Page 1 of 3 123 LastLast
Results 1 to 20 of 42

Thread: [Brainstorming]Skullbriar, the Walking Grave

  1. #1
    Member

    Join Date

    May 2011
    Location

    Albany, NY
    Posts

    808

    [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.

  2. #2
    Member

    Join Date

    Sep 2011
    Posts

    5,162

    Re: [Brainstorming]Skullbriar, the Walking Grave

    I've played against Skullbriar online a bit and found it plays best when you play hyperaggressive and try to win with commander damage. Skullbriar's ability highly favours attacking and connecting every single turn - otherwise you are not getting full bang out of his ability - and he is essentially immune to sweepers having haste and keeping all his counters!

    However, he is vulnerable to spot removal and has no natural evasion. He's particularly vulnerable to -1/-1 counters, since Contagion Clasp or Fume Spitter basically locks Skullbriar out of existence :(.

    So I would run:

    Whispersilk Cloak
    Sword of Feast and Famine
    Sword of Fire and Ice
    Sword of Light and Shadow
    Sword of Vengeance
    Lightning Greaves
    Rancor
    Asceticism
    Brawn
    Melira, Sylvok Outcast


    Corpsejack Menace, Doubling Season, graft creatures and some proliferate effects seem good too.
    If you're going to abuse +1/+1 counters, I'd be tempted to run Lotleth Troll.


    If you do include Melira as -1/-1 protection, might as well include:
    Birthing Pod
    Survival of the Fittest
    Carrion Feeder
    Puppeteer Clique
    Rendclaw Trow
    for the random Melira combo.

    Beyond that I would just play a ton of utility and removal and some protection, since Skullbriar can win the game on his own very quickly if you let him do his thing.

  3. #3
    Member

    Join Date

    Sep 2011
    Posts

    5,162

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Hmmm...


    //Commander: 1
    Skullbriar, the Walking Grave

    //Mana Dorks: 4
    Arbor Elf
    Deathrite Shaman
    Sol Ring
    Mana Crypt

    //Ramp: 5
    Nature's Lore
    Sakura-Tribe Elder
    Yavimaya Elder
    Solemn Simulacrum
    Garruk Wildspeaker

    //Equipment: 5
    Whispersilk Cloak
    Sword of Fire and Ice
    Sword of Light and Shadow
    Sword of Feast and Famine
    Sword of Vengeance

    //Other Buffs: 4
    Rancor
    Asceticism
    Brawn
    Forgotten Ancient

    //Proliferation: 3
    Doubling Season
    Corpsejack Menace
    Contagion Engine

    //Tutors: 10
    Vampiric Tutor
    Worldly Tutor
    Sylvan Tutor
    Imperial Seal
    Expedition Map
    Demonic Tutor
    Green Sun's Zenith
    Survival of the Fittest
    Birthing Pod
    Natural Order

    //Removal & Utility: 20
    Abrupt Decay
    Beast Within
    Fleshbag Marauder
    Ashes to Ashes
    Go for the Throat
    Vendetta
    Tragic Slip
    Dismember
    Acidic Slime
    Putrefy
    Maelstrom Pulse
    Bramblecrush
    Damnation
    Decree of Pain
    Shriekmaw
    Wickerbough Elder
    Eternal Witness
    Deadwood Treefolk
    Puppeteer Clique
    Pernicious Deed

    //This is EDH Bro: 8
    Sylvan Primordial
    Terastodon
    Duplicant
    Sheoldred, Whispering One
    Sepulchral Primordial
    Genesis
    Garruk, Primal Hunter
    Liliana of the Dark Realms

    //Melira combo: 3
    Melira, Sylvok Outcast
    Carrion Feeder
    Woodfall Primus

    //Lands: 37
    Dryad Arbor
    Urborg, Tomb of Yawgmoth
    Bayou
    Overgrown Tomb
    Misty Rainforest
    Wooded Foothills
    Marsh Flats
    Windswept Heath
    Bloodstained Mire
    Polluted Delta
    Verdant Catacombs
    Llanowar Wastes
    Command Tower
    City of Brass
    Gilt-Leaf Palace
    Golgari Rot Farm
    Shizo, Death's Storehouse
    Wasteland
    Strip Mine
    Homeward Path
    Oran-Rief, the Vastwood
    Volrath's Stronghold
    8 Forest
    7 Swamp


    That's just a rough guess. Maybe you should actually play with a much lower curve and go all aggro? IDK. GL. Hopefully that gives you some ideas.

