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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.
1 day ago
well i was reading multiple articles with people saying it is not ideal right now. They said lifegain gecks are not as meta as they were, though I don't play enough to know. Skullcrack is the least efficient card in the deck. other people use it, and it is common enough that you don't have to use it. for example: if you attack into pro red creatures and have two mana untapped, they may not block in anticipation of Skullcrack . they will wait until you are tapped out to play life gain cards like Life Goes On and Lightning Helix . so, the use case for Skullcrack is pretty narrow. it is good against Wurmcoil Engine , but it seems like other cases add up to a few life prevented at most. so, i would say the average effective damage done with Skullcrack is less than 4.
It is a good card, i am just testing.. My deck seems to beat almost everything, including expensive burn decks. curses, and death&taxes always beat me. I think it's best to focus on winning the more even match ups. anyway, what i have now feels pretty good. I like Molten Rain . I just seem to always beat tron. I will do more testing against Etron as i hear it is supposed to give burn trouble. The meta where I play is heavy burn, and heavy burn hate sideboards. I am getting used to siding in the Leyline of Punishment .
1 day ago
4 days ago
after some testing I put 4 Skewer the Critics in. after some research i decided to take Skullcrack out for now. it is a favorite of mine but the arguments against it are strong. I added Relic of Progenitus to the sideboard because it is useful against many common decks, though i am not totally sold. I moved Shard Volley to the sideboard as a replacement for bad cards depending on the match up. I filled the main board with Viashino Pyromancer .
1 week ago
Well, I guess the first thing to mention is that this is mainly just a standard deck rather than a modern deck with the exception of three cards. Lightning Bolt will always be taken over Shock in modern. Also to be completely frank your 5 drops are pretty lackluster. If you are looking to win the game quickly as a red deck in modern I recommend trying to make a more burn heavy deck. Things like Lava Spike , Bump in the Night , Skullcrack , Skewer the Critics , and Monastery Swiftspear .
1 week ago
2 weeks ago
Pretty solid but I would cut the Shock s for a more powerful card like Shard Volley , Skullcrack , or Lava Spike . Other good burn cards are Bedlam Reveler , or Magma Jet . Also try and consider Guttersnipe and/or Searing Blaze
2 weeks ago
Ok--So here are a couple suggestions on lands--staples--if you will, that I include with this style deck/commander etc that I mentioned briefly above.
Fetchlands are great with Omnath and all of your creatures with Landfall like Avenger of Zendikar More the merrier. Some of the fetches have been reprinted, some haven't. So depending on the one you want, there could be a wide range in price. There are Budget equivalents like Evolving Wilds and Terramorphic Expanse and Mountain Valley there's a couple others too. These traditionally aren't as good because they only get Basic lands and they come into play tapped. However, they get the job done on Landfall triggers should you need an option while you're waiting to upgrade to that Wooded Foothills this one, luckily, has been reprinted in Khans block I believe. It wouldn't be a bad idea to look at a few others while we were at it though. Windswept Heath might be good Blighted Woodland and Naya Panorama better or cheaper options for sure.
Color Balance: Nothing sucks more than drawing a bunch of one color mana--so lets even it out some with lands that tap for either color.
Rootbound Crag , Stomping Ground , Reflecting Pool , Command Tower , Raging Ravine Utility Lands: Maximize your land. Make it work for you.
Kessig Wolf Run , Rogue's Passage , Thespian's Stage , Miren, the Moaning Well , Temple of the False God , Skarrg, the Rage Pits
There are others--Tribal specific that are good-- Contested Cliffs for example would be good if you had more beasts or Primal Beyond if you had more Elementals.
Now-- I had thought about it some more since I commented earlier today and I have a few more suggestions. I'm just going to suggest the cards, I won't offer cuts at this time, because I'm not looking to change your deck completely, just give you some thoughts if you were wanting to tap into your Commander more or just be cool fun R/G beats deck etc. I'll leave that up to you. Happy to help in any way though.
Synergy: There are a few other cards that would work well with Omnath and I'll list here.
Solemn Simulacrum The Lonely Robot draws a card and gets you a land = Landfall trigger/ramp.
Scapeshift Cast this when you have Omnath and it could be awesome. Cast it with Valakut, the Molten Pinnacle in play, and thats a lot of damage. Prismatic Omen Doesn't care what land you get--just saying.
Craterhoof Behemoth takes all those shiney new Elementals and/or Plant tokens from Avenger of Zendikar and makes them Big stompy.
Warstorm Surge I'll just leave this here.
Skyshroud Claim Yeah, in play.
About this one particular card:
Burst Lightning Ok, I do think you should probably swap this card with something that straight kills something gives you a little more versatility. Perhaps something like Atarka's Command or Decimate or Skullcrack or Beast Within or Banefire
Other EDH Staples and Protection:
Chord of Calling
Some other cards to save towards I guess.
I hope this helps. I rambled.
3 weeks ago
Don't think you need 20 lands. 18 Should be fine.
Nice deck, though
Skullcrack occurrence in decks from the last year
All decks: 0.09%
RW (Boros): 0.95%
Commander / EDH:
All decks: 0.0%