The Casual Planeswalker

Tag: Skullbriar

  • In Command – New 2-color Commanders

    In Command – New 2-color Commanders

    The New Commander decks have given us 51 new cards spread across five different Commander decks with 3 different 3-color commanders. These decks also had one new 2-color legendary creature each with some cool new abilities. These creatures also make great commanders, if you take the time to make a deck that only includes their two colors. Here are some suggestions on how to create a fun deck using some of these new commanders.

    SkullbriarSkullbriar, The Walking Grave – When I first saw this guy, I thought he would make a great commander. He is just going to keep getting stronger every time you play him because as long as you keep giving him those +1/+1 counters he is going to be crushing your opponent. He’s cheap and has haste so you can get him out on turn 2 and swing, immediately turning him into a 2/2. You’re opponent may not have any way to defend against Skullbriar for a few turns which just allows him to get bigger. Even if he does die at some point that’s no problem because he just keeps all those counters! Hopefully by the time he is destroyed then he will be worth the extra 2 mana needed to play him again.

    If you build a deck around Skullbriar, it is only natural that the goal should be to win by dealing 21 damage with him to your opponent. Within green and black, the only colors available to you, there are plenty of ways to boost his power or give him abilities to keep applying the hurt. Brawn
    Brawn
    , from his original Commander pre-con comes to mind as an easy way to give him trample along with Buried Alive
    Buried Alive
    to bring it straight to the graveyard. Power Matrix
    Power Matrix
    looks like a pretty neat card to add here, allowing you to give any creature +1/+1, trample, flying, and first strike.

    A great card to give trample would be Cytospawn Shambler
    Cytospawn Shambler
    . As a 6/6 he’s a pretty big creature and you can easily give Skullbriar trample with its ability. The coolest thing about this creature is that it has graft. If you’re ever playing Skullbriar again, you can move a counter from the shambler to him. Creatures with modular would also be a great addition to a deck with Skullbriar. You’re free to leave them as blockers or sacrifice them for other abilities then move their counters onto Skullbriar.

    With a focus on Skullbriar being the only creature attacking, there isn’t much use for any others. With something like Attrition
    Attrition
    , you can sacrifice your useless creatures to get rid of some on your opponent’s side of the field. It also makes mass removal less of a problem if you only have to worry about one creature. If you equip him with something like Darksteel Plate
    Darksteel Plate
    , all you have to worry about is getting him to hit your opponent’s life. An easy way to do that is to simply have artifacts like Whispersilk Cloak
    Whispersilk Cloak
    that make him unblockable. With just a couple cards out you can begin racking up commander damage very quickly.

    EdricEdric, Spymaster of Trest – I’m excited to have such a political creature as a commander. As long as he is out there then there is some major incentive for your opponents to attack each other rather than yourself. Why not continue that trend and try to get everyone at each other’s throats rather than against you. Heartwood Storyteller
    Heartwood Storyteller
    seems like another crazy card to use with Edric, giving your opponents more cards if they like when you play a spell and, of course, giving yourself cards when anyone else plays a spell. With so many cards being drawn by everyone, Multani, Maro-Sorcerer
    Multani, Maro-Sorcerer
    can get really powerful. Cultural Exchange
    Cool Card
    is also a great political card allowing you to exchange creatures between any players, or just take stuff for yourself. To add some control that would pit opponents against each other Zur’s Weirding
    Zur’s Weirding
    can allow any player force another not to draw.

    If your opponents start to get the idea that you aren’t their best friend, there should be plenty of control to make sure they regret going against you. Propaganda
    Propaganda
    from the Political Puppets deck will ensure that your opponents have to pay to attack you. From that deck there are also great blockers including Guard Gomazoa
    Guard Gomazoa
    and Fog Bank
    Fog Bank
    . There are also a number of spells like Snakeform
    Snakeform
    and Pongify
    Pongify
    to take care of any threats your opponents control by turning them into harmless little snakes or monkeys.

    Those creatures should be no problem for the big green guys that you should include in the deck. There are plenty of creatures in blue and green that have power and toughness equal to the number of cards in your hand and hopefully you will have plenty. Overbeing of Myth
    Overbeing of Myth
    and Aeon Chronicler
    Aeon Chronicler
    are also able to get you even more cards every turn! If you can get rid of your maximum hand size of 7, or perhaps use Praetor’s Counsel
    Praetor’s Counsel
    , these guys can be huge.

    So here are a few suggestions for two of the little new commanders. Next week I’ll have some ideas for the other 3. What do you think of the 2-color legendary guys? Are they good enough to have a deck built around them?

  • Killer Combo – “Saproling Salad”

    Killer Combo – “Saproling Salad”

    This weekend was the big Commander Event and man did we have a blast! Be sure you check out our podcast on our experiences at Hall of Heroes this weekend, and look on our blog for Commander decklists and reviews.

    Because I know you’re all excited to improve on your Commander decks, or to employ cards from them in other decks you’ve been brewing, throughout this week I’ll be posting Killer Combos involving the five primary commanders from the pre-cons that went on sale last weekend.

