Scourge of Skola Vale

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Born of the Gods Rare

Combos Browse all

Scourge of Skola Vale

Creature — Hydra

Trample

Scourge of Skola Vale enters the battlefield with two +1/+1 counters on it.

T, Sacrifice another creature: Put a number of +1/+1 counters on Scourge of Skola Vale equal to the sacrificed creature's toughness.

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Scourge of Skola Vale Discussion

Orangepanda01 on Hydra power

1 week ago

why is Hardened Scales not in this deck, i would take out Rancor, and Scourge of Skola Vale . some other good additions would be Beast Within for removal instead of Aim High and Appetite for the Unnatural. to add to the tribal support i would also add Coat of Arms or Metallic Mimic as a 4 of over the broodmasters and 2 other cards of your choosing. otherwise cool deck.

KurtySpice on Drop it Omnath

1 month ago

By far one of my favourite cards to play in this deck is Tempt with Vengeance. It's just strong in the deck because you already produce so much mana. You also get the added benefit of turning all of them into Lightning Bolt any time Omnath is on the battlefield.

If you can play Omnath you can also play Boundless Realms! So that's just really good.

To my knowledge Llanowar Elves or Fyndhorn Elves is just better than your Boreal Druid. Looking quickly I didn't see any crazy synergies with snow creatures or elf druids. Maybe I am wrong but please let me know if I missed something.

Additionally you may want to consider adding more land fetching spells and elves. Your commander is very expensive to play so it's great to get it out early and then start snowballing out of control with effects like Rampant Growth to really get your landfall elementals going early to out value pretty much anybody's board.

I really like the Scourge of Skola Vale I hadn't considered that as an option but it works incredibly well to recycle your tokens.

ALSO! Descent of the Dragons is just nonsense in this deck strictly because it lets you turn all of your scary elementals into 3 damage each AND a 4/4 body with flying which is really nothing to laugh at.

There are definitely more changes you could make. I think you may be helped by this website: https://edhrec.com/ Search for your Commander and you can see things that other people are using in their decks.

I would like to start a dialogue about the changes that I suggested so feel free to let me know more about how your deck is supposed to work so I can try to help better.

thethirdmichaelson on HYRDA ON ROIDS

1 month ago

Dude, sweet deck. I love Genesis Hydra. My biggest concern for your deck is that if you cast Genesis Hydra you run the risk of hitting a lot of creatures with X in their cost and 0 toughness, or a tiny Arbor Elf (that you don't need. I don't know how big of a problem this is for you, but I found Genesis Hydra to be more effective with lots of options. For me that's Nylea's Disciple, Acidic Slime, Eternal Witness, Hornet Nest, ETC. That being said, I know you're going for Hydra tribal, which, I have mad respect for.

So my suggestion is to try running some lower cost Hydras to capitalize on that sweet Genesis Hydra trick. Maybe change out some X in the cost hydras for: Managorger Hydra - Grows and is generally terrifying. Scourge of Skola Vale - Defensive by making your opponent have to deal with him before targeting your "Roided" hydras. Polukranos, World Eater - Hydra. Sniper. shoot down those sneaky pacifists.

Also, don't forget Genesis Hydra can hit Artifacts and enchantments! Which is dope! Bow of Nylea has served me well against all sorts of decks! even though I usually sideboard it.

But if I am being honest, I play casual home-brewed magic with my friends. Don't get me wrong! I play a lot of magic, but I am not a pro. I am just a monogreen-loving fool. So follow your dreams kid, be the best hydra-riding, counter-placing, stompy-trampler you can be! Best of luck to you!

Pieguy396 on Pumpin' Jack Attack!

1 month ago

Hey, there! To add more consistency to your deck, I'd recommend running fewer 1- and 2-ofs, and more 3- and 4-ofs. Stronger mana fixing is also recommended. I'd make the following changes:

Hope I helped! There are also more ramp options beside Explore, such as Rampant Growth and Elvish Mystic, if you're looking for that.

philktoken8998 on Sac Outlets - Green, Blue, ...

