Shock

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Shock

Instant

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

RiotRunner789 on Choosing Equipment-based Card Draw in …

3 weeks ago

Fire and Ice is the best. The added evasion can also help it to get through (pro red being a bonus against the other flying heavy tribe, dragons). The Shock in commander doesn't always help a bunch but there are plenty of utility creatures to Murder.

Infiltration lens is terrible unless you have a slew of ways to force them to block.

The other two are solid budget options.

Edit: Mask of Memory is better than the gloves. White does have recursion but even without, the mask let's you sculpt your hand much more efficiently. Pitching a land in hand you don't need to draw two is better than just draw one. Plus, it uses less mana.

TypicalTimmy on Card creation challenge

2 months ago

Ionizing Blast

Instant

Ionizing Blast deals damage to any target equal to the amount of damage dealt by other instants and sorceries you've cast this turn.

At first, there was a mild Shock. Then, a Lightning Bolt the likes of which wielded by Keranos himself. And then, Rolling Thunder that engulfed all of Theros.


Make a Planeswalker who can be your commander, who gives you an emblem.

Gidgetimer on Need some clarification

3 months ago

616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order.

Nemesis and wallisface were correct in their original interpretation of the rule. Above I have posted the comprehensive rule in question. The important part for the disagreement at hand is "the way an event affects an object or player". The event in this case is "Shock deals 2 damage". What the event is affecting is the opponent. Replacement effects need a game event to modify. The event is the damage, the player affected by the damage is the opponent.

kisloski on Need some clarification

3 months ago

Hi, I need some clarification on one topic. I have this board state:

and now I cast Shock, no counterplay is in place and what happens?

Case 1: Fire Servant affects Shock first, making it deal a total of 4 damage and in result not triggering Ojer Axonil, Deepest Might  Flip.

or

Case 2: Ojer Axonil, Deepest Might  Flip affects Shock first bringing the damage to 4 and then Fire Servant doubles the damage bringing it up to 8 in total.

Can someone tell which one is true or maybe point me to a rule which states how to deal with kind of situation?

legendofa on Tiers of card badness

3 months ago

Not all "bad" cards are created equal. As I see it, just like how there's build-around good cards, really good cards, and must-include cards, there's several tiers of cards that don't quite measure up.

At the top, there's the weird cards. These cards have unique effects. They're generally useful and/or interesting, but make lots of demands for deckbuilding and have no redundancy. Spellweaver Helix, Riku of Two Reflections, and Leyline of the Guildpact are some examples. Good for casual play and for "trying to make work".

Next is the draft fodder. Good if you don't have anything better, but easily replaceable. These cards get functionally reprinted a lot, and are usually pretty straightforward. I would put Cancel, Shock, and Alabaster Host Sanctifier as examples. You won't be ashamed to use them in Limited, and they work well as starters for a new collection, but they get outclassed quickly.

Next, and the first tier I would call truly bad cards, are the very inefficient cards and the cards that just don't do anything. They're significantly overcosted, or there's many better options. These cards might still be technically useful, or at least not actively harmful, but they can't compete with anything else. Mudhole, Razor Boomerang, and Aven Trooper go here.

Finally, there's the worst of the worst. The cards that actively hurt you and make it harder to play the game. If you put them in a deck, you're either trying to meme or you're going to Donate them. Alabaster Leech, Soldevi Steam Beast, and Goblin Elite Infantry fall into this group.

This is subjective and a continuum, so there's a lot of room to arrange individual cards. I've been reading Mark Rosewater's articles on bad cards, and designing Nihilist decks (example here), and there's been some forum discussion on what cards are worth using and which aren't. So it's been on my mind recently.

legendofa on burn deck help to refurbish

4 months ago

9-lives Off the top of my head, here are some more niche and unique cards that you might be interested in. Maybe you can push them to the next level.

Stigma Lasher is another anti-life gain option. Soul-Scar Mage sees some play in creature aggro decks and plays well with Satyr Firedancer. Searing Blood is roughly Shock + Lightning Bolt in a single card. Sarkhan, the Dragonspeaker is more of a midrange topper at five mana, but has a decent burn deck package.

I'm not sure why they all start with S.

wallisface on Mill deck

8 months ago

Some thoughts:

  • mill decks never want to run any creatures other than Hedron Crab and Ruin Crab. All these other creatures you’re running do nothing to help you mill, and end up being anti-synergies in your deck (you’re unlikely to win through combat damage, and by having these cards you’re just ruining your chances to win by milling either).

  • some of your mill cards are super sub-optimal. For instance Tome Scour is the equivalent of running Shock in a burn deck - both cards too to little to get the job done and just end up leaving you empty-handed while your opponent is still alive. Same goes for Mind Funeral… it does too little for its investment. Better options include Fractured Sanity, Maddening Cacophony, and Tasha's Hideous Laughter.

  • You currently have no form of interaction, which means you’re just going to get stomped on… even the fastest mill decks can’t outpace typical aggro/combo decks, and need to buy themselves time. I would expect to see cards like Fatal Push, Extirpate/Surgical Extraction, Drown in the Loch, and Crypt Incursion here.

wallisface on Elvan Dinosaurs

8 months ago

Some thoughts:

  • 97 cards is waaay more than you should be running. It will lead your deck to being much less consistent, and much weaker. You should always be aiming to get your deck down to 60 cards.

  • Your land count is way too low. 29 lands in a 97 card deck equates to only 19 lands in a 60 card deck. Fir reference, burn decks run 20 lands and only play cards costing 1-2 mana (and are happy being stuck on 1 land fir a few turns). For what you’re trying to do I think you need at least 24 lands in a 60 card deck (that’s 36 in a 97 card deck).

  • Your mana curve is too high at the moment. Most decks can’t justify running more than 4 cards costing 4-or-more mana, your deck has a whopping 27 (18 if we scale it to 60 cards), which is insanely high. It means most of your turns will be super slow/clumsy.

  • A lot of these cards have strictly better versions you should be running. For instance, Lightning Bolt is a strictly better version of Shock, and so there is never any reason to be running Shock in a deck.

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