Skarrg, the Rage Pits
: Add to your mana pool.
, Tap: Target creature gets +1/+1 and gains trample until end of turn.
|Want (2)||tempDevelopper , Rabu|
Printings View all
|Planechase Anthology (PCA)||None|
|Duel Decks: Heroes vs. Monsters (DDL)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Skarrg, the Rage Pits occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
RG (Gruul): 1.07%
Skarrg, the Rage Pits Discussion
1 week ago
Well, if you never had any problems with Kiln Fiend then keep it. There's no reason to change what has been working out fine. Just as a thought provoker, you can have Monastery Swiftspear to think about.
Maybe just bad wasn't the best thing to say about Rakdos Shred-Freak . It's just that it offers basically nothing more than haste. You have cards like Hellspark Elemental , as you mentioned, but also:
Earthshaker Khenra - Makes it easier to get to your opponent while also being reusable from the grave in the late game, and even bigger than before.
Ash Zealot - More of a Siboard card, but still, 2 mana for first strike, haste and punishes your opponent for playing cards from your graveyard.
Vexing Devil - Dont't know if you could fit this guy in your budget, but it's amazing. It's either a one mana 4/3 that your opponent will have to waste a removal spell or a one mana 4 damage spell.
However, the real reason I said Rakdos Shred-Freak is bad is because of...
Thunderkin Awakener - It can reanimate all of your (elemental) suicide bombers while attacking. So for only two mana, you can from 4 damage on board, with Thunderkin Awakener and Spark Elemental , to up to 8 damage with the Firecat. You could also put other cards in for him, like Lightning Skelemental and Spark Trooper , but those would require you to adjust the manabase.
Also, since you're playing these cheap suicide bombers you could use Unearth to reanimate them again and hit for a bunch. However, I'm not sure that splashing to black would appeal to you.
Another suicide bomber could be Impetuous Devils , though I don't have much to say about it. You can basically take out one of your opponent's creature by forcing them to block. Just here as an option for you.
Cards like Thud , Fling and Flesh / Blood (the blood half only) should prove themselves more useful than Soul's Fire . Since most of your creatures are dying anyway, there should be no problem in sacrificing them.
Manabasewise, if really want to keep Reality Smasher you can add lands that have a better utility than Rogue's Passage as most of your creatures have trample anyway, so your opponent will regardless always have trouble preventing damage.
I've been writing a lot today, so right now I won't go on too much detail about these "utility" lands. I'll just list some here and you can say if you liked any or none and I'll glady discuss about it.
- Looming Spires
- Kessig Wolf Run
- Skarrg, the Rage Pits
- Teetering Peaks
- Turntimber Grove
- Barbarian Ring
- Smoldering Spires
- Blighted Gorge
- Keldon Megaliths
- Memorial to War
- Sunscorched Desert
Just as a curiosty, I've written so many cards in this comment that TappedOut won't let me mark more suggestions, while most not even appearing for me to suggest.
1 week ago
Also, 4x Skarrg, the Rage Pits is probably too many colorless lands when you're this color heavy. (Though I can respect wanting some utility lands)
3 months ago
the manabase is very slow, all your duals come in tapped. I'm not a fan of that fact, but hey, it is budget, so good job making it competitive for 50 bucks. I guess what I'm trying to say is, for people willing to spend a bit more money on this, upgrading the mana base is what I would do first. get rid of all the guild gates and the life lands or what ever their called and get shock lands. upgrade the warped land scape and evolving wilds into fetch lands instead. the only lands I would keep that come in tapped are the bounce lands. Selesnya Sanctuary , Gruul Turf , Boros Garrison , Jungle Shrine , Rogue's Passage , Skarrg, the Rage Pits , Contested Cliffs and the basics are what I would keep, dump the rest for better things. This is of course only aimed at people that can afford it. Sacred Foundry for example is dirt cheap for a shock land. the others aren't expensive either. So for People that can afford them, I recommend: Sacred Foundry , Stomping Ground , Wooded Foothills , Windswept Heath , Bloodstained Mire , Prismatic Vista , Naya Panorama & Bant Panorama . These last 2 are dirt cheap, tap for a colorless and can fetch you all and 2 of your dominating colors in your deck. But if you really wanna splash the cast, replace those 2 with Arid Mesa & either: Marsh Flats for a white fetch, Scalding Tarn for a red fetch or Misty Rainforest / Misty Rainforest for a green fetch. looking at the card cost in the deck I would go for white and green for the last 2 slots, but these last lands I mentioned cost a fortune, we are talking upwards of a 100 $ a piece. Arid mesa is the cheapest @ 50 bucks I think. So my personal suggestion is to go with my original idea and go for the tri colored fetch lands (the panorama lands).