2 months ago

Hi everyone,I'm working on fine tuning my sac outlets for a steal and sac Vorel Build I made. Does anyone have any good outlets besides the ones I know? Currently I'm using:

Natural Order: More restrictive, but strong

Ashnod's Altar: Instant Speed, Sac as many as you want

Scourge of Skola Vale: Can tutor

Evolutionary Leap: Lots of value, good with tokens

Culling Dais: Works well with Commander

Thanks everyone!I'm sure there may be other ones, some which might be better.

Link to Deck: http://tappedout.net/mtg-decks/vorel-simic-mind-controltokens-sacrifice/

gaiden.17 on Endless Torpor

3 months ago

Absolutely fantastic deck Cougz! Honestly, you should have kept it private, tested and tweaked and brought it to a tournament. The fact that it is monoblack makes it all the more fantastic. I've made a copy - I liked it that much - and have been tweaking and playing around with it. A few things strike me as clunky for competitive modern:

  1. Abyssal Persecutor: I agree that it is quite the beater; a 5/5 in the air for BB is nasty (I am assuming that the reduced cost is the most common scenario Abyssal Persecutor will be played as a turn 4 flying 6/6 is not that special in modern when most decks can simply win by that point). You get your opponent down to 0 life and sac it, and you win. However, you already have massive beaters in the form of Eater of Days, Hunted Horror, and Leveler. There is an argument to be made that you don't need Torpor Orb or Sundial of the Infinite for Abyssal Persecutor and so you break from being combo dependent but relying on transference of the creature to prevent your opponent from winning is effectively playing defense. This deck is designed to control turns 1-3 (through hand control with Inquisition of Kozilek and/or Thoughtseize) and win on turn 4. (Sundial of the Infinite, Heartless Summoning, and Sac outlet into Eater of Days or Leveler into Endless Whispers on turn 4 with the hope of sac'ing your game winner the turn Endless Whispers comes into play). You have even more control by killing any threat they can throw at you with your big creatures playable as early as turn 2 with Hunted Horror (although then they get the Centaurs) or turn 3 with anything else (including a torpor'ed or sundial'ed horror). The majority of your damage is non-trample thus for all your big baddies, the opponent can just throw up weenie blocks while they set up their own win condition mitigating the awesome power/toughness that the deck wields so early. In other words, you're not trying to aggro them with this deck; you'd need some form of acceleration to get your Hunted Horror or heartless summoned other baddie out on turn 2 to really be aggro for which you'd need green or Gemstone Caverns. If you want aggro, you have to go more 2 and 3 drops that can be played after heartless summoning as 0 or 1 drops. There is something to be said for this approach because so many at the 4 drop slot make you dependent on Heartless Summoning instead of just synergistic. But if you build more of a control shell, I think the current number of 4 drops is reasonable. If it were up to me I'd say go with Inverter of Truth instead of Abyssal Persecutor as your 6/6 flyer (presumably 5/5 with Heartless Summoning) which has much greater synergy with Torpor Orb/Sundial of the Infinite and Endless Whispers - i.e. its another win condition. Given that your monoblack, you can throw in Bojuka Bog for some of the Swamps to hopefully turn your Inverter of Truth effectively into a Leveler.

