So I remember running a deck in extended years ago called Secret Force where you'd Natural Order a Verdant Force into play and mess with their resources (i.e. lands). So I was thinking... having a self built "FORCE" as my general might work. What do you think?
Hmmm... no comments yet? I have one: I totally forgot Moxes! Wow, surprising! I think I'm okay removing two basic lands for the moxes bringing the land count down to 36 and artifact mana up to 7 (also Primeval Titan). How's it look? I'd appreciate any suggestions at all.
I'm working on aggro Skullbriar, and I realized that aside from a few utility creatures, he's the only card you really should be building around in the deck. Here's what I have so far:
So I'm kind of wondering why you have Sinkhole in there... it's doesn't seem like you're dedicated to hitting their lands. The Acid Moss and Strip Mine are the only other ways to destroy their lands, and Plow Under is an interesting tempo call. But I kind of wonder are you not playing Wasteland because you just don't have one? It's understandable, I'm just curious. Also Innocent Blood should be Chainer's Edict.
I like the call of Inquisition/Duress to hit Condemn... that's a good call.
I had Oxidize and Nature's Claim in my deck and took them out. It may not have been correct, but definitely run Oxidize over Nature's Claim.
So I'm kind of wondering why you have Sinkhole in there... it's doesn't seem like you're dedicated to hitting their lands. The Acid Moss and Strip Mine are the only other ways to destroy their lands, and Plow Under is an interesting tempo call. But I kind of wonder are you not playing Wasteland because you just don't have one? It's understandable, I'm just curious. Also Innocent Blood should be Chainer's Edict.
I like the call of Inquisition/Duress to hit Condemn... that's a good call.
I had Oxidize and Nature's Claim in my deck and took them out. It may not have been correct, but definitely run Oxidize over Nature's Claim.
I'm not worried about budget, if you look at my manabase you'll see it's not finished yet. Wasteland will make the cut, ideally I wish to run no more than 6 colorless lands or so, simply because hitting a turn 1/2 Skullbriar should be top priority each game.
As for Sinkhole, it's just a good value card, no matter how you look at it.
Also Nature's Claim is better than Oxidize in my build, simply because I'm winning through general damage, so I don't care if my opponent has 4 extra life or not. Actually running both would probably be fine too.
Changes I'm making:
-1 Brutalizer Exarch +1 Fleshbag Marauder (I need someone to alter this card for me, I hate the current art)
-1 Diabolic Intent +1 Grim Affliction
-1 Innocent Blood +1 Chainer's Edict
-1 Golgari Signet +1 Lay of the Land
You'll probably find out quickly like I did. He is simply NOT good as a general.
You always have to play him turn 2. You MUST play him before they get anything on the field to block with. If you are on the draw the game is already very bad. Any turn 1 or turn 2 creature to block means gg. After turn 4 he is completely horrible as he's way too small with no evasion.
Also because he usually the first and only threat in the deck and primary win condition he has no way to protect himself by turn 1-3. He's going to get shot down by any removal under the sun.
Now the other issue with the deck. All those black and green LD spells are either GG or BB. This kind of deck is HEAVY on color cost from both sides. Any colorless land source or CIPT land turns 1-3 completely screw the decks tempo. Most duals are CIPT so the deck is highly inconsistent.
I have tried my very best to come up with a list that works. Nothing I have tried works. It all comes down to him not having any protection, no evasion, and being very bad as the game goes on. He's one of those that looks good on paper.
