Shock

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common
Battlebond (BBD) Common
Aether Revolt (AER) Common
Duel Decks: Speed vs. Cunning (DDN) Common
Magic 2014 (M14)
2012 Core Set (M12) Common
Duels of the Planeswalkers (DPA) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Onslaught (ONS) Common
Seventh Edition (7ED) Common
Beatdown Box Set (BTD) Common
Starter 2000 (S00) Common
Classic Sixth Edition (6ED) Common
Stronghold (STH) Common
Promo set for Gatherer (PSG) Common

Combos Browse all

Shock

Instant

Shock deals 2 damage to target creature or player.

Set Price Alerts


M19

BBD

AER

Shock Discussion

ZendikariWol on Themes for Next Block

1 day ago

That, Funkydiscogod, is because Sakiko 1) was printed in the vastly overlooked Kamigawa set. 2) is 6 mana. 3) is a 3/3 for 6 mana- meaning she dies to anything stronger than a Shock .

Mark of Sakiko is a 2-mana enchantment right? So what would it cost to put that enchantment on a LOT of creatures? How would you adequately cost them? That ability was strong enough to cost 2 mana without the body, would a 3-mana 2/2 be appropriate? Cuz that’s a pathetic body and will be blocked into oblivion. But, any larger and the casual circles would just be Pillage mirror matches. A 3/3 for 3 that generates mana when it damages a player? Competitive? No. But in circles with a lower average power level this would rule the world.

sylvannos on Early look at Core 2020

5 days ago

The 6 mana mythic is a control finisher. I don't know why people are railing against her. She's exactly the kind of thing control wants when Teferi, Hero of Dominaria , Carnage Tyrant , and Chromium, the Mutable rotate out of Standard. She's even more stupid when you have Nicol Bolas, Dragon-God because you're getting to play Shock s every turn.

zditty on Domris and Dragons

1 week ago

This is good. I would suggest you mainboard two Shock and that the Lava Coil pair go in the sideboard. Also, I would reomove the Wizard's Lightning and add a finishing burn spell for the side when you face a control-based matchup. Banefire is my go to for that.

avsimone on Infinite Ral Combo

1 week ago

Gof5550, I didn't even think of Unexplained Disappearance and honestly it's probably a great include.

I think going forward I need to reduce the number of Rals in the main, bring in 2 niv mizzet to the main and up the burn count in Lightning Strike and Shock . Also I think I need to replace Ral's Outburst with a one of Skewer the Critics to increase burn.

TypicalTimmy on Tibalt / Wheel of Fortune Oathbreaker

1 week ago

You may want the Planeswalkers that add red mana.

Jaya will allow you to get mana and loot. CTOD gives you mana or card advantage. CBP only gets you mana, but comes with a free Shock tacked on as well.

TheSurgeon on Pyrolectric Firing Squad

2 weeks ago

Kutsu- Thanks! Unfortunately, Firebrand Archer was in here in a previous build, but simply isn't as tough as either Thermo-Alchemist or Electrostatic Field . A x/3 offers some cushion on the field T2, and isn't enough of a threat to waste a bolt on, but won't die to Shock or Searing Blood . Furthermore, Alchemist offers an additional damage per turn, and allows Needle Drop to be first spell of the turn, if necessary.

As far as simply more pingers, this is a good option for budget casual play if you take out the Runaway Steam-Kin . There simply isn't room, otherwise.

Thanks again!

CrimsonChaos on Niv's Temur Surprise

2 weeks ago

Corvaxis Thanks for the comments! Money is a bit of a factor, so it might be tricky to get another Hydroid Krasis for a while. Originally, I tried having more focus on counters, but found that too slow, especially against aggro. The main reason I sideboarded Lava Coil and added Shock is because Shock is a bit more flexible than Lava Coil. The main focus is getting Niv-Mizzet, Parun and Saheeli, Sublime Artificer out asap and getting value out of my spells quickly. Lava Coil only works on creatures, so against a creatureless deck it's pretty much a dead card I can only use on my own creatures (though to be fair, this also applies to Root Snare , which for some reason I hadn't thought about). I will consider picking up another Cindervines though. I haven't gotten to test this out much since putting things together this way, but it does seem improved over the counter focus it had before. I wonder though, should I add more Cindervines, or should I instead keep the number I have and instead pick up a couple Ral, Storm Conduit copies? Ral and Niv seem like they should be deadly together.