  2. Dimir House Guard and Krark-Clan Ironworks - I think these are too clunky. Even with Dimir House Guard doubling as a tutor for your win condition and Krark-Clan Ironworks generating mana (perhaps for a backup Torpor Orb or Sundial of the Infinite), I still worry they are too slow. I've been trying to figure out how better to optimize the sacrifice component of the deck. I've been going back to 4 cards: Life's Legacy, Tormented Thoughts, Ayli, Eternal Pilgrim, and Bound by Moonsilver. In this deck, Life's Legacy is effectively a draw 7 or somewhere there abouts. That's arguably better than Ancestral Recall so long as you can take advantage of the additional hand the turn you cast Life's Legacy which, at only you should be able to. Tormented Thoughts is effectively target opponent discards his or her hand. This may be a more powerful effect than Life's Legacy, especially against a control deck. It also more assuredly guarantees your win by forcing your opponent into top-decking. I like Ayli, Eternal Pilgrim because she'll survive a Heartless Summoning's -1/-1, her deathtouch makes her still relevant as a 1/2, and against non-damaging decks, you'll quickly get to 30+ life which makes her ability relevant. Bound by Moonsilver effectively turns into a reusable Pacifism. Of course all of these except for Tormented Thoughts introduce another color into the deck. The fact that these are turn 3/4/5 plays means that splashing is much easier - and in modern splashing is simple - albeit expensive. It does open you up to bloodmoon and other forms of land hosing which was a former strength of the deck although that form of control doesn't seem to currently be prominent in the meta top 8. I haven't playtested these yet, but given the sac is a late game play, I'd lean heaviest towards Tormented Thoughts. With all that said, none of these options synergize with Heartless Summoning. Ideally, we could figure out a creature version of a sac outlet to benefit from Heartless Summoning's acceleration. The best thing I could come up with was Scourge of Skola Vale. With Heartless Summoning it costs , it survives the -1/-1 coming into play with two +1/+1 counters, and you get to effectively transfer the P/T of the sac'ed creature (which is already an incredible rate) albeit not to block the fatty you just gave them with Endless Whispers as the Scourge of Skola Vale will be tapped. The issue with Scourge of Skola Vale is that I fear it is a win more condition, at least with Endless Whispers on the battlefield. If they are getting your Eater of Days, Inverter of Truth, or any of the others, you should just be winning the game, regardless. That's why I like Tormented Thoughts as insurance.

  3. Torpor Orb and Sundial of the Infinite: your deck revolves around these effects. I think they are a mandatory 4 each of. On review, I think the Sundial of the Infinite may actually be the better card for the deck as you don't need to sacrifice it once you have Endless Whispers. Of course, the Torpor Orb hoses so many modern decks that rely on ETB effects, that they are both fantastic additions. But you absolutely need one of these in play for your deck to work. The deck's primary weakness then is the loss of either or both in play. Looking at the meta, as artifacts and with such big creatures, your deck will trump Lightning Bolts. HOwever, Terminates and especially Path to Exiles will ruin your day and a well-timed Abrupt Decay will end the game for you. Jund and Junk are probably your most dangerous matchups. Your early hand control with Inquisition of Kozilek and Thoughtseize can hopefully protect you against Tron, Scapeshift, Living End, and other combos. Thus you either need backups in play or some form of instant-speed protection. This could mean adding blue for counter effects. But the streamlined mono-black is not something I'd quickly give up. I don't have a great suggestion here. You have the benefit of knowing their hand with your Inquisition of Kozilek/Thoughtseize type effects... Wish I could offer more here.

  4. Finally - and these were just other ideas I was tossing around - your deck shell might accommodate morph/manifest and/or exploit mechanics. The morph is nice because you effectively cheat in ETB-like effects (flip-up effects) while maintaining Torpor Orb and manifest offers an alternative mechanism to get these win-condition creatures into play without having to suffer ETB effects. In fact, if you manifest any of your win-condition creatures with an Endless Whispers already on the battlefield, you never even need flip the creature; just sacrifice and transfer the face-up to the opponent. For those players only familiar with the meta, this will be one heck of a nasty surprise. Keep in mind that Heartless Summoning while no longer offering benefit to the flipped creature's CMC, still affords cheaper morph costs. I bring up morph and not just manifest because you'd want to take advantage of the fact that your opponent won't know what the face down creature is and there are cards (like Grim Haruspex)) that have very inexpensive flip costs. Exploit will be trumped by torpor orb but offers an alternative sacrifice mechanism which, presumably, would be occurring after you sac the Torpor Orb anyway as you want the opponent to suffer the ETB effects. One thing I was thinking about was the combo decks out there. Then again, adding in these effects may be trying to do too much. You might simply want one Jeskai Infiltrator or one Whisperwood Elemental or, heck, one Mastery of the Unseen. Qarsi High Priest would allow you to stay in color... I look forward to yours and the community's response.

ginko2580 on Unblockable + Counters

4 months ago

Scourge of Skola Vale over the Managorger Hydra? a pumped Skulker?

Spreading Seas with Nylea's Presence? Blue and Green Islandwalk "givers"?

Serum Visions?

just some thoughts. GL

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