InstantPlayers can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player.
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|Cardhoarder (MTGO) Price||Normal||Foil|
|0.23 TIX||0.5 TIX|
|Have (13)||slemulv , saj0219 , zsedcx22 , RealityShock , shadowhound14 , Raistlin911822 , StevenPJobs , Josh50 , AzulHunter , Explotography , caprioG04 , Timocalypse , Comicalflop|
|Want (3)||ivaggione , mcstang1986 , goodair|
37 minutes ago
I like the command, I've been begging for a Skullcrack effect to counterbalance all the lifegain in Standard. Not hitting creatures though makes it hard to play instead of a spell like Lightning Strike though.
1 hour ago
I missed all the talk about atarka's command. I believe it will definitely see modern play, potentially in burn, because it beats through Leyline of Sanctity if instead of the put a land onto the field it had destroy artifact or enchant, i would play more. In burn it is weaker, but this plus swiftspear amounts for 3 to the face + 3 damage from a swiftspear. I think i will pre order some and put them in mainboard of burn as 1-2 of along with other Skullcrack the cant gain life is quite nice and not targeting an opponent is better.
2 hours ago
2 mana instant.
Play a zoo deck and you can hit them for 3 damage, then buff 2-3 creatures by +1/+1. That's a net gain of 6-7 damage. Also your creatures will then probably be able to survive blockers.
You use it put a fetchland into play and suddenly your Steppe Lynx gets +4/+4.
In some decks also its a strictly better Skullcrack.
1 day ago
first, change it from legacy to casual. I don't like to be a stickler for hubs, but formats are based on where you intend to play the deck. No offense, but this does not look like it would be competitive in legacy at all. fun? yes, but not competitive.
The first question you should ask your self with any deck you build is what your game plan is. How do you want to win with this deck? from the look of what I can see your idea is to burn your opponent out while keeping their stuff off the board.
first, remove the cards that don't fall into your main plan. Tome Scour (your not milling, this card is bad), Minamo, School at Water's Edge ( you have two legendary creatures, one of which is usually not a creature, so this is a bad pick), Skullcrack (if you plan on getting more, great. but one is bad).
your best bet from there is to pick the cards you like in the deck, and turn those into playsets (minus the legendary creatures/planeswalkers, but i would definitely recommend going up to 2 of's for them). And bump up to 24 lands. unless everything in your deck has mana cost less than 4, you need 24 mana.
If you want more directing beyond that, let me know.
2 weeks ago
2 weeks ago
I would strongly consider removing the following: Volcanic Geyser (Just not fast enough for a burn deck and it is not mana efficient), Lava Axe (If they are still alive by your 5th land drop your probably dead also lava axe is just way to slow and inefficient), Wrath of God, (The cmc is too high and does not fit the burn profile, also it requires 2 white mana symbols and you are running only 6 lands that produce white mana which makes this card difficult to cast), Bolt of Keranos, (for 3 mana and only sorcery speed you have many better options, also it is too slow for a fast burn), Pacifism, (If you are playing against a deck that doesnt run creatures this card is a dead draw you might as well just put in another burn spell or even Path to Exile).
Hope that helps!
2 weeks ago
Because the pro tour was 10% burn, and because no one had any idea what that deck was doing. Now that we do it's an easier case. Of course a completely rogue deck is going to do well every now and again - because it surprises people, Andy hat counts for a ton. Unfortunately once people become accustomed they make the necessary adjustments to shut it down.
The thing about the most common decks at the moment is that they're remarkable hard to shut down.burn doesn't even lose to life gain because Skullcrack. Twin doesn't has counter spells and many versions play goyf so it can survive it's combo falling apart. Abzan doesn't depend on any single card or strategy at all. Dredge is different because without the graveyard it becomes a really, really inefficient midrange deck.
|Avg. draft pick||10.41|
|Avg. cube pick||2.75|
|Commander / EDH||Legal|
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