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.
Price & Acquistion Set Price Alerts
1 day ago
Take this video as you will. TL;DW, here's the alleged list of rares:
- Liliana of the Veil
- Cavern of Souls
- Grafdigger's Cage
- Engineered Explosives
- Chalice of the Void
- Blood Moon
- Voice of Resurgence
- Craterhoof Behemoth
- Karn Liberated
- Surgical Extraction
- Inkmoth Nexus*
- Mox Opal
- Valakut, the Molten Pinnacle
- Crucible of Worlds
- Grove of the Burnwillows
- Horizon Canopy
- Ancestral Vision
- Infernal Tutor
- Goryo's Vengeance
- Through the Breach
- Auriok Champion
- Oblivion Stone
- Ensnaring Bridge
2 days ago
Ooh I love obscure tribal decks. Saw your post on reddit but from some reason the website was saving my comment so I'll just leave comment here:
Rule #1 for janky tribes is that you cannot skimp on the power of the support cards. The core theme of your deck (skeletons) is already at an disadvantage (since skeletons are not that strong and there are not too many of them), you can't afford to pull too many punches on your other slots.
First, I think you have too many small draw effects like Succumb to Temptation and Infernal Scarring. If your meta is not too fast I would recommend only keeping the best 1-3 of these and adding some larger draw or tutor effects (e.g., Skeletal Scrying, Promise of Power, Moonlight Bargain, Necropotence, Plunge into Darkness, Diabolic Intent). Mid-sized draw is also worth considering, like Ancient Craving or Ambition's Cost.
You also have a lot of (weak) point removal which seems excessive unless your meta is really atypical of casual EDH metas. You run just keep a few (3-6) of your favorites (ones that are cheap, unconditional, and exiles are best), and replace the rest with in some removal that give you more card advantage and other utility. Mass removal that don't block regen, e.g., Crux of Fate, Day of Judgment, and Austere Command, could be useful for this deck because your skeletons can regenerate from them. You can also consider more Dictate of Erebos type effects like Grave Pact, Butcher of Malakir, or Martyr's Bond. You should at least replace Pacifism with something like Journey to Nowhere or even Faceless Butcher.
The next step is deciding on a specific game plan. Right now I see elements of aggro, control, and combo, but you'll want to specialize I think. Aggro is probably the weakest because skeletons don't have good aggressive stats, but if you want to go that route you'll want better pump effects like Obelisk of Urd, Coat of Arms, good equipment (Sword of Fire and Ice, Batterskull, Umezawa's Jitte), etc. If you want control then bombs like Profane Command, Wretched Confluence, etc.
If you want to combo win, which I think is actually the best plan for weaker tribes (because instant kill is instant kill no matter how bad your creatures are), then it's about picking which combo you want. I really like Mikaeus, the Unhallowed + Phyrexian Altar + Reassembling Skeleton/Tenacious Dead combined with something like Blood Artist or Falkenrath Noble, since most of the pieces fit naturally into what your deck was already doing anyways. Mikaeus + Triskelion is also super strong. Combo pieces like Enduring Renewal also go well with what you have already. If you go the combo route don't forget more tutors like Entomb, Increasing Ambition, Beseech the Queen, etc.
For sacrifice outlets some good ones are Phyrexian Altar, Viscera Seer, Phyrexian Plaguelord, Sadistic Hypnotist. And for artifacts, I would replace some of the less reliable ones like Gorgon's Head and Howling Mine with better equipment or Smuggler's Copter.
And for your mana, do you find 32 lands is enough? Skeletons are cheap but they have some pretty hefty activation costs. Most EDH decks are 35-40 lands, and maybe some more mana rocks (Sol Ring).
And finally, you can take a look here http://magiccards.info/query?q=t%3A%22skeleton%22&s=cname&v=card to see if there are other skeletons that might be better for your deck (e.g., Marang River Skeleton). Did you know that freaking Skithiryx, the Blight Dragon is a skeleton? Probably the best one in the game. Also don't forget things like Metallic Mimic, Adaptive Automaton, Brass Herald, or changelings like Skeletal Changeling, Cairn Wanderer, Mirror Entity.
Sorry about the huge wall of text, I just really like what you are going for with your deck! Hopefully some of those ideas useful even if not all those cards are going to fit into the deck. Let me know if anything doesn't make sense or if you want more budget suggestions. You can also check out an example of the janky tribe with powerful support staples in my black knight combo deck The Dark Knight Returns - Haakon combo knights if you want. Good luck with your deck, whichever direction you end up taking it!
4 days ago
@Daedalus19876: SO far this deck has a 14 game winning streak with no losses at my lgs both 1v1 and 4 player.
Removed Always Watching (replaced with Norn's Annex, Ayli, Eternal Pilgrim (the sacrifice wasn't utilized to full effect in this deck. Replaced with Weathered Wayfarer for utility.), Batterskull (too slow here. Replaced with Shambling Vent), Kokusho, the Evening Star (Will find better use in my tbb Meren deck, replaced with Luminarch Ascension because angels.), Well of Lost Dreams (too much mana sink for lifegain that was garnered through combat damage more than anything else. Replaced with Painful Quandary), Death Grasp (Useless after the first game I used it, replaced with Selfless Spirit), Necropotence (The drawing at the end of my turn was hurting my games and almost cost me one so it had to go. Replaced with Karn Liberated because just because), Boon Reflection (did little. Replaced with Aven Mindcensor for control), and Oblivion Ring (Slow removal. Replaced with Unmake).
4 days ago
4 days ago
Rather than speeding up your deck, though, you could just attempt to slow the game down. There is a Norin Sisters deck that Confusion in the Ranks could slot into as a 1 or 2 of.
5 days ago
Here like this...
Enchantments and Artifacts:
2 Captain's Claws This could be the key to this deck.
It's not a lot of creatures but with bitter blossom and captain's claws it could overwhelm without the infinite combo. With the sword of light and war I can bring back my one or two drop creatures and essentially have vigilance some games for a few turns. I'm leaning on this one now unless someone tells me otherwise and I agree.
Oh and for the lands...I have no idea how to create a land base for a multicolored deck.
5 days ago
Dromund, TheDuggernaught listed many decent vampires in the comment he made and I think if we choose a midrange route and go Mono-Black, we can achieve some nice stuff...
Some raw sketch for the deck I pictured in my mind would be:
12 interaction spells
7 enchantments & artifacts
See what you think of this idea
6 days ago
Gamerpg04 thanks for the feedback. Ive done a few test hands and the quests feel like the main problem. I think adding 3 Serum Visions and moving the Sword of Body and Mind to the main deck would help it run smoother. I could always move the quests and Batterskull to the sideboard for control mirrors. All and all it is a control deck at heart and naturally will feel slow