I'm looking for help tweaking my Skullbriar (:symg::symb: goodstuff) deck. I'll start by showing what I'm currently playing, then go over stuff I'm looking at, and finish with stuff I'm looking for.
- Suggestions on which cards should come out to make room for cards I want to add
- Suggestions on other cards to add
- Suggestions on whether you think artifact mana is more or less important than land-finding cards
- Suggestions for how many basic lands are a minimum to make use of whatever land-find I have
- Suggestions for how many artifact/enchantment removal is necessary in this format
- Suggestions on how many sweepers to run (and whether ones that require a turn+ to use are useful enough)
- Suggestions on mana base (duals/utility lands to add or remove)
Things I am not looking for to improve this deck;
- Suggestions on how to make better use of my general or to change the general. I am aware that Skullbriar does not have too much synergy with any of the other cards, but I like him, he is easy to cast multiple times, and he does not conflict mana-wise with many of the powerful spells I`d like to be casting turn 4-8
- Infinite combos. Something that can expend a few cards to take out a player are okay, but if it can instantly defeat all other opponents I am not interested. My playgroup likes interactive games that do not devolve into everyone playing as many combos and tutors as they can find
Thank you in advance to everyone who helps me out.
Looking at Skullbriar, he looks like he would be fun with lots of ways to proliferate, so maybe run him with an infect deck?
The problem with infect is that there really isn't enough cards to justify playing infect. To me, it seems better used in a combo of some kind. I do however like some on the proliferate idea's. If I did that, I'd probably try a Doubling Season approach.
The thing about changing the general is that I like him. I'm not too concerned about his synergy with the rest of that cards (as long as it isn't negative synergy).
- Sylvan Ranger can definitely be Farhaven Elf and I'm all for removing Vinelasher Kudzu. Out of curiosity, do you think I should try and limit the number of 2-drops I'm playing to avoid getting clogged on the turn I'm planning to cast my general?
- I don't want to change my general to Glissa, the Traitor but I can consider adding it as a random card. What other artifacts work well with her but also have relevant use in and of itself?
- Mortivore is boring and will be removed. Obstinate Baloth can be easily removed but I would want to replace it with another target for Birthing Pod/Green's Sun Zenith.
- Grave-Shell Scarab as it is has no real plan. It's a creature I can draw if I really need a random dude, and it has a relevant effect should someone play a sweeper. I'm not attached to it however.
- Kagemaro, First to Suffer is a Birthing Pod target and I'd like to keep it.
- Now this I like. Seems like it could also play well with persist (if there are any relevant ones) or Doubling Season .
What are everyone's feelings on mana. I'd like to limit the number of basics as much as possible (because they don't look as nice) and I'm not sure what some of the better :symb::symg: or colorless utility/dual lands are.
What are everyone's feelings on mana. I'd like to limit the number of basics as much as possible (because they don't look as nice) and I'm not sure what some of the better :symb::symg: or colorless utility/dual lands are.
I play skullbriar as well. Can I just say that one of the best cards in the deck is Vigor? It's ridiculous how much work vigor does in GB. Yes I know somebody is gonna spit out a retort on how a stp kills it dead, but he's awesome and I've never had a game where I've been sad to see him on the field with skullbriar.
Oh and I wouldn't play Griselbrand unless he is my general or I have counter spells myself... My meta has so much blue.... Yuck... = sad pandas when they cast bribery, get Griselbrand and get all the gas in the world, drawing into 7 counter spells...
I think you need the Moxes, Chrome Mox and Mox Diamond specifically. I know they're expensive, but they'd let you play Skullbriar on Turn One.
Do the moxen do anything useful other than allowing a turn one general? The card disadvantage can be rather painful in multiplayer, especially with all the Akroma's Vengeance type things running around.
I play skullbriar as well. Can I just say that one of the best cards in the deck is Vigor? It's ridiculous how much work vigor does in GB. Yes I know somebody is gonna spit out a retort on how a stp kills it dead, but he's awesome and I've never had a game where I've been sad to see him on the field with skullbriar.
