Sudden Shock

Sudden Shock

Instant

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)

Sudden Shock deals 2 damage to target creature or player.

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Trade

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Printings View all

Set Rarity
Modern Masters (MMA) Uncommon
Time Spiral (TSP) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Leviathan Legal
Unformat Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Sudden Shock Discussion

TheOneKiko1337 on [cEDH] Krenko, Mob Boss |PRIMER|

3 months ago

Hey Fran_RuGu, when you''re in a control heavy meta I'd consider cards like: Stranglehold, Defense Grid, Blast Zone, Homeward Path, Sanctum of Eternity, Artifact Blast, Magus of the Moon, Mogg Salvage, Burnout even cards like Alpine Moon are an option if they're running things like The Tabernacle at Pendrell Vale or pillowfort cards like Glacial Chasm or get them with some poke damage with things like Mutavault. There are alot more cards that can go inside your 99 in control heavy metas.

Your suggestions with Deflecting Swat and Sudden Shock are quite viable. From my experience the card which gets countered the most is Krenko, Mob Boss and in this case the Deflecting Swat is kinda expensive but in a control heavy meta I'd say still viable.

Fran_RuGu on [cEDH] Krenko, Mob Boss |PRIMER|

3 months ago

Hi. I'm very interested in this deck because I have my own version (very very similar to yours). In my mtg group there are a lot of control-combo tier1 decks and it's difficult to play relaxed. For this reason, I add cards that they help to overcome the situation. Have you consider to addDeflecting Swat? I think it's great. And what do you think about Sudden Shock Split second effect can avoid counters resolving the stack (and 2 damage) for 2 mana.

thinkoriginal on Wrath of Marath 3.0

5 months ago

WarSpaniel

No no, I certainly didn't think you were being rude. I enjoy the fact that you like deck, and I love answering questions about it!

Typically when I goldfish, I'll win around turn 5 or 6. I try to play out and around stax pieces and cast interaction as if I have opponents, so unless I'm testing for speed, the "god hand" scenarios are not the norm.

The only type of removal that would stop the combo, apart from something with Split Second like Sudden Spoiling, Sudden Death, or Sudden Shock, would be Enchantment/Artifact removal targeting Altar or Earthcraft. Since Marath needs to be recast, the stack needs to clear each time and you could lose a combo piece at instant speed.

Analyzing this deck to this level has made me find a few weak spots, so I appreciate the chance to go as in depth as I have. Two small changes I am making, and I believe them to be about where I will leave it (until the meta changes and new/different stax pieces are needed), include:

  1. Removing Static Orb for Sensei's Divining Top. Orb is a very strong stax piece. Too strong, in fact, for even us in many cases. It is very difficult to break parity on this Artifact without a commander who can tap it like Urza or Derevi, even with Seedborn Muse, Garruk, and Gaea's Cradle. Our dorks are how we get ahead on mana, and tapping them as well as Birthing Pod only serves to slow down our own plan. Divining Top, on the other hand, synergizes well with our 16 shuffle effects, as well as Enlightened Tutor, Sterling Grove, and Noxious Revival. Digging and card selection are also sorely lacking so this will be of great use.

  2. Lotus Petal, while powerful, is unfortunately one-time-use. Getting a stax piece out early is great, but doing so repeatedly is much better. Gemstone Caverns, while risky, has much better upside, and with Lotus Cobra and Collector Ouphe, a softened floor. Drawing this after our opening hand is a downside, but in our opener it is a pre-game Mox Diamond (perfect for battling turn 0 Sushi-Hulk combos), and hurts less drawing it later than does the Diamond. This card is a fickle, but welcome, addition.

SamuraiNinjaSpy on [Primer] Shuffle Hulk

1 year ago

I run Flash Hulk in my Muldrotha deck, but the combo involves fetching a sac outlet plus Body Double , then copying Hulk, Sacrificing it, then getting Mikaeus, the Unhallowed and Walking Ballista to pull off the combo. It’s much easier to shut down, but it can be shortcutted.

Now that I’ve seen this list, I’m considering the possibility of adding Extirpate as a means to shut down specifically this combo, but also targeted reanimate effects. Is it even worth considering any possible ways to stop Extirpate ? There’s also Sudden Shock to consider, but I don’t think either sees as much play as it should (I understand they aren’t the most effective ways to stop a lot of cards, but they are among the few cards that can stop self protecting loops like this one).

heckproof on Primer ••• “Weird Ponza” (Competitive-ish)

1 year ago

First off, this deck is pretty sweet. I have a mono-red Hatebears list that also runs Crack the Earth . (It’s not a very good list in and of itself, but its good starts are insane.) The main thing I’d suggest is to replace Shock in the sideboard. It’s just strictly worse than a ton of other cards. If you need cheap spot removal like Lightning Bolt , you could try Burst Lightning , which is like Shock except that it hits a whole lot more in the late game. If you want a spicier option for the removal slot in the side, try Sudden Shock . While it is a 2-mana variant of Shock , it has a huge advantage in that there’s really no way to stop it: Split Second makes the Spell uncounterable, and not even activated abilities or pump spells can save the targeted creature. In other words, Sudden Shock dunks on Infect.

Just some things to consider!

legendofa on How are spells with the …

1 year ago

Let's say you have a Satyr Enchanter. I cast Combust, you respond with Stonewood Invocation to save it. I can't respond. Your Satyr is going to live, no matter what I do.

Now, similar situation. You have Satyr Enchanter. I cast Sudden Shock, you can't respond. Your Satyr is going to die, no matter what you do.

Split second doesn't just prevent countering. It prevents all non-mana activity after the point where the split second spell is cast, whether that's buffs, counterspells, sacrifice effects, or anything else.

BMHKain on Just one last favor for …

1 year ago


Tetsu-chan & her Doki-Doki Cute Legion of Death~♡

Commander / EDH* BMHKain

SCORE: 1 | 11 COMMENTS | 117 VIEWS


The deck is at 100. But I'm not done yet...

Angel's Grace

Celestial Crusader

Trickbind

Take Possession

Wipe Away

Sudden Spoiling

Extirpate

Sudden Death

Word of Seizing

Sudden Shock

Sulfur Elemental

Krosan Grip

Stonewood Invocation

Quagnoth

Kicker Molten Disaster

Don't get the pattern? Maybe I can help you. They are cards w/ Split/Second. This means I can't cast anything to counter this, & would have to require a Mana Ability to counter it. What cards w/ Mana Abilities in all possible colors can counter these cards? We have Creatures that can't be Out-Flashed, Instants that can't be countered, & other nasty effects.

Any suggestions that can help? I'm thinking of replacing Mizzium Meddler for something that can counter this. Anything could help in this case. Thanks in advance. :)

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