Cipher001 on Tap-Down Control

2 weeks ago

I want to make a deck based around tap-down control. As in, Downpour and Feeling of Dread control. For years, I’ve been trying to make this idea work, ever since I first started playing, in Return to Ravnica. It started with the cards Gideon's Avenger and Sunblast Angel . I thought I could make something work, and I sort of did. I made a budget deck that achieved mild success on T/O called Frozen Solid. People liked it because it was cheap and gimmicky, but I wanted it to be more than a cheap trick, which is unfortunate, because that’s all it could have really been at the time. The deck suffers from a core weakness that other forms of control don’t have to deal with, namely that after your cheap tap-down spell has resolved, all your opponent has to do is wait another turn and build up their army even further. Sunblast angel requires a land drop every turn for six turns. The game ends up being about prolonging an inevitable loss instead of winning. Nevertheless, I tried my best to make it at least semi-competitive.

I tried every combination of U/W/X. I tried esper with its access to cards like Royal Assassin and Murderous Compulsion . A way to get rid of tapped cards is great, but why would anyone ever spend two mana on a Murderous Compulsion when they could spend it on Doom Blade , Ultimate Price , Walk the Plank , Cast Down , or half the mana on Fatal Push ? Royal assassin at least sticks around to be able to make use of a mana-free kill to complement your tap-down effects, but it dies to even the gentlest of creature removal. It dies to Lightning Bolt . It dies to Shock . Heck, it even dies to Darkblast . And aside from the assassin, there isn’t a whole lot to support tap-down control in black.

U/W/G has Glare of Subdual , which answers one problem the deck has, namely of a lack of creatures to serve as a wincon. At the same time though, you’re still tapping them down, so they can’t be used to attack with (unless you have something to untap them with, which splits your available resources even further) and if you have a big enough field presence to control the board by tapping stuff down, you could have probably won already through some Overrun kind of playstyle instead. I found merfolk a flavorful and surprisingly synergetic tribe for what I was going for here, as seen by cards like Merrow Reejerey , Merfolk Trickster , and Harbinger of the Tides . I thought that of all the ideas I’ve made thus far, this had the biggest chance of doing what I wanted, with built-in tribal support that aligned with a tap-down aesthetic. You could even finish games with a well-timed Wake Thrasher .

In R/W/U, I experimented with Aurelia's Fury . With cards like Assemble the Legion , stalling becomes a legitimate strategy. Battlefield Thaumaturge could be used to make the spell a two mana overloaded Blustersquall . Along that route, Gridlock and Glimpse the Sun God could be used to support it, but the idea is heavily reliant on thaumaturge, which doesn’t always see play, even as a 4-of.

A truly depressing match against Red Deck Wins made me realize that the deck is entirely reliant on the opponent’s having creatures. Thus, the idea to include something from the hunted cycle was born. Hunted Phantasm , for example, provides me with a good beater and plenty of things to make use of for my spells.

Every now and then, some piece of deck-tech makes me have that flutter of naïve hope, like when we got Time of Ice in Dominaria or Verity Circle in Ravnica Allegiance. Verity circle could be the answer, the missing link. It provides me with the ability to refuel my spells and dig through my deck to get to the wincon, whatever it should be. In any other kind of deck, it’s mediocre at best, but it’s the best support my jank idea has ever gotten. I could be missing something that comes clearly for you. I’m asking you to help me realize my seven-year-old dream: to create a tap-down control deck that holds its own against at least semi-competitive decks. (Decks that have a reasonably achievable means to win and efficient support to help it achieve its chosen way of winning.) I’m not asking for anything that’d make the top 8 list anywhere, just something I can be satisfied with. So long as the primary theme of the deck is controlling the field through tap-down effects, I’m happy.

Please help me out here. I’m at my wits end lol. A big thanks to any and all who put their two cents in.

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Shock occurrence in decks from the last year

Standard:

All decks: 0.93%

Red: 9.02%

Rakdos: 4.51%

Modern:

All decks: 0.06%

Commander / EDH:

All decks: 0.0%