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1 Skullbriar, the Walking Grave
Creatures (15):
1 Eternal Witness
1 Uktabi Orangutan
1 Viridian Shaman
1 Forgotten Ancient
1 Mold Shambler
1 Glissa Sunseeker
1 Shriekmaw
1 Acidic Slime
1 Duplicant
1 Primeval Titan
1 Helldozer
1 Sheoldred, Whispering One
1 Minion of Leshrac
1 Terastodon
1 Woodfall Primus
Sorceries (22):
1 Imperial Tutor
1 Demonic Tutor
1 Sinkhole
1 Icestorm
1 Cruel Tutor
1 Grim Tutor
1 Preator's Grasp
1 Icequake
1 Choking Sands
1 Rain of Tears
1 Rancid Earth
1 Thermokarst
1 Winter's Grasp
1 Maelstrom Pulse
1 Befoul
1 Stream of Acid
1 Diabolic Tutor
1 Reap and Sow
1 Creeping Mold
1 Rolling Spoil
1 Mwonvuli Acid-Moss
1 Feast of Worms
1 Vampiric Tutor
1 Krosan Grip
1 Putrefy
1 Slice in Twain
1 Strength of the Tajuru
Enchantments (5):
1 Sylvan Library
1 Phyrexian Arena
1 Pernicious Deed
1 Doubling Season
1 Shape of the Wiitigo
Artifacts (15):
1 Chrome Mox
1 Mox Diamond
1 Sol Ring
1 Sensi's Divining Top
1 Lightning Greaves
1 Golgari Signet
1 Coalition Relic
1 Crucible of Worlds
1 Whispersilk Cloak
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Champion's Helm
1 Thran Dynamo
1 Gilded Lotus
Planeswalkers (1):
1 Karn Liberated
Lands (36):
1 Command Tower
1 Bayou
1 Overgrown Tomb
1 Llanowar Wastes
1 Twilight Mire
1 Golgari Rot Farm
1 Oran-Rief, the Vastwood
1 Shizo, Death's Storehouse
1 Okina, Temple to the Grandfathers
1 Bojokua Bog
1 Llanowar Reborn
1 Mosswort Bridge
1 Thawing Glaciers
1 Verdant Catacombs
1 Wooded Foothills
1 Polluted Delta
1 Bloodstained Mire
1 Misty Rainforest
1 Yavimaya Hollow
1 High Market
1 Miren, the Moaning Well
1 Phyrexian Tower
1 Dustbowl
1 Wasteland
1 Strip Mine
1 Tectonic Edge
1 Rishadan Port
1 Vesuva
5 Swamps
3 Forest
Broken down into categories of what the cards do:
1 Yavimaya Hollow
1 High Market
1 Miren, the Moaning Well
1 Phyrexian Tower
1 Oran-Rief, the Vastwood
1 Shizo, Death's Storehouse
1 Okina, Temple to the Grandfathers
1 Llanowar Reborn
1 Skullbriar, the Walking Grave
1 Strength of the Tajuru
1 Doubling Season
1 Shape of the Wiitigo
1 Forgotten Ancient
1 Lightning Greaves
1 Whispersilk Cloak
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Champion's Helm
Fetching/card advantage:
1 Thawing Glaciers
1 Verdant Catacombs
1 Wooded Foothills
1 Polluted Delta
1 Bloodstained Mire
1 Misty Rainforest
1 Sensi's Divining Top
1 Vampiric Tutor
1 Imperial Tutor
1 Demonic Tutor
1 Sylvan Library
1 Phyrexian Arena
1 Cruel Tutor
1 Grim Tutor
1 Preator's Grasp
1 Eternal Witness
1 Primeval Titan
1 Sheoldred, Whispering One
1 Command Tower
1 Bayou
1 Overgrown Tomb
1 Llanowar Wastes
1 Twilight Mire
1 Golgari Rot Farm
1 Bojokua Bog
1 Mosswort Bridge
5 Swamps
3 Forest
1 Chrome Mox
1 Mox Diamond
1 Sol Ring
1 Golgari Signet
1 Coalition Relic
1 Thran Dynamo
1 Gilded Lotus
Disruption:
1 Dustbowl
1 Wasteland
1 Strip Mine
1 Tectonic Edge
1 Rishadan Port
1 Vesuva
1 Sinkhole
1 Crucible of Worlds
1 Uktabi Orangutan
1 Viridian Shaman
1 Krosan Grip
1 Icestorm
1 Icequake
1 Choking Sands
1 Rain of Tears
1 Rancid Earth
1 Thermokarst
1 Winter's Grasp
1 Maelstrom Pulse
1 Pernicious Deed
1 Putrefy
1 Slice in Twain
1 Glissa Sunseeker
1 Befoul
1 Stream of Acid
1 Diabolic Tutor
1 Reap and Sow
1 Creeping Mold
1 Rolling Spoil
1 Mwonvuli Acid-Moss
1 Feast of Worms
1 Shriekmaw
1 Acidic Slime
1 Mold Shambler
1 Duplicant
1 Helldozer
1 Karn Liberated
1 Minion of Leshrac
1 Terastodon
1 Woodfall Primus
Does Encroach have a place? I'd hate to cast it and not get a card, especially against mono-colored decks. Did I miss anything?
