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Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player.
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3 weeks ago
You gain 4 life.
"I can haz Chez Borger now yes, plz?"
I love the subtle yet blunt (teehee) design of Skullcrack.
Make another card like that.
3 weeks ago
Worldly tutor would be a good reprint. I have no idea how likely it is, but I'd love to see it happen.
I'm hoping for another path to exile reprint. I firmly believe it should be a $5 card, yet it keeps creeping up to $7 after every reprint. Not like it's that big of a deal, but still.
I'd also like to see some reprints of burn spells because someone should be and able to build mono-red burn in modern for well under $50 if they don't play goblin guide. Stuff like Lava Spike, Grim Lavamancer, even Skullcrack.
3 weeks ago
At this point 24 lands is to much. Cut the plains. You can play 4 additional spells. Skullcrack is nice and a maindeck answer to lifegain that your opponents will likely bring in against you.
You should play inspiring vantage. Its basically the perfect land for the deck. Furthermore each red fetch will be good now. So you should add mires and foothills.
4 weeks ago
Ok, so here's what I'm thinking for this deck. Option 1: Go for a typical burn deck. Red with a splash of white. This is a well-established deck in the metagame, and you can look up a decklist online. You would run Goblin Guide, Monastery Swiftspear, Lava Spike, Searing Blaze, etc. in addition to the burn spells you've already got here. Some people run Vexing Devil in place of Goblin Guide, which I personally think is a good move.
Option 2: Green-red aggro. More creature-oriented, this would be a little slower than burn but also more resilient and heavy-hitting. The idea one guy I played against had is that Pelt Collector is an excellent 1-drop that combos with a few key creatures. If you play turn 1 Pelt Collector then turn 2 Vexing Devil, and your opponent pays life to sacrifice the devil, then Pelt Collector winds up with 2 +1/+1 counters on it. Same with Ball Lightning and Groundbreaker. In addition, Bloodbraid Elf cascades into basically any of these, and you have the colors to run Atarka's Command which is a strictly better Skullcrack. The mana base can be a little shaky with 3 red for Ball Lightning and 3 green for Groundbreaker if you do both, so I'd run a minimum of 4 Stomping Ground and 4 Wooded Foothills, probably at least 2 Copperline Gorge, and then maybe 1 or 2 Raging Ravine. The guy I played against also ran Domri Rade, which could help when you run out of cards in hand. I ended up winning the match on the back of Vampire Hexmage in my mono-black midrange brew, so having a way to deal with first-strikers might be important since humans typically runs Thalia, Guardian of Thraben.
Option 3: Go for some form of midrange build, possibly in Naya colors. I'd have to do some research to figure out what this would look like, as I generally just haven't seen Naya colors played at all. Usually at this point people just play Jund colors since black tends to give then access to better cards than white. But it would be cool to see what white can do.
1 month ago
2 months ago
@Xica, No, you're not wrong about those lines of plays, but Sleeper Agent isn't a turn one play. 100% of the time if I have a Monastery Swiftspear or Goblin Guide those will always go first. The thing about Agent is that he requires some thought. Aggressive decks like jund don't hold too much concern for their life totals given their mana bases along with Thoughtseize which would warrant using him just as a Shock in the late game as a finisher in this case. That's not true for all decks. Some decks might not even have any use for a free 3/3 like infect and so the Agent is played much earlier. Sometimes it's the equivalent of a 1 mana Char finishing them with a total of 4 damage while only dealing 3 to us. If I'm blind to a deck I'm playing against 80% of the time the agent is cast turns 3 or 4 and on odd hands the other 20% would be on turn 2. As you have said the Agent is only bad if I'm losing the race, and even then main-deck cards such as Niveous Wisps and Path to Exile while good for turning off blockers can also be used to turn off attackers if necessary as well, which is how those spells compliment each other.
