Shock

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Shock

Instant

This deals 2 damage to any target (creature, player, planeswalker or battle).

Balaam__ on Goblin Tribal

1 week ago

This isn’t Standard legal. At a glance it looks like it would fit the Modern cardpool. Also, Lightning Bolt is vastly superior to Shock.

Orange+ on Thunderstruck ~70$

2 months ago

Hey, legendofa :)

Yeah, Ive definitely considered double strike, especially Assault Strobe since its only 1CMC. Not 100% sure why I didnt go for it, but at one point I remember thinking that: I wanted to complete this deck rather quick, I didnt want to open another "category" of cards with just one card (double strike category with only Assault Strobe), and I felt like this was more burn themed; So swapping out a burn spell didnt really bode well in my head. I might change my mind tho.

At this point in time I need 5 Chandra's Spitfire triggers to reach lethal. Lets say I can get 3/5 triggers off of a Shock with a Cinder Pyromancer in play. Thats leaves 2 more triggers remaining. (Bonus point: Needing exacly 5 triggers is quite elegant IMO. [1 + (5*3) = 16] ).

Compare that to Assault Strobe, where I would only need 3 triggers*, but I would count that as 4 since I need to cast the actual double strike card (which, since its not burn, can not provide a damage trigger by itself). So with a Cinder Pyromancer in play and casting Assault Strobe, I could get sort of 3/4 triggers, which is slightly better, but I would not be able to burn the other player for 2 dmg.

I think what I really enjoy about the burn spells (rather than double strike spells) is that they are: super red (mmh flavor), and they can be used for removal. Lets say my opponent has a 1/1 flyer or something in play. Now the Assault Strobe would be useless, while the Shock could mean a quick win.

Have to give this some more thought though. Thanks for the suggestions! :)


*[2 triggers + double strike = 7 * 2 = 14 & 14 < 16]

[3 triggers + double strike = 10 * 2 = 20 & 20 > 16]

LordSnow on Otters!!!

3 months ago

sergiodelrio on Edge of Eternities Previews

3 months ago

The baloth dies to removal as weak as Shock... I agree that it appears strong tho, and certainly will actively demand an answer more often than not, since people will try to beef it up and/or protect it. Blocking it to death seems reasonable, too.

Polaris on Does Warrior en-kor and Torbran, …

4 months ago

As Rhadamanthus explained, one damage event won't make this work. What you could use is something like Toralf, God of Fury  Flip or Boros Reckoner, both of which are triggered abilities, to create multiple damage instances so the damage will be multiplied each time. For example, if you have Furnace of Rath in play and target Boros Reckoner with Shock, the damage dealt to your Reckoner will be doubled from 2 to 4, then its ability will trigger and deal 4 damage to any target, which will be doubled again to 8.

Rhadamanthus on Does Warrior en-kor and Torbran, …

4 months ago

No, it doesn't go infinite. The reason is in the rules for how to handle damage prevention/redirection effects and replacement effects. Prevention, redirection and replacement effects modify the result of an event as it happens, and any such effect that could apply to an event can only be applied to that event once. Shock will only get its damage increased one time, even if it gets bounced around a bunch of times.

In the example of Shock, Warrior en-Kor and Furnace of Rath: You cast Shock targeting the Warrior. You respond by activating the Warrior's ability some number of times, let's say 4 (note the Warrior was printed at a time when some rules and text templates worked differently - the current Oracle text reads ": The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead"). Shock starts resolving, and let's say you want to apply Furnace's replacement effect before the Warrior's redirection effect (since you control the object that would be affected by the event, you decide what to apply first). Now the event is that Shock is going to deal 4 damage to Warrior. Warrior's redirection effect is applied and now the event is that Shock is dealing its 4 damage somewhere else. The Furnace effect won't be applied again after this point, even if you sent the damage towards another Warrior and activated them a bunch of times to bounce the damage back and forth.

Ev1_ on Does Warrior en-kor and Torbran, …

4 months ago

If you use a Shock on Warrior en-Kor and you have Torbran, Thane of Red Fell on the battlefield, can you then redirect the damage from Warrior en-Kor to itself and get another+2 on the damage? If not, could you do so with 2 Warrior en-Kor on the battlefield. Do you need to change Warrior en-Kors colour?

VladMarkov on First

6 months ago

I reckon, what the deck really needs, is lots of cheap spells that can be cast on every player's turn, to get the most value out of the flurry mechanic. The game plan should be to cast Shiko and Narset, Unified on turn 4, prepare the board beforehand, and then spam small, damage-dealing spells that can easily be brought back with tricks like Underworld Breach, Lier, Disciple of the Drowned, or by recasting copies with Narset, Enlightened Exile. You could then replace draw-discard effects with more "pure" card draw options like Treasure Cruise (if you have a lot of cards in your graveyard), Quick Study or flexible draw like Flame of Anor. The main gameplay should revolve around cheap, repeatable spells, but there can also be some utility from the Magecraft mechanic. Most importantly, the deck should keep continuous pressure on opponents by dealing large amounts of damage through copying small spells.

Must have: Path to Exile, Cyclonic Rift

Useful: Cori Mountain Stalwart, Devoted Duelist, Monk of the Open Hand, Ashling, Flame Dancer, Jori En, Ruin Diver, Ledger Shredder, Smoldering Egg  Flip, Burst Lightning, Electrolyze, Virtue of Courage, Fire / Ice, Galvanic Blast, Heartflame Duelist, Ionize, Lightning Bolt, Lightning Helix, Lightning Strike, Magma Jet, Parch, Play with Fire, Punishing Fire, Risk Factor, Sacred Fire, Searing Spear, Shock, Skullcrack, Thunderbolt, Wild Slash

Possible: Taigam, Master Opportunist, Breeches, the Blastmaker, Gale, Waterdeep Prodigy, Rammas Echor, Ancient Shield, Storm of Saruman, Turn / Burn, Price of Progress, Finale of Promise, Increasing Vengeance, Frolicking Familiar, Molten Influence, Slaying Fire, Wizard's Lightning,

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