Batterskull

Batterskull

Artifact — Equipment

Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)

Equipped creature gets +4/+4 and has vigilance and lifelink.

{3}: Return Batterskull to its owner's hand.

Equip {5}

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Trade

Have (1) metalmagic
Want (4) EIV , tempDevelopper , metergram , insecticon3000

Printings View all

Set Rarity
New Phyrexia (NPH) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Batterskull occurrence in decks from the last year

Modern:

All decks: 0.03%

Legacy:

All decks: 0.59%

Commander / EDH:

All decks: 0.01%

White: 0.27%

Batterskull Discussion

Phule451 on Dragon25262

3 weeks ago

Living weapons like Batterskull, Bonehoard, and Scytheclaw work great in a deck like this since the commander gives them haste without having to pay to equip them. And since equip creatures you control have flying as well, Skyblinder Staff pretty much makes your stuff unblockable.

djroguelike on Maverick

1 month ago

2-2 na Versus dia 14/1/20:

0-1 Fractius (1-2): Nunca tinha jogado contra o deck, não sabia bem o que ele fazia. O deck tem muitos lords, e aparentemente a ideia é colocar um ou dois deles em campo, algum tipo de evasão (voar foi o que me matou) e ganhar dessa forma. No jogo 1 eu fui trocando pontos de vida, e consegui achar uma linha de vitória no último turno com Scryb Ranger, permitindo que eu ativasse a atacasse com KotR no mesmo turno; quase errei sacrificando uma floresta e não tendo outra para ativar a fada, mas deu no limite. O jogo foi curto mesmo com o oponente mulligando para 4.

Nos outros dois jogos fui com mãos péssimas e apanhei. Em uma delas fui só com um terreno e um dork, não comprei o segundo e não fiz quase nada. Na outra tinha Canopy e Ancient Tomb, e contra um deck aggro você não quer causar dano a si mesmo e ajudá-lo a ganhar a partida. Dava para ter ganhado jogando melhorzinho.

1-1 Izzet Delver (2-0): Finalmente venci Delver uma vez na vida! Não fiz nada de errado, mas dei sorte porque o oponente comprou mal nas duas partidas. G2 Thalia + Wasteland salvaram.

1-2 Pox (0-2): Perdi de Pox depois de duas vitórias seguidas contra o deck. Jogo 1 tive pouco para fazer. Tomei IoK e Hymn no turno 1, perdi dois terrenos e não fiz nada. Mulliguei uma mão com 6 terrenos e uma criatura que talvez desse para jogar.

Pox exige algumas disciplinas para vencer: não jogar criatura de custo 1 solitárias no campo, buscar básicas, deixar uma fetch aberta para buscar Dryad Arbor e fugir de um édito. Após o terror dos primeiros turnos, alguns dos seus topdecks são mais impactantes.

O jogo dois foi mais disputado. Consegui tirar uma de cada Liliana do campo, e fiquei sofrendo para conseguir 3 manas para castar minhas criaturas. Quando consegui, por um turno, baixei um Sanctum Prelate e escolhi 2, quando deveria ter escolhido 3 para travar os planeswalkers. Ele desceu Ashiok, exilou meu cemitério, nerfou meu KotR e eu perdi para um Massacre . Jogo difícil.

2-2 D&T (2-0): Última partida contra o Xu, e tive mais sorte que ele. Jogo 1 KotR ganhou sozinho, e ele não comprou nenhum removal. Ficamos indo e voltando num board state complexo, em que ele tinha Batterskull e Stoneforge Mystic , podendo devolvê-lo para mão e castá-lo em instant speed. Tive a chance de destruí-lo, mas preferi destruir um Vial, e o jogo demorou mais por causa disso. Um Jitte ativo praticamente invalida um Vial, porque é fácil matar as criaturas pequenas que entram no campo.

Jogo dois ele comprou muito mal, eu fui descendo criaturas, e quando o Jitte conectou a primeira vez ele concedeu.

Tenho dúvida em 4 slots no deck, ainda: desta vez joguei com Noble Hierarch #4, Thalia Gorda, Knight of Autumn e Maze of Ith, mas tenho dúvida entre essas cartas, Collector Ouphe, Garruk Relentless, Palace Jailer, Ramunap Excavator, Tireless Tracker, outra Floresta e até Aven Mindcensor . Ou quem sabe splashar preto e jogar com 2 Abrupt Decay e 2 Plague Engineer . Não sei se vou jogar na outra terça, mas vou pedir ajuda para a galera para decidir qual deck usar no 1k.

Funkydiscogod on Artifact Combo deck - any ...

1 month ago

Often it's the cards in other sets that make a card ban-worthy. This will require a little explanation.

The best example of this, is Rampaging Ferocidon . It was banned when Standard was KLD/AER/AKH/HOU/XLN/RIX. When it was unbanned, standard was XLN/RIX/DOM/M19/GRN/RNA.

The way I would read the "must have been legal in standard at that time" rule, is that Rampaging Ferocidon would be legal as long as you're not using KLD/AER/AKH/HOU as any of your other sets.

We can look at other cards, and see often they're fine until another card is printed. Take the example of Emrakul, the Promised End : it was ok until Aetherworks Marvel was printed just a few sets later, then they had to ban it. I would read that rule as saying Emrakul, the Promised End is legal as long as you're not also using the Kaladesh block.

