So here's my latest EDH deck, Skullbriar, the Walking Grave. Brewed this up over the weekend, built it, and took it for a test drive last night at my LGS's EDH night. Won once, and came close to winning the other time, so it seems somewhat solid ATM, but always looking to crowdsource some advice
So the deck is all about tokens and counters. Obviously, [card]Doubling Season[/b] is the core of the deck, allowing me to get out of hand with counters and tokens Skullbriar, the Walking Grave is first and foremost. He comes out early, starts beating right away before people can start to mount a defense, and gets progressively bigger as the game goes on. He also has the added bonus of recovering quite nicely from targeted or non-targeted removal since he keeps his counters.
The Spikes are cards that I've loved since they fist came out in Tempest. My love for Spike Weaver is well known among my friends ever since I played Counter-Oath in Extended. The fact that I can move counters around with Spikes is also a benefit Avenger of Zendikar and Rampaging Baloth work really well with the ramp in the deck, along with creating some pretty mean beaters.
There are also a number of cards that will allow for counters to be added to creatures, which obviously get silly with Doubling Season Garruk, Primal Hunter is silly when Doubling Season is on the board. Right off the bat you can ultimate him and create a ton of 6/6/Wurms, or draw a ton of cards with his -3.
[b]The stuff that's missing and possible changes to the deck[/b]
Parallel Lives is a notable absence. Long story short, I don't have it yet. It will be added as soon as it arrives
I've thought about moving to more of a landfall deck instead of ramping, so I'm looking at swapping most of the ramp for Exploration and Azuma, Lost but Seeking, allowing me to drop upwards of five lands a turn. Ob Nixilis, the Fallen would come in as well. Regrowth and Gaea's Blessing should be in as well
Thinking about Jared, not 100% sure yet
Thoughts? Assistance?
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Currently playing:
Standard BUG Control
Modern :UAffinity, GNyxWave
Legacy UBTezzAffinity
[b]The Deck[/b]
1 Skullbriar, the Walking Grave
[b]Ramp[/b]
1 Explore
1 Farseek
1 Armillary Sphere
1 Explosive Vegetation
1 Everflowing Chalice
1 Sol Ring
1 Kodama's Reach
1 Cultivate
1 Khalini Heart Expedition
[b]Creatures without Counter or Tokens[/b]
1 Arbor Elf
1 Elves of the Deep Shadow
1 Elvish Visionary
1 Yavimaya Elder
1 Oracle of Mul Daya
1 Fierce Empath
1 Llanowar Elves
1 Craterhoof Behemoth
1 Eternal Witness
1 Acidic Slime
1 Primeval Titan
[b]Creatures with Counters and/or Tokens[/b]
1 Joraga Treespeaker
1 Spike Soldier
1 Spike Rouge
1 Spike Colony
1 Spike Hatcher
1 Spike Worker
1 Spike Weaver
1 Rampaging Baloths
1 Grave Titan
1 Avenger of Zendikar
1 Dreg Mangler
1 Ooze Garden
1 Primordial Hydra
1 Triskileon
1 Wolfbriar Elemental
1 Primordial Hydra
1 Vulturous Zombie
1 Scavenging Ooze
1 Gelatinous Genesis
1 Demonic Tutor
1 Beastial Menace
1 Crucible of the Worlds
1 Golgari Signet
1 Maelstrom Pulse
1 Increasing Savagery
1 Pernicious Deed
1 Living Death
1 Sensei's Divining Top
1 Rites of Flourishing
1 Garruk, Primal Hunter
1 Worm Harvest
1 Garruk Wildspeaker
1 Thrive
1 Doubling Season
1 Beastmsater Ascension
1 Creakwood Liege
1 Life//Death
1 Putrify
1 Diabolic Revelation
[b]Lands[/b]
1 Verdant Catacombs
1 Barren Moor
1 Bayou
1 Temple of the False God
1 Rupture Spire
1 Tranquil Thicket
1 Dryad Arbor
1 Golgari Rot Farm
16 Forest
16 Swamp
[b]What is the deck all about[/b]
So the deck is all about tokens and counters. Obviously, [card]Doubling Season[/b] is the core of the deck, allowing me to get out of hand with counters and tokens
Skullbriar, the Walking Grave is first and foremost. He comes out early, starts beating right away before people can start to mount a defense, and gets progressively bigger as the game goes on. He also has the added bonus of recovering quite nicely from targeted or non-targeted removal since he keeps his counters.
The Spikes are cards that I've loved since they fist came out in Tempest. My love for Spike Weaver is well known among my friends ever since I played Counter-Oath in Extended. The fact that I can move counters around with Spikes is also a benefit
Avenger of Zendikar and Rampaging Baloth work really well with the ramp in the deck, along with creating some pretty mean beaters.
There are also a number of cards that will allow for counters to be added to creatures, which obviously get silly with Doubling Season
Garruk, Primal Hunter is silly when Doubling Season is on the board. Right off the bat you can ultimate him and create a ton of 6/6/Wurms, or draw a ton of cards with his -3.
[b]The stuff that's missing and possible changes to the deck[/b]
Parallel Lives is a notable absence. Long story short, I don't have it yet. It will be added as soon as it arrives
I've thought about moving to more of a landfall deck instead of ramping, so I'm looking at swapping most of the ramp for Exploration and Azuma, Lost but Seeking, allowing me to drop upwards of five lands a turn. Ob Nixilis, the Fallen would come in as well.
Regrowth and Gaea's Blessing should be in as well
Thinking about Jared, not 100% sure yet
Thoughts? Assistance?
Check out my blog and help me improve my game
Currently playing:
Standard BUG Control
Modern :UAffinity, GNyxWave
Legacy UBTezzAffinity
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