Skullcrack

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Gatecrash Uncommon

Combos Browse all

Skullcrack

Instant

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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Skullcrack Discussion

Chopwood on Goblin Gang

5 days ago

I would skip Frogtosser Banneret, all your spells are so cheap that it's not really relevant to make them even cheaper on turn 4. I'm not sure what to think about Krenko's Enforcer, it's not that strong by itself so I would recommend to add two additional Goblin Chieftains or Goblin King, who would make all your goblins stronger and unblockable if you're playing against a red deck. Go up to 4x bolt, at the expense of Doom blade. I think you have too much removal, you don't really need 7 kill spells, replace most of them with burn, so that you can both kill early blockers and burn your opponent.

Some other cards that are worth to look at:

Goblin Guide - expensive but it's pure win.

Goblin Wardriver - A bit slow, but he can really boost your attackers.

Searing Blood - Good early burn, can kill a blocker and damage your opponent at the same time.

Skullcrack - Sideboard

Quest for the Goblin Lord - Not the best 1-drop, but if you have maybe one or two of them it can boost you small goblins quite a bit.

If you want you can check out my goblin deck and compare. The only card I'm not sure about is Ib Halfheart, Goblin Tactician, but he's actually performed all right.

sylvannos on Ooze Theme deck (advice/suggestions)

5 days ago

I'm not sure what's to be gained from playing nothing but oozes, apart from cards like Cavern of Souls, Descendants' Path, and Door of Destinies that benefit every tribal deck.

Bloodhall Ooze, Experiment One, Scavenging Ooze, and Predator Ooze are all reasonable cards for Modern. Necrotic Ooze is more of something you want to build around as its own deck, not necessarily toss into anything. Acidic Slime is also a good card, but the rest of your deck seems to be more aggro, making 5 CMC a bit high.

So of course, where does that leave you now that sylvannos has shown up and shit all over your idea?

For one, notice how much of a +1/+1 counter theme you have going on between Bloodhall Ooze, Experiment One, Scavenging Ooze, and Predator Ooze. Hardened Scales is absolutely bananas! That right there functions as your Intangible Virtue or Honor of the Pure. All of your oozes will just start doubling in size. Winding Constrictor is similar: it's a low CMC card that dumps a bunch of counters on everything. Nissa, Voice of Zendikar offers even more +1/+1 counters.

Second, you're in Jund colors. Lightning Bolt, Abrupt Decay, Atarka's Command, Terminate, and Fatal Push are all good options here. You're basically a quick, low-cost aggro deck. That also means you can play Dark Confidant to further increase your draw power. Since you curve out at 3 (Predator Ooze and possibly Nissa, Voice of Zendikar), you'll only be taking 1 damage on average each turn. This also opens up the potential for Liliana of the Veil. You're constantly drawing and playing oozes, while forcing your opponent to discard cards.

Copperline Gorge is a good start, but you really don't want to have lands that always come into play tapped. Fetches and shocks are going to be your best options, along with the aforementioned Cavern of Souls. I'd also recommend Blooming Marsh, Blackcleave Cliffs, and Kessig Wolf Run.

Lastly, your sideboard. It should probably be some number of hand disruption spells (Duress, Thoughtseize, Inquisition of Kozilek), artifact and enchantment removal (Destructive Revelry, Ancient Grudge), and general Jund sideboard tech (Fulminator Mage, Kolaghan's Command, Kitchen Finks, Maelstrom Pulse, anything that didn't get put in the main). I'm not sure what other cards you'd add that protect your plan of killing people with oozes. Hindervines? Skullcrack? I dunno.

iminthearmyomg on The Muscle Man's Magnificent Magic Menagerie

5 days ago

If you want to keep in mono red I would recommend Skullcrack at least

GoldGhost012 on VoidCaster113

1 week ago

What about Stony Silence, Coercive Portal , Lord of the Void , and 2x Skullcrack to fill that void?

sylvannos on Azorious/Dimir Deck Help

1 week ago

Here is a really sweet low-budget, Azorious mill deck built around Sphinx's Tutelage and Fog effects.

