Shock deals 2 damage to target creature, player or planeswalker.
|Have (3)||Smokingclays , Benniator , Hellsing|
|Want (2)||coltonsama , Swager101|
Printings View all
|Mystery Booster (MYS1)||Common|
|Core Set 2020 (M20)||Common|
|Core Set 2019 (M19)||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|
|Seventh Edition (7ED)||Common|
|Beatdown Box Set (BTD)||Common|
|Starter 2000 (S00)||Common|
|Classic Sixth Edition (6ED)||Common|
|Promo Set (000)||Rare|
|Promo set for Gatherer (PSG)||Common|
Combos Browse all
|Commander / EDH||Legal|
Shock occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
All decks: 0.06%
All decks: 0.93%
4 weeks ago
Have you considered running Pestilent Spirit? It turns Blazing Volley into a one-sided one mana board sweeper, makes Shock into a cheaper Heartless Act, and makes Chandra's Pyrohelix into a two for one. Best of all hes a 3/2 deathtouch menace three drop so hes a royal pain to fight
1 month ago
I think a couple of Delver of Secrets Flip would be good. Lightning Bolt isn't expensive and is strictly better than Shock and Wizard's Lightning. Maybe play 2 Magmatic Sinkhole. I would cut the 4 Crash Throughs.
1 month ago
After posting, I checked the list again. I see you added Nessian Hornbeetle. Interesting, but it feels like you need more decent sized creatures as it'll be a vanilla 2/2 most of the time. If you really want a 2-drop, possibly consider Kraul Harpooner, the objectively best 2-mana 3-power creature in green. And Tarmogoyf doesn't count because it can be a 2-mana 4 or 5-power creature.
It still feels a little odd. I think you could definitely go either aggressive or slightly slower but higher power, and your deck seems like it's trying to do both atm.
What I like to do is imagine your best average curve. Such as
t1 -- Forest, elf dork
t2 -- 3-drop, such as SteelLeaf Champ or Tireless Tracker
t3 -- 4-mana spell. Voracious Hydra or Ballista here, probably.
At that point you have a pretty threatening board state, and it still works well if your dork gets Shocked.
After t3, you'd have to choose between larger monsters or more aggressively costed creatures. It really doesn't give you much room for 2-drops either, so you could increase land count by 1-2 to make the deck more consistent. 2-drops are just a waste of your time and mana, especially 'cos most of them are so inferior to playing Tracker or Champion t2.
Using https://stattrek.com/online-calculator/hypergeometric.aspx we get the following probabilities for the above planned curve:
0.653593571 to get at least one elf.
^^ for at least one 3-drop
^^ for at least one ballista/Hydra
given you run 8 of each. You then get a .275 chance to get all of them together(using normal calculator). A little more than one in 4 hands having that perfect curve is GREAT, but the deck should still work fine in the situation that you don't draw one of the pieces. Drawing 2 gives you a 0.42 chance, wich is still solid. Even having either a good 3-drop or Ballista/Hydra is fine.
That said, you want at least 3-4 lands by the time you can play them.
0.440512889 for 4 lands on the play, 0.536359259 on draw
0.722413977 for 3 lands on the play, 0.792184496 on draw. Remember those 4 numbers are at least 3 or 4. I'd say you want 2 more lands, but it really depends if you want to be casting more Ghaltas or if you'd rather wield more efficient 3 drops. Even if you want the 3 drop option I'd go 1 more, just to make the math better, but that's just me.
Hope I don't kill you with the math, and hope it helps. If you don't like my gameplan shown above, try your hand at calculating your own. You should get an 85% chance or better to make your generic plan work, but make sure it's a little loose -- it's fine if you don't always curve perfectly. You just want to curve well enough often enough to crush your opponent. Good luck!
1 month ago
This is ok so far, but why not run Torbran, Thane of Red Fell as a commander with Syr Cerah in the 99? Note that Torbran adds damage to EVERY red source, which gets insane really quickly. You should also think hard about whether the single-target burn spells work in your EDH game. If you play 1v1, they are probably fine. If not, you will want to think about how much the single mana Shock or 2-mana Lightning Strike do for you.
This is how I run my Torbran list: Torbran on FIRE for inspiration.
1 month ago
Thoughts on Tatyova @whatqwerty:
1) We can remove Time Wipe for her. She'd just replace it.
2) She would draw a ton of cards. Not sure we really need this, but then again it is a ramp heavy build which means it can start vomiting cards pretty early.
4) However, 2 extra cards that enable the Roil+Reef card draw engine as 1-card engines might work. She does dodge Push and Decay, Drown in the Loch for the most part, Shock and Wild Slash, and even Spell Queller; so she has "Hexproof" against half the top tier removal.
1 month ago
I hope this isn't a necro, but here goes:
I personally like Smuggler's Copter. However, it needed to be banned for a while. The reason being is that Pioneer doesn't have enough efficient removal to get rid of it. As of Ikoria, Fatal Push is the only card in the format capable of easily getting rid of Copter without running maindeck artifact hate. White and red both have only 2 mana answers, and they were pretty bad. Blue has Unsummon, which sucks. The problem wasn't the effects, the problem was that we don't have enough interaction to deal with it yet. If they give white or red another 1 mana removal spell, then I could see it coming back. The format would be better for it.
