Hey guys, earlier today I posted a thread about what some of the best options for equipment in Golgari colors would be. That thread has pretty much fulfilled its purpose, but I still need a lot of help and thought I would go ahead and ask all the helpful people here at MTGS to give me a hand in my build. Heres my current (and incomplete) list:
I'm sure there are a few staples and things that I've missed, feel free to inform me of those, and here is my (select) card choice explanations:
Garruk, Primal Hunter - Can generate massive card advantage with Skullbriar on the battlefield. Witchbane Orb - Helps make Skullbriar even harder to remove by preventing the opponents from using Edict effects to make me sac him. Explorer's Scope - Cheap mana ramp that can hit any land. Snake Umbra - CA and an insurance plan. Seedtime - This card is way to funny to not be played in every single green deck. Ever. Counter my [card]? Ill just go ahead and take an extra turn, thanks. Jugan, the Rising Star - A pretty agressive beater, and killing him nets the equivalent of 5 combat steps with Skullbriar as far as counters are concerned. Praetor's Counsel - Turns a Shattering Spree into some mad CA and less tears. Buried Ruin - Helps recover if they destroy too much equipment, and can help return that Sword that you need to swing for the kill. Noxious Revival - See Buried Ruin, but with even more targets. Glissa, the Traitor - Creature removal and equipment recursion on a stick, with 3 CMC. One of my higher priority targets for Worldly Tutor. She also acts as an extremely effective Voltron beater if Skullbriar gets tucked or a -1/-1 counter placed on him. Unholy Grotto - One thing people seem to never notice is that Skullbriar's ability keeps ANY counters on him while he moves around from zone to zone. This means that if you get stalled out and he gets a -1/-1 counter put on him, your SOL because he will not be seeing combat anytime soon. Unholy Grotto plops him into your library, which removes his -1/-1 counter.
I still recommend that you try out Vorrac Battlehorns. It doesn't give a p/t boost, but it makes it very hard to stop Skullbriar sense it gives him trample and makes him only be able to be blocked by one guy.
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
I still recommend that you try out Vorrac Battlehorns. It doesn't give a p/t boost, but it makes it very hard to stop Skullbriar sense it gives him trample and makes him only be able to be blocked by one guy.
Ill start testing it out and put it up for consideration. Its just hard to make it stack up to the ridiculousness of the Swords and Batterskull
Well, I've found it to be quite effective in my voltron decks, most notably Rafiq. It's quite deceptive in it's playability, I doubt I've seen any other voltrons using it. Besides, there's also the factor that hey, why would I blow up those horns when there's a bigger threat out there like that guy's sword. I'm sure once you test it you'll like it a lot, I know I do.
Btw, wow @ seedtime. I've never seen that card before, looks extremely awesome. I'm gonna test that card out for sure.
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
Creakwood Liege I think would be a good fit. I use him in mine as he gives you good board advantage by spitting out tokens along with pumping Briar +2/+2
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French EDH BRGW Saskia the Unyielding BRGW GUWB Thrasios, Triton Hero // Tymna the Weaver GUWB B Braids, Cabal Minion B G Titania, Protector of Argoth G R Zurgo Bellstriker R
Founding Father of [Team Stepfathers]: We beat you and you hate us My Street Art
Why is it I never see Forgotten Ancient in these lists? That guy is awesome for Skullbriar! Also, Shape of the Wiitigo seems better than both of the Umbras you have because Shape puts the six +1/+1 counters directly on Skullbriar. And as Skullbriar is for attackin' anyway, as long as it stays put will reward Skullbriar with more +1/+1 counters.
Sword of Vengeance and Power Matrix offer evasion, and make it that much easier for him to connect. I don't use Power Matrix for every deck, but it just kind of feels natural with Skullbriar.
Spiritmonger is just a very generically good beater. I'm sure you can find a cut to add him to your list!
One last pump effect, perhaps the best(or biggest) of them all is Decree of Savagery. Nine to global pump your team, or six to uncounterably pump your commander ftw.
Why is it I never see Forgotten Ancient in these lists? That guy is awesome for Skullbriar! Also, Shape of the Wiitigo seems better than both of the Umbras you have because Shape puts the six +1/+1 counters directly on Skullbriar. And as Skullbriar is for attackin' anyway, as long as it stays put will reward Skullbriar with more +1/+1 counters.
Sword of Vengeance and Power Matrix offer evasion, and make it that much easier for him to connect. I don't use Power Matrix for every deck, but it just kind of feels natural with Skullbriar.
Spiritmonger is just a very generically good beater. I'm sure you can find a cut to add him to your list!
One last pump effect, perhaps the best(or biggest) of them all is Decree of Savagery. Nine to global pump your team, or six to uncounterably pump your commander ftw.
I actually had Shape of the Wiitigo on the paper list, no idea how I missed it!! Also, Fireshrieker seems pretty solid, and Forgotten Ancient will definately be tested, thanks!!
