Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Uncommon
Exodus (EXO) Uncommon

Combos Browse all



Whenever a player plays a spell, Spellshock deals 2 damage to that player.

Spellshock Discussion

AustontheGreat1 on Spell Storm Theme Deck

3 months ago

I think at this point the deck is as tight as it's going to be while doing my best to balance the deck's theme (storms, thunder, lightning, electricity, wind, weather...) I'm going to call it done, but I'm definately open to criticisms, feedback, and suggestions.

The card I'm really shaky on is Spellshock as it sort of goes against the focus of the deck which is to encourage players to drop spells and feed into the Eye of the Storm. Another problem is a lack of the ability to tutor for EotS.

Arby_Q on Crule Control deck help

3 months ago

Spellshock, Ankh of Mishra, Zo-Zu the Punisher, Mindslicer, and Bottomless Pit are great early game cards.
Earthquake and Fault Line hurt everyone and keep threats off the board.
Sire Of Insanity is a little slow, but helps keep people down.

pokepower116 on Xantcha, Woke Agent

6 months ago

Gleeock Oooh I love the deck! Nature's Revolt seems pretty disgusting in this kind of build... I secretly love it. I also didn't know about the "hunted" cycle! Seems really interesting and it looks like it might be exactly what this deck needs. I can make my opponents attack every turn, but when they have no creatures to attack with it doesn't really help anything. Also Varchild, Betrayer of Kjeldor looks even better now that I take another look at her; I'll have to consider her for this deck too.

As far as redirect spells are concerned, I'm not sure what I would use them on! There's nothing really that this deck plays that needs to be protected from targeted removal except from Xantcha herself and maybe a couple huge enchantments like Havoc Festival. I LOVE the redirect spells in my Zada, Hedron Grinder deck because they effectively work as counterspells for my opponents' counterspells, but not sure how they would really help in this deck. Can you explain a little further?

scumbling1 Thanks for showing interest!! It's still a little too early to tell what's good and what's not but I was able to play two games with her using a proxy for the commander (because my cards finally arrived a couple days ago!) and I'll give you my first impressions below before I give a "formal" update after I get to jam a few more games.

First game I played went pretty horribly. Got mana screwed but I think that was moreso bad shuffling and WAY too greedy of a keep (2 lands and a Star Compass). I was only able to get a Spellshock and Xantcha to stick in the early game. Xantcha was great because I was able to use her activated ability to try and draw myself into lands, but I had to go about 4-5 cards deep before I even found another land. By the time I was able to play Painful Quandary my opponent combo'd off and took out the table. The deck ran 9 mana rocks and 35 mana producing lands (excluding Glacial Chasm and Maze of Ith at the time, which I felt was plenty. I added Thaumatic Compass  Flip to help consistently get land drops and change into a functional Maze of Ith for the late game, but might also replace one or two of the weaker mana rocks with a 36th/37th land for more early game consistency. I'd want to play a few more games though since this was a greedy keep and the first game I've played.

Second game was MUCH better. My opening hand was 3 lands, Sol Ring, Last One Standing, War's Toll, and Manabarbs. Thanks to the early ramp I was able to get Xantcha and my damage dealers online much quicker. I drew into Eidolon of the Great Revel (which didn't really do much damage that game), Furnace of Rath, Spellshock, and Exsanguinate. Unfortunately, we made a ruling mistake that allowed me to do much more damage than I was supposed to. We didn't know that War's Toll's trigger doesn't draw the mana from your lands when you tap them. Because of that, Manabarbs ended up dealing about twice the amount of damage it was supposed to. With that all being said, I was able to play Furnace of Rath, have it survive a turn around the table, and then Exsanguinate (where x=7) for 14 damage and gain 52 life. Then for the remaining player, I cast Mob Rule to take the majority of their blockers and knock them out of the game. Even though there was the ruling error that caused me to deal more damage than I was supposed to, the deck was still sitting in a prominent position and probably would have won regardless. The only complaint I had with the second game was that it took until ~turn 4 before I felt like I was really impacting the game. I wish there were more cards like Harsh Mentor, Eidolon of the Great Revel, or Pyrostatic Pillar that I could replace some of the top-end cards with. I really wanted to order Polluted Bonds for the deck for the constant damage and lifegain, but considering the curve of this deck I think I'll hold off on it.

