|Commander / EDH||Legal|
Printings View all
Combos Browse all
Enchantment — Aura
Enchanted creature can't be blocked except by creatures with flying or reach.
Enchanted creature can't be the target of spells or abilities your opponents control.
Canopy Cover Discussion
3 days ago
1 month ago
Once he becomes a creature, spot removal is really seriously going to set you back. If someone kills / bounces / exiles him, it's going to take casting him plus five more spells to turn him into a creature again. Because of this, you may want to consider some Hexproof.
2 months ago
Hey, nice budget deck. Rome921 gave you some good advice, but I don't think you want to be aggro. I think you want to be midrange and use your graveyard with Skullbriar :)
Sit back let the counters accumulate on Skullbriar until your ready to strike. I say midrange because there's some setup here that needs to happen before you can seriously start attacking and doing Commander damage with Skullbriar. The setup is not aggressive cards they're midrange cards.
Never cut one drop mana dorks. In fact consider adding more: Llanowar Elves , Elvish Mystic , Fyndhorn Elves , Arbor Elf ? They're a huge reason to want to play green in Commander. Maybe they don't interact the best with Skullbriar since he's only two mana to start, but they create ramp for other cards that you want to play which are just as important than Skullbriar.
Greater Good is too good of repeatable draw with Skullbrair's ability to keep his counters and it's a sac outlet. Sac outlets help to get value, able to sac Skullbrair in response so he isn't constantly going back to the Command Zone just choose to instead put him into your graveyard. Carrion Feeder , Yahenni, Undying Partisan , Ashnod's Altar and Evolutionary Leap are other sac outlets to consider. Skullbriar doesn't loose counters when he's put into your graveyard this makes him a good target for sac outlets and reanimation to bypass Commander tax. Just don't recur him, have to reanimate him, skipping your hand and putting him right onto the battlefield.
Journey to Eternity Flip has been suggested and it's good with sac outlets to sac the creature enchanted to flip it to then have a repeatable way for five mana to reanimate Skullbriar. Animate Dead , Unearth and Vigor Mortis are more ways to reanimate Skullbriar. Don't be afraid to put Skullbrair in your graveyard; if your graveyard gets exiled when he's in it, he doesn't get exiled, you can choose to put him back into the Command Zone.
Ring of Kalonia , Evolutionary Escalation , Kalonian Hydra and Reyhan, Last of the Abzan ($5) are no mana cost repeatable counter engines with Skullbriar. Increasing Savagery and Solidarity of Heroes can put a lot of counters on Skullbriar for the mana costs. Deathrite Shaman and Scavenging Ooze are Golgari staples, especially good in multiplayer Commander where there's four graveyards to choose from.
Swiftfoot Boots and Canopy Cover can help to protect Skullbrair. Boots also has haste good with reanimated Skullbrair and Cover gives evasion. Regrowth , Treasured Find and Eternal Witness can recur any one card from your graveyard good to get back reanimation spells or anything else.
If you like some of these suggestions I offer more advice. Good luck with your deck.
2 months ago
Finest Hour is probably better than Brave the Sands, so if we're trying to fit in Leyline of Anticipation and Privileged Position , it would be better to cut that instead. And it would probably be correct to cut New Horizons instead of Weirding Wood. A card is better than a +1/+1 counter.
You're going to want to add Alchemist's Refuge to the manabase to help you cast enchantments on your opponent's turns when you don't have Leyline of Anticipation. It might even be worth trying to play Vedalken Orrery to get these effects more often. There are a few flash enchantments you can play as well: Seal Away , Temporal Isolation , Slow Motion , Lawmage's Binding , Cast Out , Alexi's Cloak , Cho-Manno's Blessing , Eel Umbra , Jolrael's Favor , and Serpent Skin seem playable.
Another thing you might consider are replayable enchantments. The few I'm thinking of are Mana Bloom , Gossamer Chains , Flickering Ward , Broken Fall and Molting Skin . The latter three will also help you keep Tuvasa alive!
Speaking of keeping your commander alive, you might find it difficult with only Shield of the Oversoul, Swiftfoot Boots, Lightning Greaves, and Greater Auramancy. Furthermore, the latter two give shroud, which will make it hard to enchant Tuvasa afterwards! I'd consider trying to find more hexproof and indestructible effects even if they come from non-enchantment sources, such as Darksteel Plate . As for auras, there's Alpha Authority and Canopy Cover .
Finally, as just a neat card, you might consider playing Cloud Cover .
As for things to take out, the first thing I would do is take out Luminarch Ascension. The card is so powerful that people will just kill it or, more likely, YOU. It's a political disaster. I'd pull Abundant Growth because it's just not a very high-yield card. If you're looking for ramp and color-fixing, Carpet of Flowers is better because of how common blue is in Commander. Authority of the Consuls is probably not going to be very useful unless you know opponents are going to making large numbers of 1/1s for a combo. Finally, as much as I like it as a card, On Serra's Wings is not particularly excellent here. Unfortunately, that's just four cuts, and I gave a lot more suggestions. You'll just have to consider what effects you might want enough to include.
