produce a really fast win. Green Sun's Zenith is another good tutor-spell, which can also fetch Dryad Arbor turn one.

I see you're running Nature's Lore . Farseek is a great card to fetch a mountain, especially if you choose to run Stomping Ground , Sheltered Thicket and/or Cinder Glade . Taiga is good, too, but that's pushing $200 these days... effing OG duals.

Growing Rites of Itlimoc  Flip is a good card, and an affordable version of Gaea's Cradle . Similarly, Slate of Ancestry is a very underrated EDH card that would be a powerhouse in this deck. In the line of card-draw, Beast Whisperer and Harmonize are worth considering.

Karplusan Forest , Spire Garden , Command Tower and Grove of the Burnwillows are four excellent non-basic, ETB-untapped lands for your colors. You should run these, if at all possible. I think they're better than Jund Panorama and Naya Panorama , as well as Rogue's Passage . You should consider Kessig Wolf Run , as well as cutting one or two lands from the final list.

Depending on how sadistic you are, you may also want to consider running some stax pieces. Thorn of Amethyst is an excellent card in most green decks, as these decks tend to produce oodles of mana and not cast too many non-creature spells. Pyrostatic Pillar and Eidolon of the Great Revel are excellent ways to keep low-curved decks in check. Harsh Mentor varies with meta calls, though it can be very strong. Stranglehold can ruin some strategies, and Price of Glory can nuke counter-heavy decks. Similarly, Vexing Shusher is useful to avoid getting countered, especially since you don't have to activate it until after an opponent casts a counterspell. Scab-Clan Berserker is worth considering.

I suggest Gamble . It's the best tutor in your colors. Eternal Witness is another pretty good card you may want to consider to get you back in the game after a board-wipe. I suggest running Grim Flowering or Nature's Resurgence for the same reason.

Your spot removal will be dependent on how hard you want to lean into Ruric Thar, the Unbowed . If you want to keep him, Reclamation Sage and similar effects are the way to go. Without him, or while thinking of him as a secondary creature, you should run Nature's Claim and/or Krosan Grip . Chain of Acid is an interesting card I've been wondering about recently, so you may be interested in experimenting with it. Hull Breach is similar to Decimate , and is often a two-for-one. Shattering Spree , By Force , Ancient Grudge , Vandalblast and Fiery Confluence are good as well.

Neheb, Dreadhorde Champion is an efficient, powerful creature that helps cycle away dead cards in your hand, all while generating mana. Huntmaster of the Fells  Flip is another super-efficient creature. Boartusk Liege is valuable for its anthem effect and not-insignificant body. Siege Behemoth is another recommendation, for obvious reasons.

Depending on your meta, Sunder Shaman , Choke , Carpet of Flowers , Flashfires and Boil are options. If you keep your mana-base with only a few non-basics, Blood Moon , Magus of the Moon and Ruination are good cards. If your meta is super aggressive, you should consider Loxodon Warhammer or Basilisk Collar in order to recoup life points. Runic Armasaur is another good consideration if your meta has a lot of fetch lands and the like.

Using Sylvan Tutor can let you stack your deck for Lurking Predators , and you can cast Worldly Tutor in response to it triggering to just fetch whatever creature you want from your deck for .

Strionic Resonator is a way to copy your general's trigger, and may be tremendously helpful. Resolving them in succession on the same creature results in quadrupled power.

From Modern Horizons, Collector Ouphe and Throes of Chaos are worth considering.

Alright, that's all I got for now. I hope you found these suggestions at least a little helpful. Good luck with deck building!

SideBae on Rise of the Underworld

1 year ago

As with most Rakdos decks, I advise a reanimating package with Sire Of Insanity as the target. Animate Dead , Reanimate and Necromancy are all rather good when paired with Entomb or Buried Alive . In Rakdos, you’re generally the king of top decks. So embracing it with Sire is typically a good play.

