Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures he or she controls.
|Have (2)||metalmagic ,|
Printings View all
|Commander 2017 (C17)||Rare|
|Commander 2016 (C16)||Rare|
|Khans of Tarkir (KTK)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Crackling Doom occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
RBW (Mardu): 0.88%
Crackling Doom Discussion
3 days ago
I would also definitely get some haste enablers such as Swiftfoot Boots or Lightning Greaves to acutally get some value off Kalia before she is removed. She is a massive means of drawing aggro from other players as she doesn't play fair.
2 weeks ago
Crackling Doom exist and that's pretty much a better card.
1 month ago
I think your deck could be improved if you included a few more value engines and/or tutors to get those engines. My problem with Mardu/Alesha generally is a lack of resources (cards and lands).
At a glance, the most important engine in your deck is Skullclamp . It's the card that makes your deck go off. Because of this, I think you should include things like Stoneforge Mystic , Steelshaper's Gift , Open the Armory , Enlightened Tutor , and Taj-Nar Swordsmith . Any of these would help to make your deck more consistent.
2 months ago
A spell I would cast? Got it.
Cataclysmic Lightning Storm
Each player sacrifices a creature with the greatest power amongst creatures they control. ~ deals 5 damage to each opponent.
Basically beefed up Crackling Doom , my favorite card.
I like this challenge- a spell you would cast!
3 months ago
XinZhao Yeah I can add in Buried Ruin , haven't really had a problem with my artifacts being destroyed. Thanks for recommendations, but I feel Disenchant is better overall currently over Bedevil . There is a lot more enchantments in my meta and I need the flexibility. Utter End on the other hand has been on my mind, but the only thing stopping me from running it right now is the 4 CMC, it's good but I have to see how much single target removal I need in comparison to sweepers. Crackling Doom is a pet favorite card and I always liked having it in part of my package, killed people with the 2 damage before as well as making each opponent sac their greatest power creature. (Get's rid of that Blightsteel Colossus or any other hexproof/indestructible shenanigans)
As for Murderous Rider , I tried him in the beginning and I cut him out afterwards. I never really liked having him in my hand but maybe cuz I'm not going knight tribal, if it is Knight tribal I would reconsider adding him back in. For Embercleave I don't run enough creatures to make it work and even than I rather have other cheaper equipments. Appreciate the feedback!
3 months ago
Sunforger is so strong with Gwyn that I'd build more heavily around it. Stuff like Tithe to grab Mistveil Plains , Lapse of Certainty , Crackling Doom , Fork , and Chance for Glory come to mind. Toss in a Deserted Temple (to untap Mistveil) and Angel's Grace and you can take infinite turns by looping Grace and Glory. You'd need to fix mana first, but that's easy when you can loop Tithe to grab Sacred Foundry and Godless Shrine.
4 months ago
You said you want to make room for Teferi, Temporal Archmage ? I'd say cut Tamiyo, Collector of Tales . She doesn't appear to have much value in your deck as it currently stands. In order for you to achieve maximum value from her, you'd need to both have her out and be able to reliably manipulate the top of your deck each turn. Then, even if you can do this, because this is EDH you will only ever at most get a single card in your hand, and put three into your graveyard. Considering your deck is not built for graveyard synergy, I'd say she's easily the weakest link here. As for her static ability, not many cards out there force opponents to sacrifice permanents they own. They do exist, but by far it is one of the less relevant options of removal. Even those who do exist, it usually then befalls upon the opponent's choice, which means they will likely sacrifice their weakest permanents first. For example, obviously a player will keep their strongest two creatures when Archfiend of Depravity goes off, or they will sacrifice a token creature if able to Mogis, God of Slaughter . Likewise, Crackling Doom gives them the option to choose if they have two or more creatures that meet the condition, and even if they don't this only removes a single threat from their board.
So I think I can pretty confidently say you can forgo Tamiyo and run just fine :)
6 months ago
Ok. So, here're my suggestions; feel free to ignore any or all of them, if you so choose:
CARD DRAW/SELECTION: This is a big part of EDH.
Faithless Looting : This is a powerhouse in Modern, and it's pretty good in EDH too. It makes a lot of one-land sevens or land-heavy sevens into keepable opening hands.
Sorin, Grim Nemesis : He's good.
Champion of Dusk : This card can easily be a mass-draw spell, depending on your board, and his body isn't insignificant.
Throne of the High City : Using the monarch mechanic in an aggro deck is pretty good. Since you're running Anowon, the Ruin Sage , you don't want to run any of the monarch-making creatures, as none of them are vampires. Marchesa's Decree is also worth considering.
TUTORS: These will make your deck more consistent.
RAMP: I think you're running too many lands for an aggro deck; also, your ramp package has room for improvement. Replacing a few lands with rocks and potentially some more creatures can make the deck a lot better.
Ancient Tomb : This is a great piece of land-ramp and can land a signet or talisman on turn one.
REMOVAL: You have a lot of good removal spells, mainly because a lot of your removal is more than a one-for-one (see Fell the Mighty , Crackling Doom and Return to Dust ). In a format with three opponents, you typically want to be doing more than trading one-for-ones, a notable exception being Swords to Plowshares , which is an absurdly powerful card. I suggest running some of the following:
Fire Covenant : This is EXCELLENT spot removal, as it differentially kills what you need to kill.
Wear / Tear : Usually a two-for-one. Any red-white deck in EDH should run this.
Reckless Spite : Costing five life isn't a big deal, especially if you have life-linking vampires.
Despark : I know I just said one-for-one's aren't typically good, but I've been very impressed with this one. At instant-speed, it's a powerful effect. Worth considering.
MANA BASE: Untapped lands are the best lands, but once you hit three colors, it can be tough to make your mana work while coming in untapped. Consider the following:
CREATURES: There're some creatures I think you should upgrade from the Maybeboard:
MISCELLANEOUS: There're some other cards you might like. Consider the following:
Shared Animosity : One time, many moons ago, I built a modern goblins deck with this. It was alright/terrible in Modern, but in a relatively slow-moving format like EDH it can be a real powerhouse.
Smallpox / Pox : Smallpox is easily one of my favorite cards in EDH, and may be good with your high land count, even if you choose to cut three or four lands. It'll depend on your meta and your final deck list. It could be awful, but it could be good. Pox is much more likely to be terrible, but is worth having on your radar.
Suppression Field : You're running very few planeswalkers, fetches, and with a little crafting, you can have very few creatures and/or artifacts with activated abilities. In my meta, this card is absurd. Especially against me.
Price of Glory : This discourages instant-speed interaction. In a deck like this, it's very likely to hose blue-players without really touching you.
Stranglehold : Everyone searches. Make 'em stop.
Aura of Silence : This is good in most metas. The tax effect is brutal, and the sacrifice has the ability to break a combo in a pinch.
Rule of Law : This'll hose pretty much any combo deck. I hate playing against this card. (I play Storm.)
Authority of the Consuls : This is a good way to make sure opponents can't poop out blockers too quick.