    We’ll start with the commander of the deck I played, Ghave, Guru of Spores. Because I know some of your are new to the game, I’m going to keep these combos in Standard (despite the fact that the Commander cards themselves are NOT legal in standard). I want to be sure to share combos involving cards that most of you will have access to.

    I call this one “Saproling Salad”:

    Ghave, Guru of Sporesplus signBlade of the Bloodchief

    Probably my biggest complaint with “Counterpunch” was the fact that it was split between a couple of different (sometimes competing) strategies. Ghave does a good job synergizing the dual theme of saproling tokens and +1/+1 counters, and if I was going to seriously rebuild the deck I would concentrate on what Ghave does best.

    One card in particular that would be a BOMB in “Counterpunch” is Blade of the Bloodchief. While this equipment seems to be heavily vampire-aligned, it isn’t necessarily so, and Ghave provides a way to both turn those +1/+1 counters into saprolings and then to send them to the graveyard. Each time a saproling bites the dust this way Ghave hands out a counter and the Blade adds another.

    Skullbriar, the Walking Grave

    How you use those counters is up to you. They can make for some chaotic combat in which your opponent has no real chance of blocking the right creature. They can be filtered through Spike Feeder for lives aplenty (even more if the Feeder is the one holding the Blade). They can even be a great way to pump up Skullbriar, the Walking Grave who should find a home in “Counterpunch” rather than “Devour for Power”.

    There’s a lot you can do to make these Commander decks better, and you don’t need to spend a ton of money or go rooting around for old cards to do it. I think the one card that I was really disappointed about not seeing in “Counterpunch” was Doubling Season. As expensive as that card is now, it would have been really nice for Wizards to put a few more of them into circulation.

    Rules Tip: Note that tokens DO hit the graveyard, but after they do this rule comes into play:

    216.3. A token in a zone other than the in-play zone ceases to exist. This is a state-based effect.

    This means that every effect triggered by a creature entering a graveyard happens, but there is no way to bring tokens back from a graveyard and they do not “count” for cards that check the number of creatures in your graveyard.

    What additions are you making to “Counterpunch”? What cards are you rotating out? Let me know how this combo treats you, and, as always, keep it casual.

     

     

  • Commander Decklists! – “Devour for Power”

    Commander Decklists! – “Devour for Power”

    Keep in mind that this is a Commander deck and so there is one of each card with the exception of basic lands.

     

    Devour for Power Decklist

    Commander:

    The Mimeoplasm
    The Mimeoplasm
    *

     

    Creatures:

    Nezumi Graverobber

    Skullbriar, the Walking Grave
    Skullbriar, the Walking Grave
    *

    Riddlekeeper*

    Fleshbag Marauder

    Eternal Witness

    Patron of the Nezumi

    Troll Ascetic

    Yavimaya Elder

    Solemn Simulacrum

    Brawn

    Wonder

    Sewer Nemesis

    Gravedigger

    Lhurgoyf

    Dreamborn Muse

    Mortivore

    Desecrator Hag

    Mulldrifter

    Acidic Slime

    Vulturous Zombie

    Dark Hatchling

    Extractor Demon

    Scythe Specter
    Scythe Specter
    *

    Wrexial, the Risen Deep

    Vorosh, the Hunter
    Vorosh, the Hunter
    **

    Triskelavus

    Slipstream Eel

    Butcher of Malakir

    Damia, Sage of Stone
    Damia, Sage of Stone
    *, **

    Szadek, Lord of Secrets

    Avatar of Woe

    Artisan of Kozilek

     

    Artifacts:

    Sol ring
    Sol ring

    Dimir Signet

    Golgari Signet

    Lightning Greaves
    Lightning Greaves

    Simic Signet

    Oblivion Stone

     

    Enchantments:

    Vow of Wildness
    Vow of Wildness
    *

    Vow of Flight
    Vow of Flight
    *

    Vow of Malice*

    Memory Erosion

    Grave Pact

     

    Instants:

    Tribute to the Wild*

    Spell Crumple
    Spell Crumple
    *

    Fact or Fiction

    Relic Crush

     

    Sorceries:

    Minds Aglow*

    Shared Trauma*

    Sign in Blood

    Stitch Together

    Cultivate

    Windfall

    Buried Alive

    Syphon Mind

    Unnerve

    Rise from the Grave

    Syphon Flesh
    Syphon Flesh
    *

    Living Death

     

    Lands:

    Barren Moor

    Command Tower
    Command Tower
    *

    Dimir Aqueduct

    Dreadship Reef

    Golgari Rot Farm

    Jwar Isle Refuge

    Lonely Sandbar

    Rupture Spire

    Simic Growth Chamber

    Svogthos, the Restless Tomb

    Temple of the False God

    Terramorphic Expanse

    Tranquil Thicket

    Forest (8)

    Island (8)

    Swamp (11)

     

    *This is a never-before-printed card

    **This creature could also serve as your commander

     

    Check back during the next week to find full reviews of each Commander deck!