  4. #4
    Member

    Join Date

    May 2011
    Location

    Albany, NY
    Posts

    808

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Quote Originally Posted by FTW View Post
    Stuff
    Thanks for all of the suggestions! I like the direction the list you posted is heading, and I think that's the way I'm going to go as well. I'm planning on brewing tonight...so we'll see where this goes.

    It occurred to me on my otherwise boring drive home from work that Varolz, the Scar-Striped has a nice synergy with Skullbriar. You can essentially let Skullbriar grow by doing his thing, and when he is eventually killed just put him in the graveyard for scavenge shenanigans. The "exile" effect will return him to the command zone, counters intact, for another bout.

  5. #5
    Member

    Join Date

    May 2011
    Location

    Albany, NY
    Posts

    808

    Re: [Brainstorming]Skullbriar, the Walking Grave

    I've been brewing...and I've come up with this janky combo for an "infinitely" large Skullbriar:

    Plan A:

    Aluren + Cloudstone Curio + Hunting Moa/Bond Beetle and some other three drop.

    Plan B:

    Aluren + Cloudstone Curio + Ulvenwald Bear + Bone Shredder

    This approach has a few pros and cons...

    Pros:

    1. It's instant speed, which means your opponent will instantly regret saying "no blocks".

    2. The pieces aren't super terrible on their own. Ok, so Ulvenwald Bear and Bond Beetle are pretty terrible...but there are actually worse magic cards.

    3. You don't actually need Skullbriar to make this work, although he is the best target. Other alternatives include Lotleth Troll, Inkmoth Nexus and Varolz, the Scar-Striped.

    4. You can kill someone as early as turn 4 about as often as you can win the lottery.

    Cons:

    1. "In response, [insert removal spell here]"

    2. It's a 4 card combo.

    3. No redundancy or protection for the main engine pieces (Aluren and Cloudstone Curio).

    4. You need a 5th card to give Skullbriar some sort of evasion if you use Plan A.

    Any thoughts on how to make this more resilient/better...or is this just a terrible idea that's destined to fail spectacularly?

  6. #6

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Ring of Kalonia is pretty funny with Skullbriar, as is Ring of Xathrid - although that latter one is less useful since you want to max out on ways to force Skullbriar through.

  7. #7
    Member

    Join Date

    Sep 2011
    Posts

    5,162

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Quote Originally Posted by Aggro_zombies View Post
    Ring of Kalonia is pretty funny with Skullbriar, as is Ring of Xathrid - although that latter one is less useful since you want to max out on ways to force Skullbriar through.
    Hahaha wow I forgot those Rings even existed. Kalonia actually looks good!

    There's also that Land with 4,T: target creature is unblockable this turn. Rogue's Passage? I would add that.

    Tempting Licid would be good if you\re going to play with random Aluren dorks. Just "lure" some dork and attack with it and Skullbriar, Skullbriar goes unblocked, then unattach the Licid before the creature dies and attach it to some other dork next turn....

    Akroma's Memorial probably doesn't hurt in multiplayer...

  8. #8
    Hamburglar Hlelpler
    TsumiBand's Avatar
    Join Date

    Aug 2005
    Location

    Nebraska
    Posts

    2,774

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Would Unspeakable Symbol be terrible here?
    Quote Originally Posted by Dissection View Post
    Creature type - 'Fuck you mooooooom'
    Quote Originally Posted by Secretly.A.Bee View Post
    EDIT: Tsumi, you are silly.