3 months ago
This deck looks pretty good. Similar to my own Vultron-ish Skullbriar deck.
Yahenni, Undying Partisan is another hasty +1 counter creature that has built-in protection.
Vraska, Regal Gorgon might have a bit higher CMC, but I think fits your deck a little more than your current Vraska.
4 months ago
This deck looks super fun, but I do have a few concerns. A lot of this is going to depend on the playgroup you encounter, so take it with a grain of salt. The two main issues I see are EDH-specific removal and go wide decks.
Lets look at removal first. Obviously in a green deck, the ramp you will be getting is going to make it very easy to just regenerate or recast your commander if you need to, but many players run removal that doesn't put your commander back to the command zone. I'm a filthy blue player, so the immediate example for me is Imprisoned in the Moon , but think things like Pacifism , or even Mind Control or Act of Treason effects. Currently, you only have 4 cards that protect against this type of removal in Alpha Authority , Canopy Cover , Swiftfoot Boots , and Krosan Grip . All of these except for grip are only options that work if you preemptively draw and play them, they cannot save your commander if he is already under a bit of removal. That would be fine, but with only 4 pieces of protection, your chances of drawing and playing them before your opponents can respond to your commander is not actually super great. That means you might be staring down a game where your only creature is stuck as a land, or just unable to attack. I would definitley consider trying out either more protection style enchantments, or running something like a sacrifice outlet i.e. Ashnod's Altar . Altar probably isn't the best choice for mono green, but its the first thing I could think of. If you wanted to run more creatures I would recommend trying out something like a Birthing Pod or Evolutionary Leap , but if you want to keep the count low the other option is to run more enchantment removal. Krosan Grip is a good choice, but if you are banking on going tall, you need more ways to defend your dude. With commander damage being a thing, you should be in a good spot to close out the game with only 2 or 3 enchantments on your commander, so I would prioritize more slots to protection to actually be able to swing in.
Go wide decks might be another big issue. Going up against a Krenko, Mob Boss or a Marath, Will of the Wild , even trample might not be enough to get through chump blocks. You are also open to a blowout by just not having enough blocks to stop your opponent. If they swing with 10 tokens and you can only block one, you aren't really going to be alive very long. You do have some Fog effects, but that's potentially not going to be enough on its own, and again it falls into that issue of only being one or two cards in your deck. Something like Silent Arbiter could help out in this aspect. Arboria could be a neat include too once you have your dude suited up. you won't have to cast spells after you have a beefy commander, but your opponents will eventually have to do something, opening them up to attacks. Elephant Grass could be another option, as a token deck probably won't want to pay 10 mana just to sneak in 5 damage.
Also, if you end up doing any playtesting, keep note of what your deck struggles with and feel free to add it to the description. Having a list of problems to tackle helps out a lot in strengthening decks, and it helps commenters stay on the right track a lot easier. This deck does look super fun though, so definitely let me know how it goes in any future games!
4 months ago
ArchonBlue, in a vacuum I would say that Spider Umbra IS strictly worse than Vines of Vastwood , but that's not the case in a Bogle deck, for instance, and in this case Spider Umbra has the benefit of being backed up by Canopy Cover while also providing an ongoing benefit (rather than a momentary one), protecting the creature from a host of board-sweeping threats (which nothing else in the deck does) and offering a buff that can be cast before it is needed, potentially freeing up mana in the next crucial round. I will continue to tweak the deck of course, but that's the reasoning behind some of the decisions.
As far as mana-base, I could add two more fetches, certainly, but I've found that since I'm going with 19 lands and with such a strong dependence on green mana, a couple of Inkmoth's in my hand can make me fatally slow. Dropping one for a Forest seemed to smooth those issues out.
4 months ago
As always, thanks for your input!
I, too, generally prefer Scavenging Ooze over Relic for dealing with graveyard effects, but the whole point of an Infect deck is speed. I don't want to be burning a multiple green mana every turn, I just need to buy myself a round or two. For that, Relic seems much more ideally suited.
The original deck features six fetch lands, so I don't usually have trouble triggering Groundswell . It's probably just local meta but I NEVER see Bogles or Affinity - but that doesn't mean that I'm not keeping Vines in the forefront of my mind when it comes to tinkering. Fact is that if I'm usually worried about using it to target my opponent's creatures, I've probably already lost the game.
Wild Defiance is definitely on my radar as an option - Spellskite protects my creatures from a wider array of effects but gets wasted once Canopy Cover hits the table whereas Defiance gives me both an offensive AND a defensive benefit. I'm currently weighing them both to see who gets two of my sideboard slots.
Thanks again for popping in!
Canopy Cover occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%