No more major changes slated until I get to play a couple more games with it! Like I said, would love to add more low cost cards.

olivebagel on watch the world burn

7 months ago

+1 Cool list, some of the one time burn creatures may be a little under powered in a 40 life format though.

I run a Mogis, God of Slaughter deck that runs pretty quick, might be worth a look if you like this play style.

Some mono red all stars in my deck are Kazuul, Tyrant of the Cliffs to keep people from swinging at you when you piss them off, Viashino Heretic for removal and more burn, and more punish enchantments like Manabarbs, Burning Earth, Spellshock and Citadel of Pain. Any of those I think would slot in nicely to this list.

kamelyan on Burn

8 months ago

Manabarbs, Spellshock, and Harsh Mentor are mono-red cards that I used in my group-hate deck:

Abattoir Revisited

Commander / EDH kamelyan


Agriyon on Kaervek - Symmetrical Pain

8 months ago

Nice deck list. I've been looking at making a Kaervek punish deck since I've turned my old Rakdos suicide deck into a tribal demon deck. Some of my favorite cards form that deck were Manabarbs, Citadel of Pain, Havoc Festival, Sulfuric Vortex, Spellshock, Planar Chaos, Storm Cauldron, Zo-Zu the Punisher, Ankh of Mishra, Angel's Trumpet, Mass Hysteria, Grand Melee, Avatar of Slaughter, Avarice Amulet, Spiteful Visions, Seizan, Perverter of Truth, Temple Bell, Mikokoro, Center of the Sea, Geier Reach Sanitarium. I love Toxic Deluge in my suicide deck as a board wipe. If you're looking for more pay life to kill creatures there's also Phyrexian Purge, Fire Covenant, Slaughter, Hellfire, and Ashes to Ashes as well as Repay in Kind which helps brings opponent down to your level after hurting yourself. Possibility Storm could be a nice inclusion as well if it works the way I think it does with Kaervek. Opponent casts a spell and both Kaervek and Possibility Storm trigger, the spell gets exiled and if your opponent plays the other card with Possibility Storm then Kaervek will trigger again.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 year ago

Thanks for the upvote and the suggestions. I have played all of those cards in this deck.

Orzhov Advokist can be cool, but it always felt like things got out of control. People would build a crazy board state over time, but each player for whatever reason seemed to be reminded that I was there each turn, and they always seemed to go though a decision analysis each turn trying to decide if it was time to kill me with those creatures that I was helping them to build up or not. It is ok, but actually presenting opponents with the choice to attack me seemed to make them want to attack me. Ask, "Is it time yet?" enough, and you will be surprised how soon that comes. It didn't work like I wanted.

Spellshock and Kambal, Consul of Allocation suffer from the same problem as each other, one that I am hoping to overcome with Twilight Prophet. They are slow annoyances that don't just win the game that turn, or even in a few turns. I believe that the optimal offense happens in a turn or at most two. Spreading your offense over multiple turns builds animus that threatens to keep you from winning. This is also why I have not run Blind Obedience for some time. That is a great card, but can build that slow animus that kills your innocence, and can make you a target, but never really seems to win the game by itself. Twilight Prophet has a similar problem, but it draws cards, and this combos well with a pillow fort lockout at the end of the game. Hide behind a wall, dig for a wincon, keep a Solitary Confinement alive, and ping them down as you wait. The addition of card draw makes all the difference.

Arvorus on Queen Marchesa: Politics, Aikido, and Control

1 year ago

What do you think of Orzhov Advokist? It promotes a bigger board state, protects you, and turns into a threat of its own (though it can stop before it paints a target on your back). It also telegraphs opponents who plan to attack you, giving you ample time to retaliate.

Also, what about Kambal, Consul of Allocation? He's similar to Spellshock but is much less painful on your end.

By the way, this deck is awesome. +1

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Spellshock occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Red: 0.02%

Rakdos: 0.09%