One mistake I find in a lot of EDH decks is the prevalence of one-for-one removal. Cards like Demolish , Roast and Necrotic Wound are alright if you’ve only got one opponent, but in EDH you’re already facing 2x-3x as many cards as you have in your 2-3 opponents. This is why I suggest more efficient spells, like the Ritual of Soot I see you’re already running. Fire Covenant , Ashes to Ashes , By Force , Toxic Deluge / Damnation / Blasphemous Act and Syphon Mind are all good ways to regain card advantage when you’re facing down multiple opponents.

Another thing I suggest is that you run more mana rocks. In any non-green deck, artifact mana is the main form of ramp available. I’ve noticed there’s a tremendous difference between 2- and 3-mana ramp; cards like Mana Geode and Rakdos Locket are generally worse than Rakdos Signet and Talisman of Indulgence . Mind Stone , Coldsteel Heart , Fire Diamond , Charcoal Diamond and Thought Vessel are also options. Treasure Nabber is a good way to disrupt opposing mana.

Hand-in-hand with what I’ve been talking about is card draw: You need cards to cast with your mana, as well as powerful spells in the first place. Phyrexian Arena is an excellent source of card advantage in black, as are Night's Whisper and Harvester of Souls . Faithless Looting , Magmatic Insight and Cathartic Reunion are ways to filter your cards from red, as well as ways to get creatures you want to reanimate into your graveyard from your hand.

Fighting counter magic is something red does very well. I advise cards like McToters suggested: Price of Glory is one of my favorite cards to run in red. If you want to go deeper on disruption, his suggested Stranglehold is good, as well as Blood Moon , Ruination and Magus of the Moon (though you’d have to craft you land base to accommodate these last three). If your meta is blue-heavy, Boil is good; white-heavy means Flashfires and Dread of Night may be helpful. I don’t know your meta though, and that’s what will dictate if the color-hate cards will be good. If your meta is filled with pesky dorks, Blast Zone is a good consideration.

Harsh Mentor is a card I like landing early, as is Scab-Clan Berserker . Because your curve is relatively high, Pyrostatic Pillar and Eidolon of the Great Revel might be helpful as additional repeating burn effects. If their life-loss becomes too great, a Whip of Erebos can help you survive.

At least consider Necropotence if you decide to run life-gain. It’s typically only found in combo-decks, but in my experience it’s a powerhouse across the board. Getting a card for one life is typically a good deal.

Alright. That’s all for now. Good luck building your deck!

Ragamander on

1 year ago

My apologies; I was honestly just throwing ideas out in case any of them helped. :'(

The curve just looks really high for a sligh deck. I mean, I get that a sligh deck in Oathbreaker has to have a higher curve to deal with 60 points of opposing life, but I think games are going to go a while specifically because of you still have to grind through a whopping 60 points of life, even if it's a lot less than the 120 of traditional EDH. In my limited experience, I've generally found that being the aggro is what gets you killed first in multiplayer. Slumbering Dragon disincentivizes people from randomly aggroing you or Sarkhan, but maybe Oathbreaker is just really combo-y, and maybe almost no one is going to bother attacking incrementally. I don't know; I haven't played it much. Question though: if you're on the sligh plan, would Price of Progress , Flame Rift , or Slagstorm be better signature spells than the grindier Volt Charge ? (The first two would telegraph your aggressive game plan, but Slagstorm doesn't because it's optionally a sweeper.)

Kargan Dragonlord might be part of your early game, but his impact is low without a huge mana investment. Something like Eidolon of the Great Revel and/or Scab-Clan Berserker would seem more impactful with less investment. It's a very different format, but I've played Sulfuric Vortex in Legacy Burn, and it's rarely been particularly impressive. It's not a card for racing; it's a card for grinding. The damage output is high over time for the mana investment, but it's spread evenly among players - including you - and it can draw disproportionate aggro in multiplayer.

Sorry about the Thunderbreak suggestion. I must have overlooked it at the time.

I'll not bother you further. Best wishes.

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