Shatterskull Smashing

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Shatterskull, the Hammer Pass  Flip

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Shatterskull Smashing

Sorcery

Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.

trippy_mcfly on Cumly Cube

1 week ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

bryanedds on Godo for Shodo

1 week ago

Shatterskull Smashing  Flip for removal in land slot.

thom-le on Yurlok Real Jund - Control EDH

3 weeks ago

Snorlaxx Thank you very much! To consider more MDFC cards is a good idea, maybe I also try Shatterskull Smashing  Flip.

The deck is still very fresh with a good amount of potential for development in strategy (besides just using fill-in cards like Boseiju, Who Endures or The Meathook Massacre).

SirHipHopHippo on Party At Catsby’s!

1 month ago

I've been playing this deck on Arena and having a blast! Thanks for making it! I've tinkered it slightly I cut both Kabira Takedown  Flip's & The Wandering Emperor & Shatterskull Smashing  Flip for 4 copies of Jugan Defends the Temple  Flip.

I found the deck losing to flying decks a lot so Jugan defends that a bit.

duchessCretina on Dragon Stompy

2 months ago

Revamp this o_o

so many new cards that could be swapped. I love the spell lands: Spikefield Hazard  Flip, Valakut Awakening  Flip, Shatterskull Smashing  Flip.

Fury, Bonecrusher Giant... pretty bold of you to not run the rabblemasters (Goblin Rabblemaster, Legion Warboss)

Yeah... you can tell this is really old school if it's running Arc-Slogger.

OH WOW I ACTUALLY FOUND THE LIST. The original one is from 2009! Early days of Legacy...

Well, there's a lot of cool stuff you could try now.

You can even try Goblin Dark-Dwellers or Glorybringer (GDD needs some more spells to function).

Also the planeswalkers... there's a ton of newer ones.

Ardees on Zirilan Red Passion

5 months ago

UPDATE

zapyourtumor on SkRED - Mono Red Control

5 months ago

Is Shatterskull Smashing  Flip actually good? Not counting for skred seems like a pretty big downside.

I've found Chandra, Torch of Defiance to be really good and I can't really imagine running less than 2 copies. Honestly I'd lean towards cutting a Koth for a 2nd or 3rd Chandra.

Why 3 Magus and 3 Blood Moon? The fourth moon is just taking up a useless spot in the sb. I'd cut a Magus and add a fourth moon.

joschang01 on Updated Modern Belcher

7 months ago

It’s pretty confusing, but it is a “Doomsday” combo that can be set up in Turn 3 and start/kill Turn 4.

Turn 3: Cast Recross the Paths, as the card resolves you reveal your entire library to show there are no lands. Since the card says “…put the rest of the cards on the bottom of your library in any order…”, you get to order the deck to:

After stacking your deck, you clash with your opponents and reveal Turntimber Symbiosis  Flip, put it on the bottom of your library, and put Recross the Paths back into your hand.

Turn 4:

In your draw step, draw and reveal Reforge the Soul to trigger miracle and cast it. Draw:

Now we should have one untapped land, follow the steps below:

  1. Play Shatterskull, the Hammer Pass  Flip untapped
  2. Cast Pact of the Titan
  3. Cast Infernal Plunge, sacrificing the 4/4 Giant; 3 Red floating, 1 lands Untapped
  4. Cast Pyromancer Ascension; 2 Red Floating
  5. Cast Manamorphose, add 1 Red and 1 Green, draw the third Manamorphose; 1 Red 1 Green floating
  6. Cast second Manamorphose, trigger Pyromancer Ascension, put 1 counter on it, add 1 Red 1 Green, draw the fourth Manamorphose; 1 Red 1 Green floating
  7. Cast third Manamorphose, trigger Pyromancer Ascension, put the second counter on it, add 1 Red 1 Green, draw Bala Ged Recovery  Flip; 1 Red 1 Green floating
  8. Cast fourth Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack

    2 Red 2 Green floating

  9. Cast Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack, resolve both 6 Red 2 Green floating

  10. Cast Bala Ged Recovery  Flip targeting Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack. The copy will target Desperate Ritual, resolve both spells 4 Red 1 Green Floating

  11. Cast Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack

    • The first will add 2 Red and draw the second Bala Ged Recovery  Flip
    • The second will add 2 Green and draw anything 4 Red 3 Green Floating
  12. Cast Desperate Ritual with Splice Onto Arcane with the second Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension and add a copy. Resolve both add 12 Red 12 Red 3 Green Floating

  13. Cast second Bala Ged Recovery  Flip targeting Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension, make a copy targeting a Bala Ged Recovery  Flip, resolve both 9 Red 2 Green Floating

  14. Repeat step 12 to add 12 Red mana 19 Red 2 Green Floating

  15. Cast Bala Ged Recovery  Flip to return Manamorphose and Bala Ged Recovery  Flip

    17 Red 1 Green Floating

  16. Cast Manamorphose, add 4 green draw 2;

    15 Red 5 Green Floating

  17. Repeat step 13, return Desperate Ritual and a Bala Ged Recovery  Flip

At this point, steps 12-17 will loop and lead to an arbitrarily large amount of mana and card draw. With that you can do a bunch of wonky things including:

For the record, I don’t play belcher, but I learned the combo after getting belched so many times haha

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