Skarrg, the Rage Pits

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) None
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
Planechase 2012 Edition (PC2) Uncommon
Guildpact (GPT) Uncommon

Combos Browse all

Skarrg, the Rage Pits

Land

: Add to your mana pool.

, Tap: Target creature gets +1/+1 and gains trample until end of turn.

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Skarrg, the Rage Pits Discussion

mollycat on HELP ME PLZ

1 month ago

Ok ok so, i have a commander deck with Karrthus, Tyrant of Jund as the commander. The deck itself has functioned pretty well up until recently, i have been getting completely rekt early game. Do keep in mind i have not been playing long and do not have a great understanding of cards or of a good build, in fact this is the first deck i have ever built. All i really need help with is early game because dinos have been destroying me as of late. The deck is built as follows:i have no clue what im doing dragons

sylvannos on The best cards not worth ...

1 month ago

Glare of Subdual and Long-Forgotten Gohei were some of my favorite cards in Standard from eras past, but sadly aren't that viable in Modern.

I've also wanted to build a deck around Quest for Ula's Temple, Nullstone Gargoyle, Hair-Strung Koto, and Realms Uncharted. They're all missing some key components, however.

Other oddball cards I'd like to use are Fossil Find, Boneyard Wurm, and Nighthowler. I also wish there was there was room in decks to play the Skarrg, the Rage Pits cycle of utility lands from the original Ravnica.

Emzed on Kresh me outside

1 month ago

Temur Battle Rage seems like a nice tool to one-hit opponents. I would also suggest adding Genesis Chamber: It triggers for all players, creating lots of extra creatures that fuel Kresh and enable Blasphemous Act.
Also, in a deck focused on high-powered creatures, Garruk, Primal Hunter and Greater Good should be included, both are very powerful card draw machines. Selvala, Heart of the Wilds is the equivalent in the mana department.
Murder could be upgraded to Beast Within - it kills more things and leaves a creature behind, seems like all upside to me.
Kessig Wolf Run and Skarrg, the Rage Pits are useful lands in a deck that needs evasion for its commander.

leviathan_cross on Ruric Thar Hates Magic

2 months ago

realBorborygmos I don't want too many colorless mana sources, though Rogue's Passage and Hanweir Battlements aren't bad suggestions, of course I'd definitely want the critter that goes with the Battlements. Rogue's Passage basically acts like Maze of Ith #2. I'd also probably run Kessig Wolf Run over Skarrg, the Rage Pits, though please forgive me for straying far from the flavor on that one.

realBorborygmos on Ruric Thar Hates Magic

2 months ago

+1 FOR GRUUL AND GLORY!

SOME SPELL-ISH LANDS MAYBE? STUFF LIKE COUNTER LAND, SNEAKY LAND, SPEEDY LAND, AND HOME? AKA Oran-Rief, the Vastwood, Rogue's Passage, Hanweir Battlements, AND Skarrg, the Rage Pits.

AND IF YOUR META IS ANYTHING LIKE MINE, MAYBE GIMME-MY-DUDES-BACK LAND? AKA Homeward Path.

CRUSH THEM!

Catalog9000 on Gruul Pool (Needs Advice!)

2 months ago

The main issue with a deck like this in Modern is that it relies almost entirely on a single card. In this case, Countryside Crusher. You definitely have the fuel to make him astonishingly huge, but that's also the draw-back.

You see, without a means to give him Trample, a simple 1/1 will thwart your entire plan.

Another issue is that you lack draw spells. By putting all of your eggs in one basket with Crusher, you risk the fact you may never get to bring him out. Yes, I see you have Collected Company. Let's assume you get one of these cracked off. You may get a Crusher out of it, you may not. I run a Gruul Superfriends deck with Xenagos, the Reveler. When I crack off his ultimate, there are plenty of times I don't get anything useful. The other day I just barely saved my ass by pulling a Hydra Broodmaster out on the final card. Without that, I'd have lost.

And with the exception of Ramunap Excavator, all other creatures you control are glass cannons. 1/1s and 2/1s. Anybody can just swing each turn and break through your defenses.

I'm not trying to be rude here. Just honest. I feel like you have all of the elements for a surprisingly violent ramp deck. Perhaps you should focus on something that will benefit greatly from huge mana values. Such as Hydra Broodmaster or Avenger of Zendikar. There's also Flameblast Dragon, or his kick-ass older brother Steel Hellkite.

They're more expensive creatures, but also way more threatening. And since you're running ramp, getting them out is easy. Otherwise, focus on a way to ensure you get out Crusher. Harmonize is my favorite green draw engine. There are also these wonderful Gruul lands: Kessig Wolf Run and Skarrg, the Rage Pits. These won't take up spell slots, can be sac'ed for your engine, returned for your game plan, activated cheaply (Since X on Wolf Run only needs to be 1), and ensures Crusher gets his Trample.

Hope this helps!

MindAblaze on Prossh Totty

3 months ago

Skarrg, the Rage Pits is a nice addition to get Prossh through.

I went the "things die so let's benefit from it" route with a lot of my black spells so Zulaport Cutthroat, Blood Artist and Falkenrath Noble, as well as Grave Pact, Dictate of Erebos and Butcher of Malakir.

If you want lots of tokens, Dragonlair Spider adds some guys, Mycoloth is powerful but slow and vulnerable, Mitotic Slime makes lots of extra bodies for one card and there's always the Nath of the Gilt-Leaf+Sadistic Hypnotist interaction. Hypnotist is good here anyway, as saccing Kobolds to destroy people's hands is always useful.

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