Oh and I wouldn't play Griselbrand unless he is my general or I have counter spells myself... My meta has so much blue.... Yuck... = sad pandas when they cast bribery, get Griselbrand and get all the gas in the world, drawing into 7 counter spells...
I'll try Vigor. Seems better than Dread. As for Griselbrand, I'm not too worried about it getting taken like that. Everyone is running Homeward Path and if I cast it, it can give me some much needed card advantage. Counterspells are not really a huge worry in my meta. Sure a bunch of people play some, but no one is ever going to counter 3-4 things in a row.
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1x Skullbriar, the Walking Grave
Creatures (37)
1x Birds of Paradise
1x Sylvan Ranger
1x Sakura-Tribe Elder
1x Vinelasher Kudzu
1x Nezumi Graverobber
1x Fauna Shaman
1x Fierce Empath
1x Sylvok Replica
1x Fleshbag Marauder
1x Yavimaya Elder
1x Eternal Witness
1x Solemn Simulacrum
1x Skinrender
1x Obstinate Baloth
1x Vengevine
1x Mortivore
1x Acidic Slime
1x Shriekmaw
1x Puppeteer Clique
1x Indrik Stomphowler
1x Grave-Shell Scarab
1x Precursor Golem
1x Nath of the Guilt Leaf
1x Vulturous Zombie
1x Kagemaro, First to Suffer
1x Brutalizer Exarch
1x Duplicant
1x Dread
1x Gleancrawler
1x Wurmcoil Engine
1x Geth, Lord of the Vault
1x Grave Titan
1x Krosan Tusker
1x Avenger of Zendikar
1x Sheoldred, Whispering One
1x Avatar of Woe
1x Sundering Titan
1x Sol Ring
1x Skullclamp
1x Golgari Signet
1x Lightning Greaves
1x Nim Deathmantle
1x Mimic Vat
1x Plague Boiler
1x Oblivion Stone
1x Nevinyrral's Disk
1x Birthing Pod
1x Akroma's Memorial
Enchantments (2)
1x Pernicious Deed
1x Grave Pact
Instants/Sorceries (13)
1x Vampiric Tutor
1x Demonic Tutor
1x Regrowth
1x Rampant Growth
1x Life/Death
1x Cultivate
1x Kodama's Reach
1x Putrefy
1x Maelstrom Pulse
1x Explosive Vegetation
1x Damnation
1x Living Death
1x Profane Command
Lands (36)
7x Forest
9x Swamp
1x Tainted Wood
1x Llanowar Wastes
1x Golgari Rot Farm
1x Verdant Catacombs
1x Gilt-Leaf Palace
1x Woodland Cemetary
1x Overgrown Tomb
1x Bayou
1x Mosswort Bridge
1x Llanowar Reborn
1x Urborg, Tomb of Yawgmoth
1x Terramorphic Expanse
1x Evolving Wilds
1x Homeward Path
1x Grim Backwoods
1x Svogthos, the Restless Tomb
1x Strip Mine
1x Mishra's Factory
1x Vesuva
1x Command Tower
Cards I am wanting to add;
Necrogenesis
Sylvan Library
Lord of Extinction
Black Sun's Zenith
Green Sun's Zenith
Genesis
Primeval Titan
Phyrexian Arena
Woodfall Primus
Mikaeus, the Unhallowed
Phyrexian Plaguelord
Survival of the Fittest
Tooth and Nail
Griselbrand
Terastodon
Vorinclex, Voice of Hunger
Swiftfoot Boots
Things I am looking for to improve this deck;
- Suggestions on which cards should come out to make room for cards I want to add
- Suggestions on other cards to add
- Suggestions on whether you think artifact mana is more or less important than land-finding cards
- Suggestions for how many basic lands are a minimum to make use of whatever land-find I have
- Suggestions for how many artifact/enchantment removal is necessary in this format
- Suggestions on how many sweepers to run (and whether ones that require a turn+ to use are useful enough)
- Suggestions on mana base (duals/utility lands to add or remove)
Things I am not looking for to improve this deck;
- Suggestions on how to make better use of my general or to change the general. I am aware that Skullbriar does not have too much synergy with any of the other cards, but I like him, he is easy to cast multiple times, and he does not conflict mana-wise with many of the powerful spells I`d like to be casting turn 4-8
- Infinite combos. Something that can expend a few cards to take out a player are okay, but if it can instantly defeat all other opponents I am not interested. My playgroup likes interactive games that do not devolve into everyone playing as many combos and tutors as they can find
Thank you in advance to everyone who helps me out.
