Shock

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Legality

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

Shock

Instant

Shock deals 2 damage to target creature, player or planeswalker.

wakawakawaka on Interactive poison (home ver.)

1 month ago

if you're trying to win through poison, searing blood is strictly worse than Shock.

wallisface on I have created a deck …

1 month ago

Mill is already a really well-known archetype. The current MtgGoldfish Meta deck is here. My own competitive build is here.

I see Caerwyn has already left you some really good advise on deck suggestions, but I'll list below some general good mill-ethos:

  • It's good to treat mill cards as if they are burn cards. In the same way that Shock is unplayable in Burn decks, and card that mills ~7 or less cards is pretty unplayable in mill (I'm looking at Tome Scour specifically as being too weak). The problem is that if your mill cards aren't efficient enough, then you just end up empty-handed, and with your opponent still having a deck (in the same way that if Burn decks only play Shock, they run out of cards before they can kill the opponent).

  • It's good to try and assume the game will be over within 5 turns. In that way, cards like Traumatize are pointless - either the game is already over before you get to cast it, or your opponent has soo few cards left in their deck that you're effectively paying 5 mana to mill ~6ish cards. As a rule of thumb, these cards that mill variable quantities of cards for excessive quantities of mana, aren't worth it. I would put Fraying Sanity in the same boat of "just not being useful" - by the time you could cast it you could just be casting a mill spell instead and getting equal-or-better results.

  • Mill decks just aren't good at winning races. They generally need some way to disrupt the opponents plans (with stuff like Drown in the Loch, Fatal Push, Surgical Extraction). Just letting your opponent do what they want will almost always end in failure, so ensure your deck has a good-quantity of disruption, to make sure you can secure the win. Cards like Surgical Extraction and/or Extirpate are particularly good, because you can turn-off many decks completely, giving you a LOT more time to enact your plan. And those decks that aren't shut down so easily, will usually suffer to cards like Crypt Incursion, Ensnaring Bridge, or Profane Memento. The general gameplan approach for mill is to let the opponent taste it, then disrupt their tempo so they can't do much-of-anything useful, and then finish them off.

wallisface on Blue Mill 3.0

1 month ago

Some thoughts:

  • for the same reason that Shock is terrible in burn decks, Tome Scour just isn’t viable in mill - it just doesn’t do enough for the card-cost. I would also add Memory Sluice, and Dream Twist, into this “doesn’t do enough” bucket. I’d suggest grabbing some copies of Fractured Sanity instead.

  • Mill decks generally can’t go fast enough to race the quicker decks in modern. This is why its super important to run interaction. Most mill decks include black so that they can run cards like Fatal Push, Drown in the Loch, and Surgical Extraction.

  • Your sideboard currently just reads like a bunch of cards that couldn’t fit in the main. You should be using those 15 slots to protect yourself from bad matchups, and dealing with problem cards.

  • i’m not sure what Elixir of Immortality, Tormod's Crypt, and Memory Erosion are doing in this deck. None of them feel particularly useful.

wallisface on Venture Deeper

1 month ago

Some suggestions below. I’ve kept your budget in-mind, so nothing i’ve suggested here costs over $1.

  • The best way to think of mill is like a burn deck that attacks a library instead of a life-total. In the same way that Shock is useless in a burn deck because it doesn’t deal enough damage to be worth the spent-card, “mill” cards also need to reach a threshold of being able to mill at least 7-8 cards to be worth it. It feels like you have a LOT of these really inefficient spells which will make it really hard to win a game.

  • I would suggest finding room for Fractured Sanity.

  • Mill generally doesn’t want creatures in its deck, as it’ll just slow down your ability to mill, and often doesn’t buy any kind of tangible time. The only creature i’d suggest you run is Ruin Crab.

  • Profane Memento will be massively stronger than Kraken's Eye.

  • you need some form of interaction (killspell). Mill generally isn’t great at just-racing for a win. Adding a second colour to be able to kill important threats feels pretty important.

  • i think you need to lower your mana curve. 26 lands is painfully high (23 would be more ideal) and your number of 3-mana cards feels super-steep (more 1-2 mana stuff would be better).

  • try to cut your deck back to 60 cards. 63 might not seem like much over, but it’s still going to weaken your hands.

TapatioDorito on Budget Burn

2 months ago

Temur Battle Rage or Assault Strobe could be especially dangerous here. TBR enables Trample onto both Bedlam Reveler and Vexing Devil even if they are alone on your side of the field. You can also use Flame Rift as a risky but higher source of player damage, and Unholy Heat to deal with creatures, since you will likely want to go after Delirium anyway.

Finally, if you're going for a Shock type of card, try Wild Slash, Play with Fire, or even Tarfire, as Tribal is a card type that Delirium checks for.

wallisface on Boros Burn

2 months ago

There's a good article on running burn at various budgetary levels here. If you do end up running stuff like Shock, Monastery Mentor, Vexing Devil, Lightning Strike, Deflecting Palm, Risk Factor, Rip Apart etc, then by all means live your dreams, but do be aware you'll be running a brew that is strictly worse than what you could be for that same budget. Rip Apart, Monastery Mentor, and Shock in particular are all terrible cards for burn and will make it a LOT harder for you to reliably win games (Rip Apart is at least playable in the sideboard).

In any case, you should definitely take on the advise of jethstriker and fix up the manabase. Burn generally needs 20 lands to begin with (so your land count is too low at the moment), but then you should always be aiming towards lands that don't enter tapped. Even Clifftop Retreat is too risky to be useful, and you'd be better off just playing all-basics than either that or Evolving Wilds. Battlefield Forge is a really good budget option for providing two colours.

Icbrgr on Igne Natura Renovatur Integra

2 months ago

Play with Fire seems to be a strictly better Shock?

wallisface on Boros Burn

2 months ago

Eidolon of the Great Revel is a great staple in Modern burn decks, and often a must-have.

Conversely, both Soulfire Grand Master and Braid of Fire are terrible for burn. Burn wants a game to go quickly, and neither of these cards help with that. Soulfire Grand Master doesn’t really threaten the opponent at all, and burn never wants a game to go long enough to have 4+ mana available for that ability… the card is super-bad. Similarly, burn is intended to be so quick and low-to-the-ground that Braid of Fire does nothing for you, it just robs you of a turn & card wasted casting it.

Looking at the rest of the list, I would suggest to ditch Shock. 2 damage is too low to be useful. Rip Apart is also super-bad because it can’t hit-face. Likewise running any more than 1-2 copies of Deflecting Palm is excessive… the card really isn’t that good and is better as a sideboard option.

Top tier boros burn already exists as a pretty-solved concept, i’d suggest looking at what’s being played at the moment here.

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