Skirk Alarmist

Skirk Alarmist

Creature — Human Wizard

Mana cost: {1}{R}

How we read this card

Haste
Turn target face-down creature you control face up.

activated {T} — turns something into a creature

At the beginning of the next end step, sacrifice it.

triggered —

Causes: a creature is turned face up, sacrifice a permanent, a permanent is put into a graveyard from the battlefield.

Cares about: an end step.

Works well with

anything leaves the battlefield — 1 card in the game can cause this (Skirk Alarmist is one).

  1. Shaun, Father of Synths — When Shaun, Father of Synths leaves the battlefield thanks to Skirk Alarmist, it exiles a Synth you control

a creature is turned face up — 238 cards in the game can cause this (Skirk Alarmist is one).

  1. Den Protector — When Den Protector is turned face up thanks to Skirk Alarmist, it brings a card back
  2. Printlifter Ooze — When Skirk Alarmist is turned face up, Printlifter Ooze makes a token
  3. Experiment Twelve — When Skirk Alarmist is turned face up, Experiment Twelve puts its power counters on a permanent
  4. Pyrotechnic Performer — When Skirk Alarmist is turned face up, Pyrotechnic Performer deals its power damage
  5. Pine Walker — When Skirk Alarmist is turned face up, Pine Walker untaps a permanent
  6. Fatal Mutation — When Skirk Alarmist is turned face up, Fatal Mutation kills it

a nontoken Wizard enters the battlefield — 1,243 cards in the game can cause this (Skirk Alarmist is one).

  1. Inalla, Archmage Ritualist — When Skirk Alarmist enters, Inalla, Archmage Ritualist makes a token

a Wizard creature enters the battlefield — 1,264 cards in the game can cause this (Skirk Alarmist is one).

  1. Diviner's Wand — When Skirk Alarmist enters, Diviner's Wand triggers

anything is sacrificed — 3,450 cards in the game can cause this (Skirk Alarmist is one).

  1. Gorbag of Minas Morgul — When a permanent is sacrificed thanks to Skirk Alarmist, Gorbag of Minas Morgul triggers

2 other cards care about it too. These are the ones with the most connections.

a Human enters the battlefield — 4,639 cards in the game can cause this (Skirk Alarmist is one).

When Skirk Alarmist enters:

  1. General Kudro of Drannith — hits a graveyard
  2. Heronblade Elite — puts a +1/+1 counter on itself
  3. Kyler, Sigardian Emissary — puts a +1/+1 counter on itself
  4. Thalia's Lieutenant — puts a +1/+1 counter on itself
  5. Champion of the Parish — puts a +1/+1 counter on itself
  6. Captain of the Mists — untaps itself
  7. Erkenbrand, Lord of Westfold — gives +1/+0
  8. Beregond of the Guard — gives +1/+1
  9. Théoden, King of Rohan — grants double strike
  10. Lossarnach Captain — taps a creature an opponent controls

2 other cards care about it too. These are the ones with the most connections.

a permanent is put into a graveyard from the battlefield — 5,057 cards in the game can cause this (Skirk Alarmist is one).

  1. Enduring Innocence — When Enduring Innocence dies thanks to Skirk Alarmist, it returns itself from the graveyard
  2. Enduring Courage — When Enduring Courage dies thanks to Skirk Alarmist, it returns itself from the graveyard
  3. Optimus Prime, Hero // Optimus Prime, Autobot Leader — When Optimus Prime, Hero // Optimus Prime, Autobot Leader dies thanks to Skirk Alarmist, it returns itself from the graveyard
  4. Enduring Curiosity — When Enduring Curiosity dies thanks to Skirk Alarmist, it returns itself from the graveyard
  5. God-Eternal Oketra — When God-Eternal Oketra dies thanks to Skirk Alarmist, it triggers
  6. Oathkeeper, Takeno's Daisho — When Oathkeeper, Takeno's Daisho is put into a graveyard from the battlefield thanks to Skirk Alarmist, it exiles a creature

5 other cards care about it too. These are the ones with the most connections.

a card in a graveyard — 7,589 cards in the game can cause this (Skirk Alarmist is one).