Either route, these are some good proliferate in GB that will help you beef him up:
Contagion Clasp
Contagion Engine
Grim Affliction
Plaguemaw Beast + Reassembling Skeleton (or any black creature you can get back)
Spread the Sickness
Throne of Geth
Other helpful non-proliferate cards:
Doubling Season
Forgotten Ancient
Bramblewood Paragon
Mephidross Vampire
Oona's Blackguard
Strength of the Tajuru*** good one
I can't say it would be better than Glissa the Traitor, but it might be interesting to play.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Steel Sabotage'ng Orbs of Mellowness since 2011.
The problem with infect is that there really isn't enough cards to justify playing infect. To me, it seems better used in a combo of some kind. I do however like some on the proliferate idea's. If I did that, I'd probably try a Doubling Season approach.
The thing about changing the general is that I like him. I'm not too concerned about his synergy with the rest of that cards (as long as it isn't negative synergy).
- Sylvan Ranger can definitely be Farhaven Elf and I'm all for removing Vinelasher Kudzu. Out of curiosity, do you think I should try and limit the number of 2-drops I'm playing to avoid getting clogged on the turn I'm planning to cast my general?
- I don't want to change my general to Glissa, the Traitor but I can consider adding it as a random card. What other artifacts work well with her but also have relevant use in and of itself?
- Mortivore is boring and will be removed. Obstinate Baloth can be easily removed but I would want to replace it with another target for Birthing Pod/Green's Sun Zenith.
- Grave-Shell Scarab as it is has no real plan. It's a creature I can draw if I really need a random dude, and it has a relevant effect should someone play a sweeper. I'm not attached to it however.
- Kagemaro, First to Suffer is a Birthing Pod target and I'd like to keep it.
- Now this I like. Seems like it could also play well with persist (if there are any relevant ones) or Doubling Season .
What are everyone's feelings on mana. I'd like to limit the number of basics as much as possible (because they don't look as nice) and I'm not sure what some of the better :symb::symg: or colorless utility/dual lands are.
Woodfall Primus is about the best persist guy in your colours, but Cauldron of Souls can give your entire team Persist.
Grim Backwoods is a cool utility land. See also Wasteland, Bojuka Bog, and Treetop Village.
...Wait. Where's Volrath's Stronghold and Phyrexian Tower?
Steel Sabotage'ng Orbs of Mellowness since 2011.
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Oh and I wouldn't play Griselbrand unless he is my general or I have counter spells myself... My meta has so much blue.... Yuck... = sad pandas when they cast bribery, get Griselbrand and get all the gas in the world, drawing into 7 counter spells...
Definitely need to add Wasteland, Bojuka Bog, Treetop Village, and Volrath's Stronghold. Does Phyrexian Tower do anything other than be a random sac outlet? I don't exactly have many small dudes to sacrifice or anything game-ending to cast with one extra mana.
Do the moxen do anything useful other than allowing a turn one general? The card disadvantage can be rather painful in multiplayer, especially with all the Akroma's Vengeance type things running around.
I'll try Vigor. Seems better than Dread. As for Griselbrand, I'm not too worried about it getting taken like that. Everyone is running Homeward Path and if I cast it, it can give me some much needed card advantage. Counterspells are not really a huge worry in my meta. Sure a bunch of people play some, but no one is ever going to counter 3-4 things in a row.