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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal



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

wallisface on Hard miller

1 week ago

Some thoughts:

  • don’t remove the Hedron Crab. Competitively speaking, Hedron Crab and Ruin Crab are the only 2 creatures ever worth playing in a mill deck! Jace's Phantasm is not a helpful card as it doesn’t do any milling, and is just diluting the primary goal of milling your opponent.

  • a game should never go so long that Fleet Swallower can be cast… i would suggest ditching it

  • A good way to evaluate mill spells is to compare them to burn spells. In burn, 3 damage (aka Lightning Bolt) is the bare minimum damage a spell needs to do. Spells like Shock, doing 2 damage, aren’t helpful, as you run out of resources in-hand well-before the game is close to being won. Mill cards, in a similar vein, need to generally mill at least 8 cards to be worthwhile. So stuff like Overwhelmed Apprentice, and Tome Scour just aren’t worth it (Mind Sculpt is borderline).

  • Psychic Corrosion is also not great for similar reasons as above. By the time its cast you’re unlikely to be drawing enough cards in the remainder of the game to make it worthwhile.

  • Fraying Sanity is a trap card, and i wouldn’t suggest playing more than a single copy, if any. By the time its down your opponent should already be heavily milled, so oftentimes the card only equates to milling as much as a single millspell anyway. Drawing a second copy of this card is prettymuch a dead draw and can often cost you the game.

  • both the planewalkers are just too slow, imo.

  • i think you need more interaction. Mill can’t rely on winning races, so you need ways to throw the opponent off-kilter

BossUltinuc on What are some affordable improvements …

1 month ago

SpammyV yup I agree, Megantic is out. Doesn't buff enough for the effort it takes to get him out and Predatory + Sinew should do well enough.

Even if I upgrade Shock to Lightning Bolt, should I even keep it in the deck do you think?

Unclaimed Territory and Secluded Courtyard seem useful but just to check, am I right in my understanding that "cast a creature spell" is the same thing as summoning a creature? It's just that the limitation on the card is that it can only be used for Slivers, provided that they're the creature type I choose?

Phantasmal Image is cool, do you think I should opt for that, or maybe a changeling creature with another useful ability?

BossUltinuc on What are some affordable improvements …

1 month ago

So I built this Sliver focused deck, but I really don't have the budget to be spending $20 AUD per card so that I can build the sickest deck ever. Therefore, I'm wondering what some improvements I can make to this deck are to make it more capable, even if it isn't going to be winning any tournaments

Creatures x4 Cloudshredder Sliver x4 Diffusion Sliver x3 Galerider Sliver x2 Megantic Sliver x2 Venom Sliver x3 Manaweft Sliver x2 Tempered Sliver x2 Sentinel Sliver x3 Leeching Sliver

Instant x3 Shock x2 Giant Growth

Sorcery x4 Channel the Suns

Lands x3 Evolving Wilds x3 Transguild Promenade x4 Plains x4 Swamp x4 Island x4 Mountain x4 Forest

wallisface on Goblinoid Gobbledegook

1 month ago

Some thoughts:

  • As mentioned already, your land count ids way too low. You want at least 23-24 mana if you’re wanting to reliably cast cards costing 3-4 mana.

  • even with a higher land count, you need to lower your mana curve by a ton. Modern decks typically can’t justify running more than 3-4 cards costing 4 mana, and often run nothing above this. You’ve got 11 cards costing 4-or-more, which is waaay too many. I think you can justify 3-4 cmc4 cards at 23 lands, and maybe 5-6 cmc4 cards at 24 lands. In any case, i’d suggest running nothing above this mana-value. You have no-chance of casting that 7-drop.

  • I would suggest looking to optimise some f your card choices. For example, Lightning Bolt is a strictly better Shock

Balaam__ on Standard Red Goblin

2 months ago

Shock is illegal in Standard, might I suggest Play with Fire instead?

Balaam__ on Giant Tribal

2 months ago

At a glance two things jump out at me. This isn’t Standard legal, but that’s an easy enough fix to change it to Modern or something.

The second thing is more concerning though. The only Turn 1 play you have here is Wild Slash, which will only ever be a Shock at that stage since you will not be able to proc Ferocious. And the odds of even drawing that are 4 in 60. I’d recommend adding more 1- and 2 drop spells, maybe an assortment of burn and creature cards. It would help establish a board presence to survive long enough to get some Giants in play. You do have cost reduction cards to enable quicker casting of your Giants, but they’re not viable until Turns 3 or 4 at the earliest, so you’ll still have to contend with having almost nothing to play Turns 1-3.

shadow63 on Why Have Direct Damage Spells …

2 months ago

We got a strictly better Shock in one of the innistard sets

legendofa on Why Have Direct Damage Spells …

2 months ago

I think red is being experimented on; it's gotten a huge boost in its non-burn aspects. The perennial Shock isn't Standard-legal right now, so burn is on the downswing. Burn spells aren't too powerful, it's just not their time right now.

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