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Lord of Shatterskull Pass

~$0.59 low · ~$1.14 high

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Red. Creature — Minotaur Shaman

three generic manaone red mana

No. 156What the codes mean

Lord of Shatterskull Pass

Rise of the Eldrazi #156 · Illustrated by Kekai Kotaki

What is Lord of Shatterskull Pass worth?

Cheapest copy

~$0.59

Non-foil · Rise of the Eldrazi #156

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Highest TCGplayer price

~$1.14

Foil · Rise of the Eldrazi #156

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3 prices from $0.59 to $1.14. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Level up one generic manaone red mana (one generic manaone red mana: Put a level counter on this. Level up only as a sorcery.)

LEVEL 1-5

6/6

LEVEL 6+

6/6

Whenever this creature attacks, it deals 6 damage to each creature defending player controls.

3/3

All 2 printings of Lord of Shatterskull Pass

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Rise of the Eldrazi Promos #156★
Rise of the Eldrazi Promos
proe #156★· 2010Promorare· Cardmarket €0.40 foil
rareNo non-foil printing$0.90€0.40 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

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Card details

First printed
2010
Printings
2
Mana value
4
EDHREC rank
#17,412 on EDHREC (Commander popularity)
Keywords
Level Up
Artists
Igor Kieryluk, Kekai Kotaki

What the codes mean

The small print at the bottom of the Rise of the Eldrazi card (#156).

156

  • 156Collector number: this card's place in the set list. Main-set cards print it over the set's card count.

Cards from 1998 to mid-2014 print the collector number over the set's card count (like 90/383) next to the copyright line. They have no rarity letter, set code or language code: the set symbol and its colour show the set and rarity.

How to read a Magic card: every part and code, on real cards.

Rulings (7)

  1. June 15, 2010

    If another creature becomes a copy of a leveler, all of the leveler’s printed abilities — including those represented by level symbols — are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.

  2. June 15, 2010

    A creature’s level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.

  3. June 15, 2010

    Effects that modify a leveler’s power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

  4. June 15, 2010

    Effects that set a leveler’s power or toughness to a specific value, including the effects from a level symbol’s ability, apply in timestamp order. The timestamp of each level symbol’s ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.

  5. June 15, 2010

    The last ability triggers and resolves during the declare attackers step, before blockers are declared.

  6. June 15, 2010

    In a multiplayer game, the only player affected by the last ability is the one Lord of Shatterskull Pass is attacking (or the one who controls the planeswalker Lord of Shatterskull Pass is attacking).

  7. June 15, 2010

    The abilities a leveler grants to itself don’t overwrite any other abilities it may have. In particular, they don’t overwrite the creature’s level up ability; it always has that.

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