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Nov 28

Basic control deck with a fair mix of counterspells, draw and removal. The Commander. I play a lot of Skullbriar. I don't think this will last, I feel, - This is a semi-combo list that revolves around getting a, - This is a pretty good list. You basically need to be able to drop 2 threats a turn to your opponent dropping 1 counterspell a turn. r/EDH: Reddit's #1 source for EDH and Commander content. First time in EDH, Skullbriar Counters help! Since he don't loose counters upon hitting the graveyard, you should run reanimation. Yeah, I mean I think the cards that are actually above 1 dollar are probably good, the rest Is just cheap junk commons. I honestly believe you can't beat Prosh with anything other than a dedicated combo deck that consistently goes off T4, but that's just me. It might help people make recommendations. So i'm mainly a arena player, but my friends play EDH irl, and i dont play paper magic and never have, but i wanted to join the group activity and as such i'm building my first paper deck. I warmly recommend reconsidering targeted removal. Plus, I would recommend including a few means to sacrifice your creatures at instant speed and at no mana cost. (2-0 Hanna, 6-0 Zirilan, 2-0 Asusa) I think the biggest difference in our decks is the lack of swords in your deck. They usually only play 2-3 creatures in the entire deck, so don't save the kill spells! It's basically nonbasicland/dec, they play a ton of specialty lands that all do horrible things, so it's pretty hard to interact with. #10 Dec 14, 2012. foiljunky. SO them + generic +1/+1 counters is the idea. If you draw depths in the first few turns, it's a dead card. As an aside, I do plan on getting some better/more expensive options for this deck in the future--Demonic Tutor, I'm looking at you--but it's a little out of my budget right now.The basic strategy of this deck is to use the early game to get some early beats in with Skullbriar, and then morph into an attrition game as you begin to build up your resources using the Enchantresses. When I've decided on a list ill ask my friends if they have any of the cards so I'll save some money that way too, they buy boxes anyways . Cards: 100: Avg. Archived. There's no sense in dropping $100 on cards when half of them won't do what you need them to in your meta. Doom blade - Gatherer, MC, Explosive Vegetation - Gatherer, MC, Go for the Throat - Gatherer, MC, Hero's Downfall - Gatherer, MC, Call cards (max 30) with [[NAME]] Add!!! I honestly can't think of another archetype that I would enjoy more. Still wokring to get down the numbers, but still, please tell me if i run any bad or undervalued cards, or missing something important :)https://www.mtggoldfish.com/deck/3503293, A lot of the more expensive ramp spells aren’t great because by the time you’re casting them you’ll already have Skullbriar out and could be casting spells to grow it, give it evasion, or give it protection. Ask your friends if they're cool with you proxying your cards while you figure out what cards you want to spend your money on. You don't play the big flashy spells when 1 and 2 CMC can win you games. I run it in Chevill, and I always love seeing it. Obviously things like, - This is a pure combo esque-list. As I alluded to, the last few years have been very good to Skullbriar. Alright, so I have a question for the general community here: Should I run the Dark depths package in this thing? As sad as it sounds, you usually don't want to drop the, - This is usually a pretty easy list to beat if theiy're going hyper voltron, If it's more of a midrange list it's a little bit more difficult, but that's pretty rare, usually that's a, - This deck is pure combo, plain and simple. One of the things I had to learn was that mana in this becomes incredibly important. I don't know what cards have high value in commander and which ones are noob traps, i mean i have never played a multiplayer mtg game ever.Im currently trying to trim the list down to just the "best" cards. It's basic idea is to drop a ton of little dudes that do little things as they come into play, and let that build animar huge so that it can either get an eldrazi off or a. Yes, there is ALOT of things in that list, its like, 190 cards, but all of them is kind just potential additions. Of course I tend to draw/search for. I agree that the large card pool can be pretty daunting, but there are resources out there which you may find useful. I stick to mostly 1 or 2 mana ramp personally. But those should cost as less mana as possible(1-2), unless they provide some additional utility. Why play this version of Skullbriar, the Walking Grave? So, im going a counter stacking build, since they released the new keyword tokens. I'm looking at your match ups and they all seem bad. Because on turn 2 you're playing your COMMANDER, on turn three you want to make Skullbriar more dangerous or evasive, you don't need more mana. Rarity (main - side) 7 - 0 Mythic Rares. I have not lost a 1v1 match yet. I also like having some "alternate wincons" like essence harvest, or Jarad. Voltron 21 general damage can also work here, the deck doesn't really run that many blockers, and if you get a shroud effect they have a tough time dealing with it. rhythmguy. Meant to deal and win with commander damage by buffing Skullbriar with lots of +1/+1 counters. It's basically balls to the walls aggro against this guy. 0. There I fell in with a group of guys that I would play Magic with weekly for the next 7 years or so. I mean, cultivate and kodamas reach feels nice to pull stuff out of the deck, and scale the heights for utility. I've found that most Doran players like to play a bunch of creatures that do well with his abilities, so if you can keep him off the table it helps a ton. That way you don't spend money on a card and it turns out to not be as good as you hoped. If you'd prefer not to get stuck with card disadvantage if Skullbriar is removed, it might be worth it to replace some auras with equipment instead ([[blackblade reforged]] is very nice in voltron). log in sign up. Please enable JavaScript to get the best experience from this site. Acardus has a great thread detailing what he's doing with the zoo variant of this deck. It plays mostly ramp spells, not permanents, so you can't really burn the resources and usually gets a wanderer off T5-6 :/ I would have to say save the removal for the threats that Wanderer drops, unless they're playing artifact accel.

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