The Casual Planeswalker

Tag: Skullbriar the Walking Grave

  • 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 Deck Review – “Devour for Power”

    Commander Deck Review – “Devour for Power”

    To check out the full decklist for “Devour for Power”, look here.Desecrator Hag

    Overview – “Devour for Power” is a G/U/B deck with a theme of cards that become more powerful by consuming creatures, cards, even parts of your turn. It has some really exciting fatties, and lot of creatures with abilities pertaining to your graveyard, and two of our favorite commanders in the entire deck series.

    “Devour for Power” also has some great traditional Reanimator cards. Buried Alive
    Buried Alive
    allows you to search your library to find up to three creatures to stock your graveyard. Nezumi Graverobber
    Nezumi Graverobber
    , Stitch Together
    Stitch Together
    , Living Death
    Living Death
    , Gravedigger
    Gravedigger
    , and others can bring creatures from your graveyard to your hand or even the battlefield. Or, you can use Mimeoplasm and his friends Lhurgoyf
    Lhurgoyf
    and Mortivore
    Mortivore
    to benefit from those of your creatures that are pushing up daisies.

    Like many EDH decks, “Devour for Power” has a number of different strategies – Memory Erosion
    Memory Erosion
    and Szadek do some milling, Scythe Specter
    Scythe Specter
    is useful for some discard, there are plenty of creatures with flying and other sorts of evasion. You don’t need to use the reanimate strategy to win, especially because you’ll have plenty of mana with which to hard-cast your biggest creatures.

    Commanders – Every one of the Commander decks has three Legends of the appropriate colors that could be used as your commander. In every case, two of the commanders are brand new cards and the third is one of the series of dragons from Planeshift. “Devour for Power” has sports what many players feels is the best line-up of commanders.

    Vorosh, the Hunter
    Vorosh, the Hunter
    is the token dragon, a 6/6 with the ability to gain six +1/+1 if he deals combat damage to an opponent for only 2G. Vorosh isn’t the most exciting of the dragons, but he does have the potential to quickly be the beefiest. While the opposing Commander decks have plenty of flying to get in his way, if you can use Vorosh’s ability just once, he’s not likely to be out-fought in the air.

    The Mimeoplasm is one of the cheaper commanders out there. There are a lot of Clones out there, but Mimeoplasm really kicks things up a notch by not only copying a creature (in any graveyard) but getting a power/toughness boost equal to the power of another. This ensures that Mimeoplasm will not only be stealing any convenient abilities your opponents creatures may have, but he’s also likely to be one of the biggest creatures on the board. Even if you don’t want him to come back as your opponent’s Akroma, or your own Nezumi Graverobber, you can always find a creature with the evasion or haste necessary to swing for lethal damage.

    Finally, Damia, Sage of Stone is the commander we’re most excited to try out in “Devour for Power”. She’s basically Medusa, which is pretty awesome, and not only does she have the signature “turn to stone” ability known as deathtouch, she is going to ensure that in the later stages of the game you’ll have a handful of responses to anything your opponent can throw at you. Damia’s ability to fill up your hand every turn is pretty incredible, but the fact that she does it on your upkeep is even more incredible. She’s one card that I could see becoming a staple of animator decks, perhaps in conjunction with Jin Gitaxias
    Jin Gitaxias, Core Augur
    .

    Wrexial, the Risen Deep

    Old Favorites – Besides the old graveyard favorites like Grave Pact
    Grave Pact
    , “Devour for Power” brings back some great black and B/U creatures.  Avatar of Woe
    Avatar of Woe
    , a perennial favorite returns here to give you one more way to empty your opponents side of the board, or to pick out your favorite graveyard-fodder in order to power up your own ghouls.

    Nezumi Graverobber and Patron of the Nezumi
    Patron of the Nezumi
    recall the days of rat ninjas and provide the fantastic combo of punishing your opponent when creatures hit his graveyard and then resurrecting them as your own. Also, how did the ability “Rat Offering” get by me that first time. That is one of the funniest things I have ever read on a card.

    Damia’s hand-filling ability isn’t the only way to restock the shelves in “Devour for Power. Fact or Fiction
    Fact or Fiction
    and Windfall
    Windfall
    are both back and both are great additions in a setting where games take a while to get going and often leave players empty handed and waiting to top deck an answer.

    Gravedigger and Eternal Witness
    Eternal Witness
    bring creatures from your graveyard to your hand,which will help keep things moving, but Artisan of Kozilek
    Artisan of Kozilek
    does you one better by bringing a dead guy back onto the battlefield as he comes into play.

    Szadek, Lord of Secrets

    There are also some fun old dinos like Wrexial, who allows you to play an instant or sorcery from your opponents graveyard if he successfully deals combat damage, and Szadek who mills (and grows bigger) every time he would deal combat damage to your opponent. Luckily both of them have some pretty solid evasion built in.

    New Hotness – “Devour for Power”, as I’ve said already, has some great commanders, but it also has some other new cards that might interest you. Shared Trauma, a Join-Forces (anyone may pay) sorcery that allows you to put the top X cards from the top of your library into the graveyard, will not likely be helping out your opponents at all and can ensure that you have the best possible selection for your Gravedigger/Eternal Witness.

    Minds Aglow, another Join Forces sorcery, allows each players to pay to draw X cards, which might seem like too much of a benefit to give to your opponents, but when you are milling with cards like Szadek and the new Riddlekeeper (your opponent mills two for every creature he chooses to attack you with) and making him discard with Scythe Scepter, perhaps refilling his hand won’t be nearly as appealing.

    “Devour” also has some pretty powerful new creatures. Sewer Nemesis
    Sewer Nemesis
    , like Mortivore, derives his power and toughness from the size of target player’s graveyard, but he also mills that same player for one every time they cast a spell.

    Skullbriar, the Walking Grave is a great early-game creature. He has haste, which hopefully will earn him one free attack, but he also grows every time he successfully damages a player. Skullbriar’s also has a special ability which (as far as I know) is completely unique: He keeps his counters in the graveyard and command zone. With as much reanimation as this deck has, he’s likely to make several return appearances, and, unless your opponent can manage to bounce him back to your hard, he’ll continue to be a threat.

    Suggested Alterations – Because so many creatures in “Devour for Power” have abilities that are contingent on dealing combat damage to an opponent, it may be a good idea to add cards like Whispersilk Cloak
    Whispersilk Cloak
    which give some extra evasion to ensure that your fatties actually make contact.

    As I said above, “Devour” has several strategies going at once. If you wanted to take this deck apart both Szadek and Skullbriar would make good commanders of mill or reanimator deck, respectively. By the same token, you could switch out some of the less powerful commons and uncommons in this deck for stronger mill and reanimator cards like Exhume
    Exhume
    or Traumatize
    Traumatize
    .

    Also, take out Desecrator Hag, she (?) is just creepy.

    Verdict – This deck has great synergy and is bound to be a lot of fun. The cards complement each other well and the plentiful graveyard manipulation will ensure that you don’t get stalled out after you lose a commander or empty your hand.

    Wizards has done a great job designing these decks and I don’t think there are any of them that will ultimately disappoint. That said, I think “Devour for Power” is going to have some very devoted fans as its component strategies are some that casual players have always loved.