  9. #9
    Member

    Join Date

    May 2011
    Location

    Albany, NY
    Posts

    808

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Quote Originally Posted by Aggro_zombies View Post
    Ring of Kalonia is pretty funny with Skullbriar, as is Ring of Xathrid - although that latter one is less useful since you want to max out on ways to force Skullbriar through.
    Ring of Kalonia seems sweet. The counters on upkeep portion seems slow as hell, but the trample is certainly needed. The regeneration ring might be worth it too simply as a way to protect Skullbriar from removal if I end up taking the "bad" combo approach.

    Quote Originally Posted by FTW View Post
    There's also that Land with 4,T: target creature is unblockable this turn. Rogue's Passage? I would add that.

    Tempting Licid would be good if you\re going to play with random Aluren dorks. Just "lure" some dork and attack with it and Skullbriar, Skullbriar goes unblocked, then unattach the Licid before the creature dies and attach it to some other dork next turn....

    Akroma's Memorial probably doesn't hurt in multiplayer...
    Rogue's Passage is on the short list of "must have" lands next to Shizo, Death's Storehouse.

    I didn't know Tempting Licid existed...but it seems pretty decent. I've been debating Golgari Decoy, but the Licid seems like a much better version of that effect. Of course I could always take the ponies approach and rock a sick Prized Unicorn instead...and isn't there some equipment that has this effect too?

    Quote Originally Posted by TsumiBand View Post
    Would Unspeakable Symbol be terrible here?
    I don't see how since Skullbriar keeps the counters. It actually seems pretty good.

  10. #10
    Viva la pimienta!
    Anarky87's Avatar
    Join Date

    Feb 2005
    Location

    Danville, IL
    Posts

    559

    Re: [Brainstorming]Skullbriar, the Walking Grave

    I love me some Skullbriar. And it seems that just making him try and dome people as fast as you can with general damage is the most consistent way to go, and I also include a counter theme in the deck. I run the usual means of keeping him protected, with a number of ways to be able to save him from getting tucked. Also, I run a Jarad, Golgari Lich with my counter theme as a means of just killing everyone at the table if I need to. There were a few cards mentioned in here that I hadn't thought about, and I have a few slots I'm toying with, so I'll give them a try.
    Last edited by Anarky87; 07-11-2013 at 03:02 PM.
    Quote Originally Posted by Jack Burton
    What does that mean? Huh? "China is here." I don't even know what the hell that means. All I know is that this Lo Pan character comes out of thin air in the middle of a goddamn alley while his buddies are flying around on wires cutting everybody to shreds, and he just STANDS there! Waiting for me to drive my truck straight through him, with LIGHT coming out of his mouth!

  11. #11
    Member

    Join Date

    May 2011
    Location

    Albany, NY
    Posts

    808

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Quote Originally Posted by Anarky87 View Post
    I love me some Skullbriar. And it seems that just making him try and dome people as fast as you can with general damage is the most consistent way to go, and I also include a counter theme in the deck. I run the usually means of keeping him protected, with number of ways to be able to save him from getting tucked. Also, I run a Jarad, Golgari Lich with my counter theme as a means of just killing everyone at the table if I need to. There were a few cards mentioned in here that I hadn't thought about, and I have a few slots I'm toying with, so I'll give them a try.
    Do you have a list posted somewhere? I'm always looking for inspiration...

  12. #12
    Viva la pimienta!
    Anarky87's Avatar
    Join Date

    Feb 2005
    Location

    Danville, IL
    Posts

    559

    Re: [Brainstorming]Skullbriar, the Walking Grave

    I'll have to type one out as I don't think I have a list on my computer for it. I'll see if I can get it posted before work.
    Quote Originally Posted by Jack Burton
    What does that mean? Huh? "China is here." I don't even know what the hell that means. All I know is that this Lo Pan character comes out of thin air in the middle of a goddamn alley while his buddies are flying around on wires cutting everybody to shreds, and he just STANDS there! Waiting for me to drive my truck straight through him, with LIGHT coming out of his mouth!