After watching the meta a little bit, the Heliod/Walker combo doesn't seem too bad. The list I found is a perfectly reasonable slow prison deck. Now, I can see hating that sort of deck after playing against it a few times, but the fact that not only with TS and Push can kill the combo pretty easily for 1 mana, but Green and White and Red all have 1-2 mana responses that can stop it in or out of sideboard means that it's not too oppressive. Personally, it feels like a fad that'll stick around a bit, but eventually be pushed out in favor of other decks. At worst it's similar to Modern's Splinter Twin but slower, and that was a fine deck even if it did use an infinite combo to win.
Really, if you use an inf combo to win but have a perfectly normal control-esque gameplan, you're fine. The problem combos are the ones that take forever, like Lotus Breach, Eggs, 4 Horsemen, etc.
Dimir Inverter, on the other hand, is extremely difficult to interact with. It also already has black's perfect removal suite with TS and Push, meaning it's a combo/control build that requires you to race it. Personally, it's not healthy. I think Inverter should get the ax, mostly because the shell is already a great deck. Literally, you can remove 7-8 cards and replace them with another win condition, like maybe Tasigur. And Jace, Wielder of Mysteries can even stay. It's not like the deck's built around the combo -- it's just a really good shell with a win condition that's almost impossible to stop. Yes, 20% of the meta would lose $50 or so because of the banning of Inverter, but with $10 you can just switch win conditions and still have a tier 1 deck.
Veil of Summer can never come back. It's just Cryptic Command but for . I think a color pie shift and a 3 mana discount definitely covers the fact that it only hits two of the better colors in Pioneer. TS and Push, again, are what makes Black good, and we have DTT and TC, as well as Opt, Quench, and more that make Blue viable. Sorry, but situational Cryptic for 1 is too good.
Thoughtseize shouldn't be banned either -- we just need a budget replacement or a meaningful reprint. Either that or print a slightly worse version and let players send in their TSs for the new slightly worse card, and ban TS. Seriously, if the dump TS in uncommon in something like a Master's set, the problems with TS would disappear. It's just so good that it combined with Push make Black automatically tier one, but nobody wants to shell out $140 for these cards when premier lands in Pioneer hit $25 apiece tops. And that price tag is mostly Standard talking. Seriously, we need TS to either drop to $10 or less(which is still to high, but usable) or we need the exact same thing but it costs 3 life. That and we need White and Red to get some better interaction. Shock and Declaration in Stone being the best(or almost the best) is depressing. Maybe Bolt but can only hit creatures? Maybe Path but it gives 'em a land and some life and lets them scry?
1 month ago
The key to determining which card is better is to compare the following:
- Converted mana cost (Total cost of all mana paid into the spell when casting it)
- Generic mana cost (Orientation of colored mana symbols, which dictate restriction of play)
- Typing (Instant, sorcery, creature, etc)
- Effect (What the card is actually doing)
- Power / Toughness (If comparing two creatures)
In some cases, it's a little more vague. For example, Path to Exile and Swords to Plowshares. This depends on the current state of the game. For instance, if a player has a lot of cards in their hand and is just passing every turn without playing, but they don't have many lands in play, Swords to Plowshares is strictly better. You don't want to ASSIST your opponent in getting lands, meaning you don't want to use Path to Exile. However, if they are a single turn away from defeat and have 1 - 2 cards in hand then Path to Exile is better, because you don't want to increase their life total if you don't have to.
Other cards depend on your meta. For example, many players will tell you True Conviction is rubbish. It's a hard spell to cast, it doesn't do anything to immediately impact the battlefield, it doesn't help you win the game, and it requires you to not only have a lot of creatures on the field to secure any real value - those creatures must also be attacking. There are so many hurdles to jump over, it's most of the time not worth it. But, if you are like me and love to build token decks than suddenly this is a beautiful card because you can swing with half or a third of your boardstate and still have 10+ blockers in the crackback. So this is a card that purely depends on what kind of deck it is in.
Another example: Which is better, Damnation or Wrath of God? What about Harmonize or Concentrate? These actually fall into meta-play as well. Black loves to mass-kill everything and usually wants your creatures to die, which is why it is played more often and thus has a higher price tag. White has wrath cards, but those typically are not aligned with what white is trying to do. White wants to build a boardstate and lock the game down, whereas black wants to kill everything in its path for value. Therefore, Damnation is strictly better. As for Harmonize and Concentrate, I'd say while they seem equal at face value, you need to look at their color philosophy as well. Blue has endless methods to draw cards, and honestly spending 4 mana to draw 3 cards in blue is kind of a bad idea. You have many ways to get cards for free in blue, so that 4 mana can be spent better elsewhere. However, green doesn't have nearly as much in the way of card draw and therefore being able to draw 3 cards for 4 mana is much better. The fact that green is the single best color to ramp in also means that 4 mana is plentiful, making Harmonize strictly better than Concentrate.
So yes, some cards are very easy to tell which is better and some cards are harder and you need to take into account deck construction and color philosophy, but most of the time you are simply comparing a few small stats of the card, which makes it abundantly clear.