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Thread: [Brainstorming]Skullbriar, the Walking Grave

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    [EDH]Skullbriar, the Walking Grave

    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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