It starts out as a Hill Giant. Two more mana
will make it a Trained Orgg. It then takes ten
more mana to get it to its final form, which
will basically kill every creature controlled by
the player it attacks, each time it attacks for
six. Impressive, but it took you sixteen mana to
get there, in Red. The color of Dragons, who
could have won the game by that point. And until
you get it completely leveled, it's a vanilla
3/3 or a vanilla 6/6, stats that are only
passable in Limited.
The levelers are some of the best and most
interesting creatures in Rise of the Eldrazi.
Not only in themselves, but because they
encourage you to do interesting things - firstly
because they can take a long time to get to
their high-level abilities, and secondly because
those abilities are worth getting to. Lord of
Shatterskull Pass looks unspectacular as a 3/3
for four mana or a 6/6 for six mana, but don't
think of him like that: think of him as a weapon
of mass destruction on an instalment plan.
Magic The Gathering Card of the day: Lord
of Shatterskull Pass
Welcome back readers today’s card of the day is
Lord of Shatterskull Pass a card feature in my
top ten list on this very site. An interesting
level up card, Lord of Shatterskull pass has a
huge body and a game changing final ability. In
standard this card is trumped by another red
leveler ( I will give you a hint it is a
dragonlord) it could see play as a late game
sweeper although red doesn’t need that at the
moment. In extended and eternal no chance, the
majority of level up creatures are too slow,
mana intensive and vulnerable. In casual and
multiplayer this card shines just declare it as
an attacker and point it at an opponent and more
often than not you get a one sided board sweep.
Most casual and multiplayer games last a bit so
that gives this card time to shine. In limited
this is a beat stick and a must deal with card
draft if your deep in red or considering a
second color. Overall this card is strongest in
multiplayer circles where it can dominate
kitchen tables.
Today's card of the day is Lord of Shatterskull
pass which costs four mana initially and two
more to reach the first increase in power and
toughness. A four mana 3/3 or a six mana
6/6 are both more or less mediocre, but for an
additional ten mana spent this gains an
impressive offensive effect. The problem
is it will likely take several turns after this
hits play to have enough levels and that's only
if it survives that long. The slow speed
and otherwise vanilla nature before level six
keeps this from being very playable in
constructed formats barring major support.
In Limited the format is slower and there is the
chance for some Level Up support. The cost
even of a 3/3 or 6/6 is worth it here and the
chances of getting fully leveled up is much
better, so it is well worth running in any deck
that can afford some Red mana. A good, but
not amazing first pick in Booster as it still
requires some time invested and an easy choice
in Sealed.