Bonecrusher Giant

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Bonecrusher Giant

Creature — Giant

Whenever Bonecrusher Giant becomes the target of a spell, Bonecrusher Giant deals 2 damage to that spell's controller.


(You may cast Bonecrusher Giant from exile if you sent it on an adventure.)


Stomp

Instant — Adventure

Damage can't be prevented this turn. Stomp deals 2 damage to target creature, player or planeswalker.


(You may cast Stomp for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Stomp, this card is treated only as Bonecrusher Giant in whatever zone it is in.)

(When not exiled on an adventure, Adventure cards function identically to modal double faced cards when regarding to the interactions of cards that look at them or attempt to cast them.)

dragonstryke58 on Is the Adventure half of …

3 days ago

In all zones except for the stack when cast as an adventure, it will only be a Bonecrusher Giant. Adventures will only have the adventure characteristics when cast as an adventure spell on the stack.

Relevant Rules:

716.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.

716.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.

legendofa on Is the Adventure half of …

3 days ago

I believe not. I'm sure one of the more experienced rules-ologists can provide a more technical answer, but basically, Bonecrusher Giant is an instant, Bonecrusher Giant is a creature separate from that instant, and Clone only copies creatures. Similarly, Clone can't copy Flamethrower Sonata  Flip, only Torrent Sculptor  Flip.

Delphen7 on Is the Adventure half of …

3 days ago

Just curious, can't think of somewhere it'd be relevant.

If I cast Clone, and it entered as Bonecrusher Giant, would it have the Stomp section of text in addition to Bonecrusher's?

Rhadamanthus on Changing Targets + "Whenever becomes …

5 days ago

Yes, that will work. Using Misdirection to change the target of a spell to Bonecrusher Giant will cause the Giant's ability to trigger.

Note that "becoming a target" means it wasn't a target before but now it is. If the Giant was already one of the targets of Winterflame for example, using Goblin Flectomancer to change the other target to also be the Giant won't cause it to trigger again.

Delphen7 on Changing Targets + "Whenever becomes …

5 days ago

Bonecrusher Giant says "Whenever ~ becomes the target of a spell..."

This seems functionally different than "Whenever a player casts a spell targeting ~".

So I was wondering if Bonecrusher's wording meant if an effect like Misdirection changing the target to Bonecrusher would cause it's ability to trigger

AT23 on A Song of Ice and Fire

1 month ago

NonetheWeisser

I'd say the lower the curve you can get (aside from the giants), the better. Also, Expressive Iteration should never be played turn 2, since then you lose out on the exiled card. So, that would leave you with just Heartless Summoning, Invasion of the Giants, and the occasional turn 2 Bonecrusher Giant (Stomp)

reddeath68 on Everything Has a Price

1 month ago

kamarupa I think Sin Prodder is better than heavy for two reasons, first is that outside of a land it can be painful for an opponent when good spells are revealed. Take for instance if I reveal a sword point diplomacy, they can take 3 off of Sin Prodder or give me the diplomacy to play and potentially take 9 if they don't want me to have the cards. Secondly it turns on the Kederekt Parasite.

As for the Bonecrusher Giant, the damage side of it is important as either a top deck to get in a bit more damage to close out a game or as a creature removal. Also it can be a great way to keep a creature in reserve out of range from hand disruption. Add to that it being a good blocker likely to trade with things and it can be a fairly good target. Not to mention that it also turns on Kederekt Parasite and being flipped off a Sin Prodder the opponent may be willing to take 3 damage to prevent me having it as a removal spell.

I think the problem with Shakedown Heavy is that it wants to be a card draw engine, but that part of the deck is already fulfilled meaning that in most cases it will become a blocker at best.

kamarupa on Everything Has a Price

1 month ago

I think I'd drop Sin Prodder, which is pretty similar to Shakedown Heavy - both have menace and both provide conditional card draw. However, I think Heavy is better because 1) Heavy is much bigger at 6/4, 2) Prodder seems like it could be a disadvantage if land is revealed, and 3) You have no way of getting spells out of your graveyard.

That said, I think Bonecrusher Giant would also be a decent card to drop in favor of Heavy. Without any evasion abilities, Bonecrusher seems an unlikely candidate for removal, with opponents likely to chump block it. It's a nice utility creature with the Adventure option, but 2 damage for 2 mana isn't a great deal, so overall, the spell feels middling. I think the biggest value it offers is actually the "damage can't be prevented" ability, but that seems more in the realm of sideboards than being relevant in the majority of matches.

Of course, you're the one playing the deck, so I'm sure you have a lot more experience with both Prodder and Bonecrusher to know which are giving you the greatest advantage. And of course there's the third option of cutting 1-2 of both.

In my experience playing Heavy (about 20 games), opponents gladly take the card draw option to avoid taking 6 damage. It seems like one of those cards that's the perfect balance between functional threat while also not being so scary it must be removed instantly.

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