I like where your going with Momentous Fall, but isn't there some card just like it but as an enchantment? I may be completely crazy but I thought there was something similar to it...
I like where your going with Momentous Fall, but isn't there some card just like it but as an enchantment? I may be completely crazy but I thought there was something similar to it...
Greater Good, has the downfall of discarding three though and isn't a surprise. I think I prefer more reactive / surprise strategies though as apposed to obvious shenanigans.
Only a few cards to go. With 4 any-target tutors in the deck I think it'll run pretty smoothly. It's way tougher to make Voltron work without all of whites good artifact tutors, but if anyone has any suggestion, keep letting me know!
With only running 7 swamps I feel that cabal coffers and magus of the coffers are both a little underwhelming. The liklihood of you having more than 2-3 swamps in play every game (unless you use all of your basic land tutors for them. Even then, you won't draw all of those every game) is pretty low. So I feel like you may only be getting +1 or +2 mana benefit from them. At that point, I'd rather run like a Darksteel ingot. I feel caged sun is underwhelming in 2 color as well, once again especially with so few basic lands. Paying 6 to barely see a benefit doesn't seem worth the card slot to me.
Sword of Light and Shadow's ability's are also pretty mediocre when coupled with how few creatures you have. While it does give very good color protection, most of your creatures aren't going to break the game. I would almost rather run war and peace? Eh, maybe not.
With only running 7 swamps I feel that cabal coffers and magus of the coffers are both a little underwhelming. The liklihood of you having more than 2-3 swamps in play every game (unless you use all of your basic land tutors for them. Even then, you won't draw all of those every game) is pretty low. So I feel like you may only be getting +1 or +2 mana benefit from them. At that point, I'd rather run like a Darksteel ingot. I feel caged sun is underwhelming in 2 color as well, once again especially with so few basic lands. Paying 6 to barely see a benefit doesn't seem worth the card slot to me.
Sword of Light and Shadow's ability's are also pretty mediocre when coupled with how few creatures you have. While it does give very good color protection, most of your creatures aren't going to break the game. I would almost rather run war and peace? Eh, maybe not.
Just my thoughts!
Those are all extremely legitimate points, I'm gonna go and make those cuts right now, actually.
Also, what is everyone's opinion on Creeping Renaissance? It seems like it'd be really good for recurring a lot of equipment after a huge Shattering Spree or some other mass destruction effect
Never got a chance to try that card. It's probably the best way for you to bounce back from a wrath. You could also run praetor's counsel which does much the same thing (for a higher cost) but better.
99/100 Cards
1 Skullbriar, the Walking Grave
Equipment (11)
1 Sword of Fire and Ice
1 Sword of War and Peace
1 Sword of Feast and Famine
1 Lightning Greaves
1 Darksteel Plate
1 Champion's Helm
1 Grafted Exoskeleton
1 Explorer's Scope
1 Batterskull
1 Whispersilk Cloak
Non-Equipment Artifacts (12)
1 Sol Ring
1 Mana Vault
1 Golgari Signet
1 Dreamstone Hedron
1 Nihil Spellbomb
1 Witchbane Orb
1 Mind's Eye
1 Darksteel Ingot
1 Expedition Map
1 Mox Diamond
1 Executioner's Capsule
Enchantments (6)
1 Doubling Season
1 Snake Umbra
1 Bear Umbra
1 Necropotence
1 Phyrexian Arena
1 Asceticism
1 Greater Good
1 Maelstrom Pulse
1 Vampiric Tutor
1 Putrefy
1 Noxious Revival
1 Seedtime
1 Worldly Tutor
1 Decree of Savagery
1 Beast Within
Sorceries (11)
1 Green Sun's Zenith
1 Demonic Tutor
1 Exsanguinate
1 Damnation
1 Cultivate
1 Kodama's Reach
1 Diabolic Tutor
1 Beseech the Queen
1 Praetor's Counsel
1 Skyshroud Claim
1 Demonic Collusion
Planeswalkers (1)
1 Garruk, Primal Hunter
Creatures (12)
1 Solemn Simulacrum
1 Eternal Witness
1 Yavimaya Elder
1 Oracle of Mul Daya
1 Fleshbag Marauder
1 Terastodon
1 Glissa, the Traitor
1 Acidic Slime
1 Jugan, the Rising Star
1 Dark Confidant
1 Sakura-Tribe Elder
1 Creakwood Liege
1 Temple of the False God
1 Buried Ruin
1 Golgari Rot Farm
1 Woodland Cemetery
1 Llanowar Reborn
1 Barren Moor
1 Tranquil Thicket
1 Vivid Grove
1 Vivid Marsh
1 Command Tower
1 Urborg, Tomb of Yawgmoth
1 Ghost Quarter
1 Yavimaya Hollow
1 Twilight Mire
1 Llanowar Wastes
1 Bayou
1 Overgrown Tomb
1 Oran-Rief, the Vastwood
1 Bojuka Bog
1 Tectonic Edge
1 Verdant Catacombs
1 Shizo, Death's Storehouse
1 Okina, Temple to the Grandfathers
1 Unholy Grotto
6 Forest
7 Swamp
And here's the cards currently up for consideration:
I'm sure there are a few staples and things that I've missed, feel free to inform me of those, and here is my (select) card choice explanations:
Garruk, Primal Hunter - Can generate massive card advantage with Skullbriar on the battlefield.
