Enchanted land is a Swamp.
Whenever enchanted land becomes tapped, its controller loses 2 life.
more edits, worked on the manabase, got rid of Goblin Guide replaced it with Kederekt Parasite which privides more control. Cool thing is that with most modern decks, people are using the fetch lands and pain lands they usually start at like fifteen life. add some Contaminated Ground to use their fetch against them, and its a bad day. Game two they will be more keen to keep what little they have and spend wisely to win, which is when you use the 8-rack routine with the added benefits of some of the LD and Instants included in the package it should be a fun deck. I've always wanted to build a deck where the sideboard created another completely different deck... hopefully it works.
Creakwood Liege is actually a nice option, especially if you also put Doubling Season in, or the poor man's option: Primal Vigor . You can combo that with a sac outlet, such as Altar of Dementia and Death's Presence for some pretty significant growth potential for Skullbriar, the Walking Grave !
As I mentioned too, you'll maybe want to tone down the Swampwalk subtheme, and focus on things like Trample / Deathtouch. I'd remove Mystic Compass , Nighthaze , Blanket of Night , Contaminated Ground , Funeral Charm , and Evil Presence . The use of things like Urborg, Tomb of Yawgmoth should be sufficient. Cards like Sylvan Scrying and Expedition Map can grab you the very land you want in a pinch. Even a desperate Demonic Tutor or something like that can net you what you need. If it means a major advantage over your opponents, then the tutor isn't wasted on that land! Consider cards like Rancor and such for a more consistent method of evasion.
I'd also suggest being very careful with Shroud effects, like Steely Resolve and Aspect of Mongoose , as that prevents you from targeting it yourself. Hexproof is typically a much better way to go, so things like Asceticism and Canopy Cover are excellent things to utilize.
For removal, I would suggest dropping Nature's Claim . Remember: The Gods can't be destroyed, so something like Unravel the Aether will be an amazing option. Krosan Grip and Bramblecrush are great options. Beast Within is also absolutely amazing.
Direct creature removal is typically nice to have as well, such as Go for the Throat , Victim of Night , or things like Fleshbag Marauder or Bone Shredder . A couple fun roundabout ways are through Grave Pact or Dictate of Erebos .
You'll want to find a few more mana acceleration options, such as Boundless Realms , Cultivate , Kodama's Reach , etc. There's tons of creatures that help in that department too for early game, like Sakura-Tribe Elder and Yavimaya Elder (among other options). For black, there's things like Nirkana Revenant , Crypt Ghast , and Liliana of the Dark Realms .
Recursion is also something to consider, as you'll want things back. Eternal Witness is a great choice, as you have. Also consider cards like Beacon of Unrest , Doomed Necromancer , Profane Command , or even things like Gravedigger . Mimic Vat can also be absolutely amazing, or equipment for Skullbriar, the Walking Grave , like Nim Deathmantle .
For the board wipes, you have a lot! I would recommend for this deck possibly 2 to 4. Some of my favorites you have listed are Pernicious Deed , Decree of Pain , and Black Sun's Zenith , and In Garruk's Wake . Another that is a pretty nice budget option is Gaze of Granite .
Some advice: Consider your play progression. You'll want both creature spells and other spells to progress into. Make sure you have some creatures in each CMC spot, as you want to make sure you can play something each turn, whether it be a creature or some other spell. Having all your creatures in the high CMC range will leave you open to attack, unless you have some crazy way to deter attackers!
With this deck, you'll want to keep the pressure on your opponent's by ensuring their side of the board is clear, while ensuring that Skullbriar (and his friends) are able to swing through easily. Lots of removal will be your friend, as well as being able to recur your creatures.
Hope that helps!
Thanks darthtofu! I find Quag Vampires to be too expensive for its mana cost, I don't really feel like it's worth it. I actually have one Contaminated Ground , but I'm not sure how it would fit in the deck, cause I prefer to focus on the discard cards for this build. Thanks for the tips anyway man, I appreciate it!
Dan asked why I chose Contaminated Ground . My response: "I was trying to find a replacement for Shrieking Affliction and Quest for the Nihil Stone which I use in my Modern mbc deck. My thinking was that by mid-game if you start to force discards with the Specters and Raven's Crime, they will want to hold land back so they can discard that instead of spells. If you've put CG on their land in play they'll have to tap it and you can wear them down w 2-4 pts every turn. On the other hand, if they play their new lands to get around the CG, then they will be discarding spells (which also works in your favour). So it was an attempt to create a "damned if you do, damned if you don't" impact with the discard spells. There are no heavy hitters in the main board, so its win (or die) by attrition."
|Avg. draft pick||6.04|
|Avg. cube pick||8.01|
|Commander / EDH||Legal|
|Rise of the Eldrazi||Common|