And little Emrakul isn't the only one that was banned because a card from another set was misbehaving. Another famous example is Stoneforge Mystic that wasn't banned until Batterskull was legal.

The example of Felidar Guardian is good for illustrating a card that would be completely banned in that format: When it was banned, standard was BFZ/OGW/SOI/EDM/KLD/AER, and it stayed banned until it rotated out. The way to interpret the rule, is that as long as you're using any sets before or after Aether Revolt, you can't use Felidar Guardian.

I guess it is easier to read the "at that time" clause as "once it is banned, it was always banned", though.

Gracco on Go, White Ranger, Go!

2 months ago

Modern is full of kill spells. Much more creature removal is common to be played in Modern than in Legacy. Honestly your deck just gets 2-for-1'd or worse by nearly any removal. If you want to be Voltron in Modern then the best deck to play, without a doubt, is Bogles because every creature you play in the deck has Hexproof so it cannot be removed by a normal kill spell. Some form of the Counters Company Combo is another option you could build into easily with the cards you have in that deck. A straight up GW deck in the style of Maverick in Legacy could also be very good. Also, if you keep the Stoneforge package, consider picking up 1 Batterskull .

Tzefick on Help designing a GOOD Boros ...

3 months ago

I agree with most points put forward by Hjaltrohir, that Boros and in conjunction white and red has major weaknesses in multiplayer formats and especially Commander.

Although I would like to say that Boros doesn't have that many good Commanders and most are relatively similar. Many also follows a tendency to invite to Voltron-esque or very combat heavy strategies. I know that both red and white are very heavy invested in combat, so it largely makes sense but it can also feel a bit one dimensional. Some of the newer Boros legends have somewhat broken some of this idea with Firesong and Sunspeaker and Gerrard, Weatherlight Hero , but the rest is mainly focused around some aspect of creature combat or a very narrow design space .

The most pressing issue to support Boros or red and white in Commander would be to grant them more support in the 99, the easiest target would be for both ramp and card draw in some fashion (I made a thread on here about white's issues in Commander, feel free to visit if you'd like). However that doesn't exclude that more support could happen to Boros commanders as well.


As for the suggested commander in the OP, I think it's a possible design that could be created. It would invite to a Voltron style deck and takes advantage of red and white's affinity for equipment.

I think the commander is quite weak and doesn't help much with the equipment already put on the battlefield from previous activations. That you stick them all on the commander you just tapped down means you wont get any value out of these equipments other than a single block (or attack if you grant it vigilance).

That you need to find an equipment with CMC equal to the verse counters contra equal or less, means you need a broad selection of equipment in your deck to take advantage of his ability, and that typically leaves your deck stuck with a lot of suboptimal equipment. Otherwise you just spent mana to churn up the verse count with no gain to eventually get to a point where you can get out your Sword of X and Y or Batterskull .

I think you're doing yourself a disservice by playing this Commander, as it feels like a trap. Some changes that could increase his viability would be to allow searching for equal or less. Another to change the uptick from verse counters on him to experience counters on you (to keep the value from previous activations between deaths). Another to allow the new-found equipment to be attached to any creature you control. To balance some of the above out a little, his cost would likely need to go up a little to CMC 2-4.

We have yet to see what's on the transformed side, but nevertheless I feel like the setup is a Voltron trap and I wonder if the payout is worth it. By just using the Commander to gather equipments and equip them to him, you need a whopping 16 mana investment and it takes at minimum 6 turns to get him online - and that's assuming a turn 2 Sol Ring or similar mana accelerator to activate him on turn 2.


Feedback on all other suggestions Show


My idea for a Boros Commander would be something like this:

Whatshisface

Legendary creature - Human Soldier

Whenever ~ enters the battlefield or attacks, you may draw two cards and discard two cards.

At the beginning of your post-combat main phase, you may return a permanent card with converted mana X or less from your graveyard to the battlefield, where X is equal to the amount of damage dealt to opponents this turn by sources you control.

2/2


He's cheap, he provides looting to filter into gas, which is a very red thing. Additionally he utilizes white's ability to restore or bring back permanents from the graveyard - which could include lands -> granting Boros access to land ramp. You can even fill your own graveyard with lands through the looting.

It's a utility Commander that could pay to protect but is not a necessity like a Voltron. He can enable cheating of costs by looting out high CMC permanents and then bring them back after dealing a load of damage. As the damage is not necessary to come through combat, you are enabled to use Lightning Bolt to restore a Ghostly Prison .

I figure this Commander is broad enough to provide the color pairing a lot of necessary utility without locking him into a specific theme. This is a value generator and not as much a build around necessity - but you can.

You can build him as a Voltron and equip or enchant him up to be beefy, evasive, hit harder and restore ever higher CMC permanents from your graveyard after looting them in there.

You can build a white wheenie deck and go wide to ensure damage on your opponents to bring back some wheenie or bigger thing (and he doesn't need to attack with them - unless you want the looting).

You can build a heavy hitter deck with Bruse Tarl, Boorish Herder and have him as one of the 99 just to bring back high CMC stuff.

You can build a multi combat phase deck , and get even more resurrect triggers in each post-combat main phase.

You can even not care about him other than cast him for the looting, get a land or whatever in the post-combat main phase. Attack next turn for another looting, he dies in combat, recast to loot again, attack or bring something back the turn after.

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