7 months ago
Hey, SideBae gave you great advice, almost too much ;)
Where to consider starting to make upgrades is the manabase. In my opinion it's the worse part of your current deck. The manabase looks like a budget beginner manabase. Want more good dual lands to go along with the rest of the good cards here. There's many lands to consider adding that are within this deck's budget.
Command Tower is the most played land for multi-colored decks in Commander and for good reason since it can ETB (enter the battlefield) untapped to make any one color of mana that you need. Cinder Glade , Sheltered Thicket and expensive price Stomping Ground are Forest dual lands meaning Nature's Lore , Farseek , Wood Elves and Skyshroud Claim can search for them and put them onto the battlefield. Being able to land ramp with dual lands is very helpful.
The next dual lands to consider are more that can ETB untapped: Karplusan Forest and expensive price Spire Garden . Since playing a lot of basic lands then Rootbound Crag and Game Trail will consistently ETB untapped. Kessig Wolf Run or the less expensive and worse Skarrg, the Rage Pits can give Xenagos or another creature trample.
Some lands that ETB tapped are fine, but these lands need to give you something that's worth it. Raging Ravine is the Gruul creature land and it's good with Xenagos ability to pump a creature. Mosswort Bridge will ETB tapped, but it's hideaway ability is worth it since with Xenagos able to double the power of a creature; getting 10 power worth of creatures is not difficult. Being able to the play the card you hideaway for mana cost is very good.
Lands to consider adding:
- Command Tower
- Cinder Glade
- Sheltered Thicket
- Stomping Ground
- Karplusan Forest
- Spire Garden
- Rootbound Crag
- Game Trail
- Kessig Wolf Run or Skarrg, the Rage Pits
- Raging Ravine
- Mosswort Bridge
Lands to consider cutting:
- 6x Forest
- 3x Mountain
- Naya Panorama
- Temple of Abandon
8 months ago
Plays so much smoother! Like wow! You may want to consider non-basic lands, because 22 lands means you're gong to miss land drops. You could also trade out one of the landfall creatures for another forest, just because sometimes you have a hard time getting past 3 or 4 mana. The Temple of Abandon would help as would Gruul Turf or Skarrg, the Rage Pits . Otherwise, your mana curve and everything looks solid!
8 months ago
You should cut Skarrg, the Rage Pits for a land that produces colored mana. Tapping three lands to give a creature +1/+1 and trample is weak.
9 months ago
Hey, saw your forum topic asking for help. I haven't seen very many decks with this Commander.
Consider Fauna Shaman and Anger ? Fauna can be a repeatable creature tutor and is good to be able to discard Brawn or Anger and tutor for Mycoloth or Tendershoot, etc. I think creature ramp is better here than artifact ramp because of devour. Mana dorks are good targets to devour because before they can first be ramp. Creatures who first land ramp, getting you a land and then can be devoured is better ramp with devour.
Creature ramp to consider:
- Birds of Paradise
- Llanowar Elves
- Elvish Mystic
- Arbor Elf
- Fyndhorn Elves
- Solemn Simulacrum
- Farhaven Elf
One drop mana dorks are huge reason to want to play green since other colors don't have as much of this luxury of ramp. Consider more sources of no mana cost repeatable token creation?
Eldrazi tokens can be used as ramp or devour fodder. You could also include a budget Eldrazi such as Artisan of Kozilek to be able to tutor for with Beyond. Kozilek can reanimate a creature you devoured. Garruk and Xenagos can be repeatable source of tokens. Xenagos's +1 with tokens can make a lot of ramp and Garruk can be repeatable draw, his -3 can draw a lot of cards with Thromok.
If you like some of these suggestions I offer more advice including cuts. Good luck with your deck.
10 months ago