The issue with going straight mill is you basically become a really bad burn deck. Instead of your opponent having 20 life, they have 53 life and lose 1 life per turn from each draw step. So if you consider a burn spell like Skullcrack, it deals 15% of your opponent's life total for . Compare that to Breaking / Entering, which costs and mills 8 cards out of your opponent's 51 (soonest you can cast Breaking / Entering). It's roughly the same at 15.6% of your opponent's "life." However, Breaking / Entering and Glimpse the Unthinkable are the two best direct mill spells. Everything after them is low quality, compared to the massive amounts of 3 damage burn spells.

Because of this, it's much easier to just play a control deck that has a mill finisher. By simply playing something like Sphinx's Tutelage, then sitting back and killing/Fog'ing everything else, you'll have a much easier time winning the game. Not only that, but you don't have to worry about trying to setup Jace's Phantasm or Hedron Crab. You can take those out of your deck and replace them with more removal and draw spells.

I would consider moving towards combining your two decks and eventually building Esper Mill. You play all of the Holy Day cards in white, the draw spells in blue, and then all of the utility and removal in black.

Lastly, Nephalia Drownyard is really useful. I'd also play Ashiok, Nightmare Weaver in multiples, possibly even 4 copies. Ashiok, Nightmare Weaver is an absolute brick wall against aggro and puts control decks on a fast clock. The real king is going to be Visions of Beyond due to how easy it is to get 20 cards in a graveyard.

sylvannos on How many colors for a ...

1 week ago

There's actually a lot of benefits to playing a mono-color deck in Modern. The main thing is you're basically immune to Blood Moon and Ghost Quarter. The other benefit is you're not using a bunch of life from using fetch lands and shocks.

It's also helpful for your budget. There's a lot of effective, mono-color decks that can be built for dirt cheap. If you're just jumping into the format, it can be a great way to acquire packs/prizes while taking your time to understand what kind of long-term decks you'd like to build.

Here is a Mono-Green Infect deck. The main cost is from Inkmoth Nexus. You can build the deck on a budget for around $30 to $50. The best part? You get to kill people on turn 3.

Here you can find a fairly inexpensive Skred Red decklist. Blood Moon and Chandra, Torch of Defiance aren't essential to the list, although they help a lot. You can also build Skred Red as more of an aggro/burn deck. You basically lower your mana costs and go with Lava Spikes, Rift Bolts, Skullcrack, Monastery Swiftspear, etc. You still get to nuke people for a bunch of damage by casting Skred on a Boros Reckoner.

The last suggestion I'd make is Mono-Green Devotion.

There's a full list of budget decks over at MtG Goldfish that are really useful.

sylvannos on Splashing with Fire

1 week ago

I would concur with the others about your sideboard. Soulfire Grand Master really isn't what you want against aggro or in the mirror. Kor Firewalkers backed up by Path to Exile to deal with your opponents' Kor Firewalkers is where you want to go. You also want Path to Exile so you don't just scoop to a Wurmcoil Engine on turn 3 from a Tron player.

I'd probably change your sideboard to look something like:

1x Anger of the Gods
2x Deflecting Palm
4x Destructive Revelry
2x Exquisite Firecraft/Wear / Tear/Rest in Peace/Molten Rain/Sudden Shock/Relic of Progenitus
3x Kor Firewalker
3x Path to Exile

The other thing is, if you're not playing Tribal Flames, there's no reason to play a 4th. color for Bump in the Night. Lose those and go up to 4 Skullcracks and 4 Searing Blaze in the main.

You also don't want basic Forest because of how hungry your deck is for red mana. With Bump in the Night gone, you can cut your black sources and the Forest for additional Mountains or fetch lands.

If you are wanting to build up a Tribal Flames list, you play black for Bump in the Night and blue for Geist of Saint Traft. I play Tribal Zoo myself with Siege Rhino, Noble Hierarch, Tarmogoyf, and Wild Nacatl. I'll post my deck here if you want or you can find it in my profile.

LeaPlath on Mono-Red Burn

2 weeks ago

Your goal is to get them dead by turn 4. Eidolon hurts you, but it also hurts them and ideally you will be faster with a flurry of burn spells. Plus it hits for 2.

Torpor Orb and Pyromancers are bad because they are slow or do not add burn.

Searing Blaze over Searing Blood for sure, and you also have stuff like Grim Lavamancer as more budget friendly options or Skullcrack.

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