Soul-Scar Mage

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Soul-Scar Mage

Creature — Human Wizard

Prowess

If a source you control would deal noncombat damage to a creature an opponent controls, put that many -1/-1 counters on that creature instead.

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Soul-Scar Mage Discussion

Boza on BR Control Deck (Need Help Improving)

2 days ago

Ok, so prowess is mostly an offensive mechanic. Counterspells and prowess do not mix well together. Geting the benefit on the opponents turn is rarely useful.

Prowess and expensive spells do not mix together well either - Arrow Storm does pretty much the same as Flame Slash, rarely will 4 extra mana be worth the ability to go to the face.

Expensive prowess creatures and cheap spells do not mix well together either - you want as many creatures as possible to benefit from the prowess bonus.

So, there are two routes for me - either go small aggressive creatures like Monastery Swiftspear and Soul-Scar Mage and Stormchaser Mage with cheap spells to maximize benefit of prowess OR spell control deck with prowess-like finishers of the sort of Cryptic Serpent, Thing in the Ice  Flip and Enigma Drake.

Which do you prefer me to elaborate on?

DrVociferous on This is What Glory Looks Like: a Savage Beating

3 days ago

I assume Soul-Scar Mage is included as a way to deal with indestructible creatures, but it seems like he might cause problems when trying to burn everything.

COUGARMEAT on Primal burn

4 days ago

Just gonna spitball. Soul-Scar Mage and Rampaging Ferocidon are decent and maybe even Firebrand Archer if you want some creatures. Chandra, Torch of Defiance is pretty versitile. Shock is good against pesky early aggro and can go to the face once you stabilize. I mentioned Inferno Jet already. Dunno, I think I like Shock over the other options I mentioned.

dthoreson813 on Izzet Spell Caster

1 week ago

I dig it. Toss in. Deeproot Champion and Soul-Scar Mage.

PickleNutz on turn one win red green

2 weeks ago

The idea here is super cool, but I have to agree with some of the other people here in that its consistency is a huge issue. In perfect situations, you can win on turn one or two, but on average I think you might fall flat if you have to drop to 2 or 3 cards just to find a creature, which is very possible with only 12 total creatures. You also have the chance of drawing a creature and no lands, unless you get a Spirit Guide that stops the deck yet again. Like others have also said, if fatal push gets played on your Swiftspear, game over. If you could somehow balance the deck, like go up to 18 lands and maybe add in Soul-Scar Mage as a 4 of to get 16 creatures, I think it could be a lot better off in tournament play. Just playing around with the Draw Hand feature here on TappedOut, I almost never drew an ideal hand with this deck as it is now in almost 15 attempts. I really like this idea though, like really like it. It feels like it could potentially be a nightmare. Ill check in and see what you decide to do.

Unlife on turn one win red green

2 weeks ago

I've both played and played against a few different versions of this deck and they are glass cannons, especially with such a low creature count and lack of evasion. So I'm going to throw a wall of text at you, hopefully it will help. Assuming a turn-1 kill with this deck, especially off the draw is crazy. You may get it once in a while but assume your deck will win turns 3-4 normally

First off, manabase. This deck has no basics and even with all the red pump spells, it will fold in half to Blood Moon or enchantments like Spreading Seas. Add in a few basics of each and some fetch lands (reason for those later)

Your creature ratio, you need more. Minimum, you should have 15-16. Consider Kiln Fiend, Soul-Scar Mage, Blistercoil Weird and Abbot of Keral Keep

You need more evasion on your creatures, right now even with a god hand, if I throw down a blocker, nothing happens. Mainboard the Apostle's Blessing and ignore your life total. Think of the deck like infectless infect. Cards to consider adding as well are Temur Battle Rage, Rancor and Become Immense, with how fast your graveyard should fill up, especially if you add fetchlands

Finally card draw, you have none, you need it. Street Wraith, Manamorphose, Crimson Wisps and Viridescent Wisps all help with that.

I hope this helps

backinajiffy on Rakdos Aggro, possible turn 3 kill. 30$

2 weeks ago

My opinion on aggro decks is that they can't afford to miss a turn 1 creature, especially with Combat Celebrant in the mix. With only 4 creatures to possibly play I feel like any one of the below would increase potency.

And a fringe pick could be Gonti's Machinations

ScrOuch on Paradox Engine Approach

2 weeks ago

Now that I think about it..you should put some alternate win cons in the sideboard since your opponent could just Lost Legacy Approach. Like Enigma Drake for example. That would just get HUGE! Or Walking Ballista seems also sweet..although it's a bit tougher to get enough mana to really kill your opponent with that...or what about Soul-Scar Mage and then just prowess your opponent to death? A last option I think of would be Torment of Hailfire..all possible threats to run in the sideboard!

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