  13. #13
    Member

    Join Date

    Sep 2011
    Posts

    5,162

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Yeah, I can't think of a way to prevent tuck effects other than giving him Hexproof (doesn't stop Hallowed Burial/Terminus) and maxing out on creature tutors (Worldly, Sylvan, GSZ, Chord of Calling, Survival, Fauna, Birthing Pod).

    Bounce is just about as bad as tuck, since it removes all the counters. Recasting him for GB is irrelevant since you'll still be starting from scratch trying to push a 1/1 through, only it won't be turn 2 anymore and opponents will have more developed board states...

    So you probably want every way to give him shroud/hexproof imaginable.
    Sylvan Safekeeper
    Asceticism
    Lightning Greaves
    Vines of Vastwood
    Whispersilk Cloak

    etc..

    But that still doesn't stop mass-bounce like Evacuation.

    Another way to protect him would be to simply run multiple sacrifice outlets and sacrifice him in response to bounce/tuck.

    Attrition
    Carrion Feeder
    Culling Dias

    etc...

    With sufficient GY recursion (to return him from GY) or sufficient ramp (to recast him from Command Zone), you could set it up so he's easy to deploy again. GY hate effects are irrelevant since exiling him will just send him back to the Command Zone and he'll never lose those counters. Hmmm... that might be the way to go. Playing a BG sacrifice/recursion shell with ways to force him through by either killing enemy creatures (Attrition/Grave Pact) or giving him evasion and adding counters.

  14. #14
    Viva la pimienta!
    Anarky87's Avatar
    Join Date

    Feb 2005
    Location

    Danville, IL
    Posts

    559

    Re: [Brainstorming]Skullbriar, the Walking Grave

    . Hmmm... that might be the way to go. Playing a BG sacrifice/recursion shell with ways to force him through by either killing enemy creatures (Attrition/Grave Pact) or giving him evasion and adding counters.
    More or less the path I went down. Played a pretty good amount of "Sacrifice a creature:" effects like Grim Backwoods, Greater Good, Jarad, High Market, etc. Then boost him with counters and push through with evasion. I've found Fireshrieker to be pretty good at 1 shotting players.
    Quote Originally Posted by Jack Burton
    What does that mean? Huh? "China is here." I don't even know what the hell that means. All I know is that this Lo Pan character comes out of thin air in the middle of a goddamn alley while his buddies are flying around on wires cutting everybody to shreds, and he just STANDS there! Waiting for me to drive my truck straight through him, with LIGHT coming out of his mouth!

  15. #15
    Viva la pimienta!
    Anarky87's Avatar
    Join Date

    Feb 2005
    Location

    Danville, IL
    Posts

    559

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Finally got around to this:

    -Creatures-
    1 Forgotten Ancient
    1 Jarad, Golgari Lich
    1 Eternal Witness
    1 Golgari Guildmage
    1 Mephidross Vampire
    1 Necropolis Regent
    1 Graveborn Muse
    1 Glissa, the Traitor
    1 Corpsejack Menace
    1 Sakura Tribe Elder
    1 Spike Weaver
    1 Champion of Lambholt
    1 Sylvok Replica
    1 Moriok Replica
    1 Jugan, the Rising Star
    1 Scavenging Ooze
    1 Gravecrawler
    1 Bloodghast
    1 Cytoplast Root-Kin
    1 Vigor
    1 Filth
    1 Brawn

    -Artifacts-
    1 Blade of the Bloodchief
    1 Bonehoard
    1 Expedition Map
    1 Fireshrieker
    1 Golgari Keyrune
    1 Golgari Signet
    1 Skullclamp
    1 Golgari Cluestone
    1 Contagion Clasp
    1 Contagion Engine
    1 Loxodon Warhammer