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
Thanks!
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
1 Homeward Path
1 High Market
1 Strip Mine
1 Miren, the Moaning Well
1 Command Tower
1 Phyrexian Tower
1 Shizo, Death’s Storehouse
1 Urborg
1 Bojuka Bog
1 Bayou
1 Llanowar Wastes
1 Twilight Mire
1 Verdant Catacombs
1 Llanowar Reborn
1 Gemstone Caverns
Ramp and/or turn 1 Skullbriar:
1 Mox Diamond
1 Cultivate
1 Kodama’s Reach
1 Chrome Mox
1 Mwonvuli Acid-Moss
1 Chancellor of the Tangle
1 Elvish Spirit Guide
Tutors:
1 Crop Rotation
1 Lay of the Land
1 Primal Command
1 Demonic Tutor
1 Vampiric Tutor
1 Worldly Tutor
1 Commander’s Helm
1 Dauthi Embrace
1 Rancor
1 Fireshrieker
1 Vines of Vastwood
1 Stonewood Invocation
1 Aspect of Mongoose
1 Snake Umbra
Removal:
1 Chainer's Edict
1 Grim Affliction
1 Go for the Throat
1 Praetor’s Grasp
1 Diabolic Edict
1 Maelstrom Pulse
1 Krosan Grip
1 Nature's Claim
1 Slice in Twain
1 Nihil Spellbomb
1 Relic of Progenitus
1 Putrefy
Draw:
1 Ambition’s Cost
1 Ancient Craving
1 Sign in Blood
1 Night’s Whisper
Reanimation:
1 Entomber Exarch
1 Unearth
1 Life // Death
1 Reanimate
1 Hymn to Tourach
1 Withering Boon
1 Thoughtseize
1 Sinkhole
1 Plow Under
1 Fallow Earth
1 Mind Twist
1 Duress
1 Inquisition of Kozilek
Utility creatures:
1 Eternal Witness
1 Fleshbag Marauder
1 Phyrexian Revoker
1 Dark Confidant
1 Shriekmaw
1 Acidic Slime
Enchantments:
1 Mirri’s Guile
1 Phyrexian Arena
1 Sylvan Library
1 Phyrexian Reclamation
Utility artifacts:
1 Sensei's Divining Top
1 Pithing Needle
I like the call of Inquisition/Duress to hit Condemn... that's a good call.
I had Oxidize and Nature's Claim in my deck and took them out. It may not have been correct, but definitely run Oxidize over Nature's Claim.
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
I'm not worried about budget, if you look at my manabase you'll see it's not finished yet. Wasteland will make the cut, ideally I wish to run no more than 6 colorless lands or so, simply because hitting a turn 1/2 Skullbriar should be top priority each game.
As for Sinkhole, it's just a good value card, no matter how you look at it.
Also Nature's Claim is better than Oxidize in my build, simply because I'm winning through general damage, so I don't care if my opponent has 4 extra life or not. Actually running both would probably be fine too.
Changes I'm making:
-1 Brutalizer Exarch +1 Fleshbag Marauder (I need someone to alter this card for me, I hate the current art)
-1 Diabolic Intent +1 Grim Affliction
-1 Innocent Blood +1 Chainer's Edict
-1 Golgari Signet +1 Lay of the Land
Other cards I'd like to add:
Spike Weaver (Fog that can pump Skullbriar)
Contagion Clasp (Obvious reasons)
Loxodon Warhammer (Trample / pump / lifelink)
Vigor Mortis (Reanimation / pump)
Profane Command (Utility)
You always have to play him turn 2. You MUST play him before they get anything on the field to block with. If you are on the draw the game is already very bad. Any turn 1 or turn 2 creature to block means gg. After turn 4 he is completely horrible as he's way too small with no evasion.
Also because he usually the first and only threat in the deck and primary win condition he has no way to protect himself by turn 1-3. He's going to get shot down by any removal under the sun.
Now the other issue with the deck. All those black and green LD spells are either GG or BB. This kind of deck is HEAVY on color cost from both sides. Any colorless land source or CIPT land turns 1-3 completely screw the decks tempo. Most duals are CIPT so the deck is highly inconsistent.
I have tried my very best to come up with a list that works. Nothing I have tried works. It all comes down to him not having any protection, no evasion, and being very bad as the game goes on. He's one of those that looks good on paper.