Your point on Chalice of the Void however is irrefutable, but then again Chalice of the Void is a sideboard card. I do not see decks running it in the mainboard and just like Leyline of Sanctity would equally hose just about any burn deck, burn decks run cards in the sideboard so as to not fold under cards like Leyline of Sanctity or in this case Chalice of the Void. Just because they board it in doesn't mean it will be present in every game it's boarded in from (as having it in hand is a matter of chance), and just as equally every time it is played in game 2 or game 3 doesn't mean I will never have that answer in hand that was boarded in to respond back against it. (I can board in Shattering Spree or Smash to Smithereens if need be.)
Lastly sac outlets was a rather odd point to make as I don't believe there are any around. You brought up Viscera Seer which was a bridgevine semi-staple until Stitcher's Supplier was printed which practically removed all of them in favor of the supplier. Furthermore if they have a Bridge from Below wouldn't sac'ing the agent put the Sleeper Agent in my graveyard effectively exiling their Bridge from Below rather than give them a zombie token thus the point you brought up works to my advantage? Also Arcbound Ravager says sacrifice an artifact which the Sleeper Agent is not so I'm a bit baffled as to why you've brought that up as well unless I'm missing something here.
Again the Sleeper Agent is just one card and if there is a match-up that just so happens to have an advantage over one card that's not going to be the end of my deck as a whole. I'd argue there are more match-ups where the Agent is better in which justifies it's inclusion as burn decks tend to race better than most other decks.
I mean no ill-will for disagreeing with you like this, and yes damage that can target creatures as well can be important as that too provides flexibility, but unlike a lot of burn decks I'm running Shard Volley which can also target creatures if desperately needed for such situations and Path to Exile practically works for creatures as well, which makes up for the lack of Lightning Helix or Rift Bolt while doing so for less mana even. Plus cards like Lava Spike and the aforementioned Shard Volley can hit planeswalkers as well, so the options are still there in any case.
@DragonKing90, Goldfish turn-3 wins? Okay let me just stop you right there. You can not goldfish a turn 3 win by using Boros Charm, Searing Blaze, Lightning Helix, or Skullcrack. Run any scenario in your head using just one of those cards and the closest you get is 19 damage which arguably can be game even if it's not 20, but that's only if you try to squeeze in just one Boros Charm under the optimal circumstances. If you try to fit in 2 two-mana damage spells, even if we're generous and say they're both Boros Charm the amount of damage dealt by turn 3 decreases. Contradictory however the cards in my deck that aren't found in other burn lists such as Shard Volley, Bump in the Night, and Sleeper Agent can all be used to achieve 20 or more damage by turn 3. (These are facts as I'd invite you to do the calculations for yourself if you don't believe me.) In essence this deck can turn-3 win more consistently than your average burn deck, but this wasn't a point I wanted to make, because we're talking about gold-fishing and not real matches. I was only trying to draw comparisons to indicate potential to drum up interest in finding real results, not to win any kind of online forum debate. Regardless all there is to gather from is potential and speculation without data.
The point is professional Modern players often test their decks against many other archetypes so that they can obtain a better understanding of how well their deck performs in the meta. This can be done by religiously joining in most events or building the other archetypes themselves just to generate hypothetical matches. This is something I don't have as my local player-base does not run these decks, I don't have the cash to build different archetypes, and I'm simply not experienced enough to pilot those decks optimally to generate said results even if I could afford such decklists. All I can do is advertise on potential and speculation so that experienced Modern players who do regularly check their match-ups against burn may consider running a few hypothetical match-ups with my deck against theirs in order to generate real results on win/loss ratio as well as provide comparisons on their individual deck's win/loss ratio to traditional burn match-ups. I wouldn't be asking this if the speculation or potential I've ascertained through gold-fishing was bad as failing to generate positive outcomes through gold-fishing would never warrant further testing, but in this case from what speculation and potential I've been able to derive from gold-fishing I feel this deck deserves hypothetical matches to be conducted to determine it's odds. I'm not saying this is a better burn deck, just that it has enough potential to make it worth consideration to determine if that is the case, and if it's not the case that's fine but for now all we can do is float around "if it will" rather than "it does/does-not." As I've said before, I'm looking for results. You can use speculation to make any deck look as good or bad as you want it to be, but speculation is not synonymous with fact and it's the facts I'm most interested in.
