|Commander / EDH||Legal|
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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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1 day ago
Incinerate is the better card in modern. also there are a few cards with protection from red that Reality Hemorrhage can deal with. I run four Skullcrack and two Reality Hemorrhage. if you swing and they block with Kor Firewalker, then you can crack their face and the firewalker dies. check out my sideboard. i was thinking about running chalice and dropping it with zero counters.. and pithing needle .. but i settled on this. I just spent my store credit on this red deck.
4 days ago
The rest of the cards I have in my burn deck that differ from your list revolved around me emptying my hand to allow ensnaring bridge to protect me. They may or may not meet your criteria (and most probably don't as they just double the initial lightning bolt but some are direct damage) but thought I'd list them anyway:
Cursed Scroll, Isochron Scepter, Firestorm, Fire Servant, Hazoret the Fervent, Masticore, Dual Casting, Harness the Storm, Pyromancer Ascension, Valakut, the Molten Pinnacle, Increasing Vengeance, Searing Blood, Skullcrack, Thunderous Wrath, Harsh Mentor
5 days ago
Good Burn Cards:
2 weeks ago
I think that you should cut some Skullcracks for burnspells that are better against creatures, like Lightning Bolts, Searing Blazes, and/or Roasts. I feel like this deck can do very well in tournaments.
3 weeks ago
I added in Guttersnipe and Thermo-Alchemist but Im a little skeptical about Skullcrack because if I finish someone off I expect to gain a lot of life and that card prevents my own life gain. For now I prefer Insult over it. Thank you Grisbane
3 weeks ago
Guttersnipe and Thermo-Alchemist are possible adds as they deal damage whenever you cast instants and sorceries. If anything they accelerate the current theme. Skullcrack as well as it prevents life gain for a turn when you are going for the finish.
3 weeks ago
Probably preaching to the choir here but this is mono-red. Blood Moon belongs in any mono-red deck. Description says competitive which means not budget.. Blood Moon helps all game, especially against multi-color decks. Some interaction would be good as well.
Looking at the build the best late game strategy you could have is to never have a late game. This being said some spot removal or direct damage could be of use. The Commander has is by himself but that isn't always reliable. Having a few cards like Lightning Bolt or Skullcrack would be fairly useful. Also looking to lower your average CMC would go a long way into speeding this deck up.