    -Planeswalkers
    1 Garruk, Primal Hunter
    1 Vraska the Unseen

    -Enchantments
    1 Asceticism
    1 Black Market
    1 Dauthi Embrace
    1 Death's Presence
    1 Doubling Season
    1 Gravepact
    1 Greater Good
    1 Predatory Hunger
    1 Phyrexian Arena
    1 Rancor
    1 Shape of the Wiitigo

    -Instants-
    1 Golgari Charm
    1 Momentous Fall
    1 Putrefy
    1 Strength of the Tajuru
    1 Tainted Strike

    -Sorceries-
    1 Blessings of Nature
    1 Damnation
    1 Demonic Tutor
    1 Diabolic Tutor
    1 Increasing Savagery
    1 Maelstrom Pulse
    1 Rain of Thorns
    1 Jarad's Orders

    -Lands-
    1 Llanowar Wastes
    1 Bayou
    1 Bojuka Bog
    1 Command Tower
    1 Golgari Rot Farm
    1 Grim Backwoods
    1 High Market
    1 Llanowar Reborn
    1 Miren, the Moaning Well
    1 Oran Rief, the Vastwood
    1 Overgrown Tomb
    1 Phyrexian Tower
    1 Reliquary Tower
    1 Shizo, Death's Storehouse
    1 Strip Mine
    1 Golgari Guildgate
    1 Urborg, Tomb of Yawgmoth
    1 Volrath's Stronghold
    1 Verdant Catacombs
    1 Woodland Cemetery
    1 Tainted Wood
    10 Forest
    7 Swamp

    I think that's less than 100, because apparently I've taken some stuff out, and that's all that I found in my deckbox. I didn't want to invest heavily into this deck at the time, and I just wanted something I could throw together pretty quickly and play some games. If decide to put some money into it, I'd definitely put some of the higher dollar cards in there.
    Last edited by Anarky87; 07-18-2013 at 03:57 PM.
    Quote Originally Posted by Jack Burton
    What does that mean? Huh? "China is here." I don't even know what the hell that means. All I know is that this Lo Pan character comes out of thin air in the middle of a goddamn alley while his buddies are flying around on wires cutting everybody to shreds, and he just STANDS there! Waiting for me to drive my truck straight through him, with LIGHT coming out of his mouth!

  16. #16
    Member

    Join Date

    May 2011
    Location

    Albany, NY
    Posts

    808

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Quote Originally Posted by Anarky87 View Post
    List
    Thanks for sharing!

    Has Golgari Charm been worth it's slot? It's one of those cards I have in the pile of "maybe" cards but never end up actually slotting in because I'm not sure it does enough. That said, I suppose if the regeneration mode was going to be good in a deck, this one is probably it.

    I can't believe I forgot about Champion of Lambholt. That thing is perfect in here.

    Nice find on Dauthi Embrace! That's exactly the kind of thing I've been looking for as an alternative to Rogue's Passage.

    What do you think about Canopy Cover as another evasion + protection card?

    Lastly, I was cracking some prize packs from the pre-release this weekend, and stumbled on Savage Summoning. It seems like it might be good in a more competitive version of this deck, especially vs. other competitive decks. I also think Witchstalker might have some potential as another hard to kill body that grows as the game plays out.

  17. #17
    Viva la pimienta!
    Anarky87's Avatar
    Join Date

    Feb 2005
    Location

    Danville, IL
    Posts

    559

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Has Golgari Charm been worth it's slot? It's one of those cards I have in the pile of "maybe" cards but never end up actually slotting in because I'm not sure it does enough. That said, I suppose if the regeneration mode was going to be good in a deck, this one is probably it.
    I haven't played too many games where it comes up, but it has been kinda randomly useful sometimes. Though it could probably be something with a better effect.

    I can't believe I forgot about Champion of Lambholt. That thing is perfect in here.
    She can be pretty beast mode. She usually gets smoked pretty fast, but with something like Asceticism out, it can start to get out of hand.