2 months ago
@Xica, Sure, but Sleeper Agent is just one creature. If they remove Sleeper Agent then that's a removal spell not used on a Goblin Guide or Monastery Swiftspear or Earthshaker Khenra. All the creatures effectively put out the same amount of damage and it's not like the deck revolves around the Agent. Quite simply it's just another Goblin Guide in essence and it's that redundancy that matters.
@DragonKing90, asustek, well that's why I'm reaching out to people for results. I can goldfish this deck and it does hit 20 by turn 4 more times than ever it does turn 5 and those turn 5 wins are on situations like keeping a 1 land hand. If you were to goldfish a typical burn deck I'm sure you'd get the same results, but then again I don't have access to any means of testing this deck beyond gold-fishing which is the reason why I posted this thread and yet people are giving me weird remarks for restating what I've previously said. I'd like to expand my efforts of testing this deck against others so that I can verify it's potential, but by myself I'm unable to - thus any person who has access to their own Modern deck I'd more than welcome running a game scenario with their deck and mine using the playtest feature as I'm highly interested in results and not speculation.
As for speed I simply disagree, this deck runs just as fast, but it's more flexible. Remember I'm trading out Lightning Helix, Skullcrack, Boros Charm with one-mana can-trips which means if that extra draw gives me any of my 16 one-mana bolt effects I've simply dealt just as much damage spending just as much mana and that's not even counting the extra damage dealt due to disabling a potential blocker as well as additional prowess triggers for casting two spells. So at worst I'm dealing 3 damage with two mana, at best I'm dealing 5 which is a considerable upgrade than the two mana spells I'm replacing, and while that extra damage is not enough to do anything crazy like consistently pulling off turn 3 wins I find that after the deck has counted to 20 it still has extra resources it can use to keep dealing damage with which is good to have if during the line of play one of my creatures gets removed early or if the opponent has gained life.
The point to make is this deck maintains speed for more flexibility - hence dynamism. A lower curve is more forgiving under tight mana conditions and cantrips make it surprisingly easy to top-deck that land you badly need/want on turn 2/3, thus I feel this deck has less bad games due to bad hands/draws than most other burn decks. That's not to say it doesn't ever have bad games, it just suffers from them less often.
In conclusion, gold-fishing does not equate to real matches hence the purpose of requesting help posting this thread, Eidolon of the Great Revel is conditional if you're on the draw or your opponent plays big spells as it clashes with whether to get more haste creatures out or not, and Sleeper Agent can be effectively another Goblin Guide or cheaper unconditional Eidolon of the Great Revel if you want to see it that way too, but while we can spend all day making this a speculation debate I was hoping that my long thought-out thread would at least prove thought-provoking enough for people to want to test against my deck as I am without the means to do that myself. Again arguing seems like such a charming way to make such a request, but getting told it's probably not worth consideration of testing due to speculation seems paradoxical to wanting to test something out so that you'd have a better understanding of it rather than relying on just speculation. It's like:
2 months ago
This current list is comprised of cards that I currently had in my collection and I was able to throw together into a budget deck. Thank you to Cereal_Killer for your suggestions. I will definitely be adding 4 Lightning Bolt and 2 Serum Visions eventually (aka once my package arrives). Some of your other suggestions are fantastic and I will definitely be adding a few in. Counterflux is a great option and will probably be replacing Negate, which will be moved to the sideboard. Skullcrack and Magma Jet will probably be added in the future, once I figure out what to remove.
Omniscience and Nexus of Fate are mainly in the deck because I had them and I also enjoy a good meme. If I could set it up, I could go Omniscience into Niv-Mizzet, Parun into a bunch of spells, and maybe into Nexus of Fate with Thousand-Year Storm on the board (such a janky combo, but hilarious to think about). Of course, Omniscience and Nexus of Fate in this deck are 'win more' cards, so I've decided to only include 1 of each.
Once my cards arrive, I'll change out the decklist on here. Thank you again Cereal_Killer for your suggestions.