Witchbane Orb - Helps make Skullbriar even harder to remove by preventing the opponents from using Edict effects to make me sac him.
Explorer's Scope - Cheap mana ramp that can hit any land.
Snake Umbra - CA and an insurance plan.
Seedtime - This card is way to funny to not be played in every single green deck. Ever. Counter my [card]? Ill just go ahead and take an extra turn, thanks.
Jugan, the Rising Star - A pretty agressive beater, and killing him nets the equivalent of 5 combat steps with Skullbriar as far as counters are concerned.
Praetor's Counsel - Turns a Shattering Spree into some mad CA and less tears.
Buried Ruin - Helps recover if they destroy too much equipment, and can help return that Sword that you need to swing for the kill.
Noxious Revival - See Buried Ruin, but with even more targets.
Glissa, the Traitor - Creature removal and equipment recursion on a stick, with 3 CMC. One of my higher priority targets for Worldly Tutor. She also acts as an extremely effective Voltron beater if Skullbriar gets tucked or a -1/-1 counter placed on him.
Unholy Grotto - One thing people seem to never notice is that Skullbriar's ability keeps ANY counters on him while he moves around from zone to zone. This means that if you get stalled out and he gets a -1/-1 counter put on him, your SOL because he will not be seeing combat anytime soon. Unholy Grotto plops him into your library, which removes his -1/-1 counter.
Cockatrice Username: seriph0
Ill start testing it out and put it up for consideration. Its just hard to make it stack up to the ridiculousness of the Swords and Batterskull
Btw, wow @ seedtime. I've never seen that card before, looks extremely awesome. I'm gonna test that card out for sure.
Cockatrice Username: seriph0
BRGW Saskia the Unyielding BRGW
GUWB Thrasios, Triton Hero // Tymna the Weaver GUWB
B Braids, Cabal Minion B
G Titania, Protector of Argoth G
R Zurgo Bellstriker R
Founding Father of [Team Stepfathers]: We beat you and you hate us
My Street Art
Fireshrieker can get double triggers.
Sword of Vengeance and Power Matrix offer evasion, and make it that much easier for him to connect. I don't use Power Matrix for every deck, but it just kind of feels natural with Skullbriar.
Unspeakable Symbol makes your guy like a Moltensteel Dragon, only the pump is permanent and gets way out of control, way fast.
Spiritmonger is just a very generically good beater. I'm sure you can find a cut to add him to your list!
One last pump effect, perhaps the best(or biggest) of them all is Decree of Savagery. Nine to global pump your team, or six to uncounterably pump your commander ftw.
Steel Sabotage'ng Orbs of Mellowness since 2011.
I actually had Shape of the Wiitigo on the paper list, no idea how I missed it!! Also, Fireshrieker seems pretty solid, and Forgotten Ancient will definately be tested, thanks!!
Also, what is everyone's thoughts on Entomber Exarch and Autumn's Edge? And what are some staple ramp cards?
EDIT: Holy crap, I'm already at 93 cards!!
For Skullbriar specifically though, I like ones that let me play him on turn 1. Lotus Petal, Elvish Spirit Guide, Chancellor of the Tangle, Mox Diamond, Chrome Mox, and Gemstone Caverns.
Well, maybe not Gemstone Caverns, I hate the way that leaves my hand -2 cards on turn 1. And if I had to mulligan into that...it's like I have no gas.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Diabolic Tutor, Beseech the Queen (if you run enough swamps), Tooth and Nail
Primeval Titan, Kodama's Reach, Cultivate
Monumentous fall incase of tucking / board wipe for card draw
I like where your going with Momentous Fall, but isn't there some card just like it but as an enchantment? I may be completely crazy but I thought there was something similar to it...
Greater Good, has the downfall of discarding three though and isn't a surprise. I think I prefer more reactive / surprise strategies though as apposed to obvious shenanigans.
Sword of Light and Shadow's ability's are also pretty mediocre when coupled with how few creatures you have. While it does give very good color protection, most of your creatures aren't going to break the game. I would almost rather run war and peace? Eh, maybe not.
Just my thoughts!
Those are all extremely legitimate points, I'm gonna go and make those cuts right now, actually.
Also, what is everyone's opinion on Creeping Renaissance? It seems like it'd be really good for recurring a lot of equipment after a huge Shattering Spree or some other mass destruction effect