Commander:
Skullbriar, the Walking Grave
Ramp:
Arbor Elf
Elves of Deep Shadow
Elvish Mystic
Fyndhorn Elves
Llanowar Elves
Oracle of Mul Daya
Search for Tomorrow
Mana Vault
Sol Ring
Wild Growth
Tutors:
Crop Rotation
Vampiric Tutor
Green Sun's Zenith
Demonic Tutor
Beseech the Queen
Sylvan Scrying
Expedition Map
Card Draw/Selection:
Read the Bones
Sensei's Divining Top
Sylvan Library
Necropotence
Phyrexian Arena
Removal:
Fleshbag Marauder
Acidic Slime
Shriekmaw
Duplicant
Abrupt Decay
Deglamer
Go for the Throat
Beast Within
Dismember
Krosan Grip
Putrefy
Maelstrom Pulse
Damnation
Vraska the Unseen
Skullbriar Utility:
Bramblewood Paragon
Champion of Lambholt
Varolz, the Scar-Striped
Corpsejack Menace
Forgotten Ancient
Immaculate Magistrate
Profane Command
Contagion Clasp
Fireshrieker
Tangle Wire
Whispersilk Cloak
Rancor
Canopy Cover
Doubling Season
Recursion:
Eternal Witness
Regrowth
Phyrexian Reclamation
Crucible of Worlds
Misc. Utility:
Lotleth Troll
Scavenging Ooze
Imperious Perfect
Ant Queen
Kokusho, the Evening Star
Skullclamp
Culling Dais
Lightning Greaves
Garruk Wildspeaker
Lands:
City of Brass
Command Tower
Dryad Arbor
Gilt-leaf Palace
Homeward Path
Llanowar Wastes
Overgrown Tomb
Shizo, Death's Storehouse
Strip Mine
Tainted Wood
Twilight Mire
Urborg, Tomb of Yawgmoth
Verdant Catacombs
Wasteland
Woodland Cemetery
Yavimaya Hollow
Forest x 12
Swamp x 8
The general idea is to cast a turn 2 Skullbriar and go to town on whomever has the weakest board position or is playing the strongest general. From there, there's plenty of cheap removal and sources of evasion to keep up the beats long enough to get to 21 commander damage.
I've tried to skew the ramp options to cards that come down on turn 1 in order to maximize a turn 2 Skullbriar. This also maximizes my ability to re-cast him on turn 3 if he eats removal or some sort of flash blocker. It's also worth noting that most of the 1 drop mana dorks are elves for Immaculate Magistrate, they make perfect fodder for Skullclamp, and they all give a +1/+1 counter to Skullbriar with a Varolz, the Scar-Striped in play.
Should the Skullbriar plan go sour, Kokusho, the Evening Star + Sac Outlet + Recursion is the backup plan.
Last edited by Davran; 10-01-2013 at 09:10 AM.
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