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Skulk

16 commander-legal cards

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What it does

Skulk means a creature can't be blocked by creatures with greater power than it. So a 2/2 with skulk can be blocked by anything with power 2 or less, but a 3/3 or bigger can't stop it. It's an evasion ability that's strongest early and weakens as your creature grows or as opponents play smaller blockers. The common mistake is comparing toughness instead of power—skulk only cares about the blocker's power. Also, it's only checked when blocks are declared. If a blocker's power drops after blocking (or your skulk creature's power changes mid-combat), the block stays legal. In Commander, skulk is unreliable because the format is full of huge creatures—but ironically those big blockers can't stop a small skulker. It shines for pushing through cheap creatures carrying voltron auras, equipment, or saboteur triggers.

Iconic cards with Skulk

See all 16
Ingenious Prodigy
Forgotten Creation
Gollum, Obsessed Stalker
Wharf Infiltrator
Vampire Cutthroat
Time Beetle
Rancid Rats
Cybermat
Gregor, Shrewd Magistrate
Startled Awake // Persistent Nightmare
Fogwalker
Farbog Revenant
Uninvited Geist // Unimpeded Trespasser
Furtive Homunculus