Skarrgan Hellkite

Skarrgan Hellkite

Creature — Dragon

Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.)

Flying

: Skarrgan Hellkite deals 2 damage as you choose among one or two targets. Activate this ability only if Skarrgan Hellkite has a +1/+1 counter on it.

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Set Rarity
Ravnica Allegiance (RNA) Mythic Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Skarrgan Hellkite occurrence in decks from the last year

Standard:

All decks: 0.19%

Skarrgan Hellkite Discussion

ElectricWizard on TRY JUND! [Theros]

2 days ago

Hello , i have played with his deck over than 25 Best of one matches in MTG ARENA, i have never found any use for Leyline Prowler , what do you think a useful substitution would be for this card?? I have tried using a cheap mass removal like Cry of the Carnarium or a bigger threat like Skarrgan Hellkite how do you feel about these cards? Or maybe an early drop like Knight of the Ebon Legion could work as a two of?? Other than that i have a great time playing this deck thanks for the list.

ElectricWizard on TRY JUND! [Theros]

2 days ago

Hello , i have played with his deck over than 25 Best of one matches in MTG ARENA, i have never found any use for Leyline Prowler , what do you think a useful substitution would be for this card??

Boza on Gruul Aggro: Theros Beyond Death

5 days ago

Grumgully, the Generous strikes me as a particularly good card, since it gives a counter to any of our creatures. I think that a more midrange-y build with it, Warden of the Chained , Skarrgan Hellkite and a good ramp package might be more successful, but that is reserved for test batch 3.

The big problem cards are the ones that brickwall the attack - Knight of the Ebon Legion is a prime example. A T1 Knight makes it impossible to attack by turn three unless the appropriate creature is drawn with 4 power or more.

Sedohr on Rioting against Humans

4 weeks ago

Thank you for the suggestion. Originally I was trying to keep a decent spread between mid and high cmc costs so I would have plenty to play late game, but in order to get there I had to make sure my early to mid game would survive. Originally I was thinking of just removing both End-Raze Forerunners , but sometimes I even have a hard time playing my favorite giant chicken Wrecking Beast as well (which fits in the 7+ cmc to cut you suggested).

For now I might just drop out the two End-Raze Forerunners in favor of topping off some of my other cards like Gruul Spellbreaker , Frenzied Arynx , and Domri's Ambush . I need to look over my cmc 5/6 cards though to see if I might have any better late game drop options to use instead. I could slap in more Skarrgan Hellkite to fill that role since there is one in the deck already, but they are a bit on the pricey side and I worry that more would lean it too far from "Budget" status since it's the most expensive card in the deck so far.

Sedohr on Rioting against Humans

1 month ago

The Clan Guildmage is a good card with those activated abilities, but it unfortunately crosses some barriers for this specific deck. Thematically I wanted to keep the deck clear of any Humans, but kept it just to actual creature types (Domri is a human right?). So from there I wanted to pivot the deck around cards that can leverage this restriction such as Grumgully, the Generous and Barge In .

At this point I think we may have peaked or nearly peaked the deck composition based on the requirements. It is a budget deck, maybe to the point it's even "cheap" for a budget deck at around $40 when overestimating costs a bit (even less if I dropped that Skarrgan Hellkite out since that is around 3-4 bucks). It uses a lot of creature with Riot naturally, and has multiple ways to add more riot stacks from Rhythm of the Wild and Domri, Chaos Bringer . It only uses cards that are currently standard legal, although when the sets rotate I'm not sure if I'll try to keep it standard legal or just keep it a ELD standard deck. Lastly there are no "Human" creature types (Rioting Against Humans was the name of the deck for a reason haha).

From this point I might be able to move a few cards around here and there to try and squeeze more power out of the deck, but I'm pretty happy with the results so far. It's cheap, and it runs a decent winrate playing casual (40%-50% estimate). I'm yearning to get myself a more powerful Gruul deck setup, removing my restrictions such as allowing humans and not trying to focus on Riot. I have a decent amount of Modern legal cards, but not a ton since I stopped playing for almost a decade until recently. I might work on a paper Gruul deck to leverage the Modern cards I have, and then another that is Standard for Arena play. Either way, there will be another Gruul deck in my profile in the near future haha.

