Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player.

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Skullcrack Discussion

1337Lobster on UR 101st Airburn

3 weeks ago

I was considering Skullcrack or Lava Spike for more burn. Might consider some heavier creature removal spells like Anger of the Gods and Flame Slash After some test games with my friends, I definitely could use more on the board removal and target player burn.

deaddrift on Mardu Monkeyblade

4 weeks ago

zapyourtumor Thanks for the suggestion. I may try Firewalker out, but WW on T2 is very painful for my deck—and far from a sure thing—where 1B is easy. Taking a Helix or Searing Blaze, while killing a creature, is a big deal. You probably know that Firewalker dies to Skullcrack during blocks (or to Path to Exile of course), and while they won't always have those, when they do it'll be a total blowout.

jakeelephant006 on The Heartbreaker

3 months ago

This deck need Path to Exile in the sideboard. I'd probably cut some of the artifact hate and maybe an Alpine Moon to make room. Most white decks will be siding in something w/ protection from red and Path is a much better answer for those things than Skullcrack is.

acbooster on Chandra Casts Gun

3 months ago

Brain in a Jar nets you almost no value, with Lightning Strike being the only card that would benefit since you have to pay a mana into it to get the effect. Wild Slash requires a lot of legwork to get the useful part of the effect, which is the unpreventable damage.

Bonecrusher Giant , Skullcrack , and Insult / Injury are better includes than Wild Slash, if only because it's a guaranteed 'damage can't be prevented' effect as well as damage. As for walkers, Chandra, Torch of Defiance would likely do better than Chandra, Flame's Catalyst . Comes out earlier, has a mana ability, and is strong creature spot removal in a pinch. Burning for face is important, but you definitely need to keep your opponent's board state in check at the same time.

Icbrgr on Problems with life gain

6 months ago

Idk life gain for the longest time has been a joke but I think its gotten serious support over the last few years.

My best advice is appropriate removal that green has to offer for artifacts amd enchantments and red probably Skullcrack / Tibalt, Rakish Instigator .

Outside that do what does best and beat up up with creatures until they die from it.

legendofa on Problems with life gain

6 months ago

Best I can offer is just saying no. Roiling Vortex for sideboard, Rampaging Ferocidon is probably better than Quakebringer for general use, Skullcrack or Tibalt, Rakish Instigator if there's burn or tokens involved.

Neotrup on Interaction between Hostility, Torbran, and …

8 months ago

It looks like the right conclusion has been reached, but I want to make sure it's spelled out:

With Hostility and Torbran, Thane of Red Fell on the battlefield, Crackling Perimeter will deal 3 damage, because only Torbran's replacement effect is applicable (Hostility specifically looks for spell damage).

That said, it's worth examining Gut Shot instead. The targetted player will get to choose whether to apply Hostility or Torbran per the quoted rule 616.1. If they choose Hostility, you'll get one 3/1. If they choose Torbran, then they'll get to pick again, with Hostility being the only available choice, so you'll get three 3/1s.

616.1e Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply.

It's also worth noting that Torbran has a replacement effect, but Hostility has a prevention effect. This doesn't change this particular outcome, as the referenced rules do apply to both replacement and prevention effects, but it the spell were instead Skullcrack you'd deal 5 damage to the targeted player, and Hostility's ability couldn't be applied for the rest of the turn.

zAzen7977 on SCOURGE BOLT - Suicide Burn [MH2]

9 months ago

Deasert_Nomads_be_godly, thanks for commenting. As Daveslab2022 and cyeRunner eloquently stated, unfortunately the fetchlands are necessary for this suicidal deck to function optimally. There is no other way to inflict damage on yourself while also advancing your board position. The closest thing are the Zendikar Rising lands, but they don’t further the strategy.

If you are looking for a similar budget friendly deck, you can cut out the fetchlands and keep the manabase mono-red, and you have a traditional and highly effective burn deck. Bring in Rift Bolt, Shard Volley, Skullcrack, Monastery Swiftspear, Goblin Guide, maybe Light Up the Stage...sideboard Blood Moon, etc.

Or you can focus on Boros, run less fetchlands, and go with Lightning Helix and Boros Charm plus a combination of the above mentioned cards. Sunbaked Canyons are amazing because you can sac’em to draw a card when you need it, and without watering down your burn spell count. Plus you get access to good artifact and enchantment removal.

Honestly, I’m not sure what works best, traditional Boros burn or this hybrid suicide Mardu version. The former is more reliable during the early game, but the latter has more staying power for longer games.

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