    Nice find on Dauthi Embrace! That's exactly the kind of thing I've been looking for as an alternative to Rogue's Passage.
    I was running Rogue's Passage in my Kozilek EDH deck as a way to push through general kills. I might try to find a way to fit it in here as well.

    What do you think about Canopy Cover as another evasion + protection card?
    It probably has a place. Giving Skullbriar more means of evasion is never a bad thing, and that has just about everything we'd want out of a card.

    Lastly, I was cracking some prize packs from the pre-release this weekend, and stumbled on Savage Summoning. It seems like it might be good in a more competitive version of this deck, especially vs. other competitive decks. I also think Witchstalker might have some potential as another hard to kill body that grows as the game plays out.
    The 2 cards I was looking at out of M14 for my deck were Kalonian Hydra and Vastwood Hydra. Both seem like decent additions. Also, Primeval Bounty might be a thing, too. Seems like anytime I cast a equipment/instant/sorcery/enchantment = Skullbriar getting +3/+3 permanently could be legit. And the other modes aren't too bad either.

    PS: Also, saw Predator Ooze in the OP. That is definitely going in my deck.
    Quote Originally Posted by Jack Burton
    What does that mean? Huh? "China is here." I don't even know what the hell that means. All I know is that this Lo Pan character comes out of thin air in the middle of a goddamn alley while his buddies are flying around on wires cutting everybody to shreds, and he just STANDS there! Waiting for me to drive my truck straight through him, with LIGHT coming out of his mouth!

  18. #18
    Member

    Join Date

    May 2011
    Location

    Albany, NY
    Posts

    808

    Re: [Brainstorming]Skullbriar, the Walking Grave

    Quote Originally Posted by Anarky87 View Post
    I was running Rogue's Passage in my Kozilek EDH deck as a way to push through general kills. I might try to find a way to fit it in here as well.
    Yeah, I use it in my Intet, the Dreamer deck since Intet doesn't really do anything if she can't connect. The is a little less of a big deal there since I tend to have plenty of lands in play, but I worry that it may be a little too steep of an activation for an aggressive deck. Shizo, Death's Storehouse is much more manageable, as is Dauthi Embrace.

    Quote Originally Posted by Anarky87 View Post
    The 2 cards I was looking at out of M14 for my deck were Kalonian Hydra and Vastwood Hydra. Both seem like decent additions. Also, Primeval Bounty might be a thing, too. Seems like anytime I cast a equipment/instant/sorcery/enchantment = Skullbriar getting +3/+3 permanently could be legit. And the other modes aren't too bad either.
    Kalonian Hydra is nuts for sure. Vastwood Hydra is cute at best, but I don't think it really does enough. I mean, the most common way it's going to die is via a Wrath of God or some similar effect, so the counters just sort of evaporate. You could of course cast it for some absurd amount, sacrifice it to a Culling Dias or something, and reap the Skullbriar goodness...but it seems like it might be a little win-more at that point. Also, it has no evasion of any kind for whatever that's worth.

  19. #19
    Viva la pimienta!
    Anarky87's Avatar
    Join Date

    Feb 2005
    Location

    Danville, IL
    Posts

    559

    Re: [Brainstorming]Skullbriar, the Walking Grave

    It'll probably end up being less awesome then I thought. But the thought of casting it for a lot, saccing it to Jarad and have everyone lose life, plus pump Skullbriar tickles my interest. Or sac it to Greater Good for a mess of cards and the same pump. I'll give it a whirl when I find one.
    Quote Originally Posted by Jack Burton
    What does that mean? Huh? "China is here." I don't even know what the hell that means. All I know is that this Lo Pan character comes out of thin air in the middle of a goddamn alley while his buddies are flying around on wires cutting everybody to shreds, and he just STANDS there! Waiting for me to drive my truck straight through him, with LIGHT coming out of his mouth!

  20. #20
    Member

    Join Date

    May 2011
    Location

    Albany, NY
    Posts

    808

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)