Sedohr on Rioting against Humans

1 month ago

So from playing in MTG arena it runs decently and if I get a good start with the cards for all parts of early, mid, and late game it runs real well. For example I'll be able to get 3 lands out on turn 2 by dropping a forest and Arboreal Grazer turn 1, then ideally a Gruul Guildgate or Rugged Highlands with the ability. Next turn I drop a mountain or forest and can drop Grumgully, the Generous or Rhythm of the Wild . Then turn 3 I drop another forest or mountain and can play Frenzied Arynx , with two sets of Riot or Riot plus a +1/+1. Then from there I just keep dropping land and planeswalkers as I can, and usually I am able to drop my Wrecking Beast and/or End-Raze Forerunners later to finish the game.

I've also noted Domri, Anarch of Bolas really really helps with early-mid game ramp+control. I'll have one or two creatures on the field but with his -2 ability to make creatures fight, I'm able to clear the field or keep the field equal between us while I continue to ramp up to late game.

I'm somewhat starting to feel the limits of Barge In too. As there will be times I have defenders and could successfully block without dying if I gave them the +2/+2, but since the spell only works on attackers I'm unable to do so. On the flip side though it does help me attack as expected. I've had some people try to sacrifice defenders mid game against my creatures without trample, and I can add this on after they already declared defenders. So basically it means I NEED to play aggressive where possible if I have them in my hand since I can't use them for defense. I might sideboard something else tough if I find I need to be on the defensive a lot more against a specific player in a tournament or bo3. This fits the theme of the deck though with riot allowing me to choose more aggression with Haste as needed early game, or use one of the riot stacks for haste late game.

In my arena deck I don't have Skarrgan Hellkite , so I just put in a 4th Frenzied Arynx and that has made sure I draw them more often. Something I 100% forgot though was that Grumgully, the Generous is a legendary creature. I've had a few games in Arena so far where I have two by mid game, and was worried I wouldn't have anything to drop when I emptied my hand out otherwise. Luckily (maybe?) so far they have targeted Grumgully, the Generous and killed him quickly. So in those cases I've been able to still play my other Grumgully, the Generous after the 1st is killed without waiting too long. With that though, I might look at removing one Grumgully, the Generous (to bring to a total of 3) to replace with the 4th Frenzied Arynx .

Sedohr on Rioting against Humans

1 month ago

I'm tempted to make that change with 3x to 4x on Frenzied Arynx as well. Being 4 cost means I'll likely be able to play them consistently, they have riot which fits the deck theme well, have trample naturally, and also have a 4GR ability to buff if I don't have anything to play/out of cards in hand as the game progresses. The question comes down to what I would replace for it at that point. I hate to do it because I love my holographic giant chicken and it has saved me a few games as my late game drop, but I might need to replace the Wrecking Beast for another Frenzied Arynx . I could maybe drop Skarrgan Hellkite instead since I only have 1 in the deck as well, but it does have a helpful ability with riot and flying where the chicken has riot, trample, and no ability.

If I want to look towards replacing a spell, I could maybe drop one of the Jaya's Greeting or even one Rhythm of the Wild . I really want to make sure I draw Rhythm of the Wild and get as many stacks of riot as a I can though. Then for Jaya's Greeting it's my only real burn cards and scry could help throw away duplicates I don't need or excess mana from the top of the library later on.

Maybe I'm just overthinking this though and dropping a land card could do the trick. I just started feeling like I hit a decent land/mana curve+ramp since I'm able to more reliably drop Wrecking Beast and End-Raze Forerunners , so I am concerned about removing more land and going back to the original mana problems. Although I do have 3x of both Domri, Anarch of Bolas and Domri, Chaos Bringer and I can't have more than 1 of each at a time. So maybe I would want to drop one Domri, Anarch of Bolas , but then it becomes less likely I'll draw them at all and won't get the mana ramp from them either.

It's getting tougher and tougher to find cards to pull out of the deck to replace, but I feel that's a good sign we're on the right track and have cut most of the fat each iteration.

Sorin_Markov_1947 on My T2

2 months ago

Why Growth-Chamber Guardian ? He's not that great and he's super mana expensive if you want to get him going. I might also take out Wildwood Tracker , since he stops growing at 2/2 and generally isn't great. You need some big creatures to put the threat on your opponent. I'd recommend Questing Beast and Skarrgan Hellkite . You also definitely want Embercleave (2-3 of them).

Next, your mana. 20 lands is not enough. Most competitive decks run 22-24. Since this is a low-mana deck, I'd recommend 22 (but you should experiment and see what works). You also need 4x Stomping Ground instead of Rugged Highlands . Any tapped land is a risk of putting yourself a full turn behind your opponent.

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