  1. Samwise Gamgee — Skirk Alarmist puts cards into the graveyard that Samwise Gamgee can bring back
  2. Bloodbond March — Skirk Alarmist puts cards into the graveyard that Bloodbond March can bring back
  3. Thor, God of Thunder — Skirk Alarmist puts cards into the graveyard that Thor, God of Thunder can bring back
  4. Gale, Waterdeep Prodigy — Skirk Alarmist puts cards into the graveyard that Gale, Waterdeep Prodigy can bring back
  5. Harness the Storm — Skirk Alarmist puts cards into the graveyard that Harness the Storm can bring back
  6. Transplant Theorist — Skirk Alarmist puts cards into the graveyard that Transplant Theorist can bring back
  7. Heart-Shaped Herb — Skirk Alarmist puts cards into the graveyard that Heart-Shaped Herb can bring back
  8. Wayward Angel — Skirk Alarmist fills your graveyard toward the 7 or more cards Wayward Angel needs
  9. Rescue from the Underworld — Skirk Alarmist puts cards into the graveyard that Rescue from the Underworld can bring back
  10. Victimize — Skirk Alarmist puts cards into the graveyard that Victimize can bring back

434 other cards care about it too. These are the ones with the most connections.

anything goes to a graveyard — 7,589 cards in the game can cause this (Skirk Alarmist is one).

When a card hits the graveyard thanks to Skirk Alarmist:

  1. Quest for Ancient Secrets — puts a quest counter on itself
  2. Planar Void — hits a graveyard
  3. Measure of Wickedness — gives an opponent control of itself
  4. Energy Field — sacrifices itself

7 other cards care about it too. These are the ones with the most connections.

anything attacks — 17,934 cards in the game can cause this (Skirk Alarmist is one).

When Skirk Alarmist attacks:

  1. Far Fortune, End Boss — deals 1 damage
  2. Temmet, Naktamun's Will — draws you 1 card
  3. Invisible Woman — triggers
  4. Caesar, Legion's Emperor — sacrifices a creature
  5. Guide of Souls — triggers
  6. Campsite Cuisine — sacrifices a Food
  7. Gossip's Talent — triggers
  8. Banon, the Returners' Leader — draws and discards

119 other cards care about it too. These are the ones with the most connections.

a creature attacks — 17,934 cards in the game can cause this (Skirk Alarmist is one).

When Skirk Alarmist attacks:

  1. Adaptive Omnitool — searches a library
  2. Anthem of Rakdos — gives +2/+0
  3. Kindred Discovery — draws you 1 card
  4. Saw — sacrifices a creature

196 other cards care about it too. These are the ones with the most connections.

a creature blocks — 17,934 cards in the game can cause this (Skirk Alarmist is one).

  1. Tide of War — When Skirk Alarmist blocks, Tide of War sacrifices a creature

29 other cards care about it too. These are the ones with the most connections.

a creature enters the battlefield — 19,800 cards in the game can cause this (Skirk Alarmist is one).

When Skirk Alarmist enters:

  1. Slash, Reptile Rampager — deals 2 damage
  2. Ray Fillet, Wave Warrior — puts a counter on itself
  3. The Neutrinos — gets +1/+0
  4. Wingnut, Bat on the Belfry — grants flying, haste and menace
  5. Aetherstorm Roc — puts a counter on a permanent you control
  6. Raphael, Most Attitude — exiles a card from your library

354 other cards care about it too. These are the ones with the most connections.

anything enters the battlefield — 26,499 cards in the game can cause this (Skirk Alarmist is one).

  1. Prowl, Stoic Strategist // Prowl, Pursuit Vehicle — When Skirk Alarmist enters, Prowl, Stoic Strategist // Prowl, Pursuit Vehicle puts a +1/+1 counter on itself

58 other cards care about it too. These are the ones with the most connections.