Deepglow Skate

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Deepglow Skate

Creature — Fish

When Deepglow Skate enters the battlefield, double the number of each kind of counter on any number of target permanents.

MrHighscore on The Dirty Dozen

4 months ago

Can someone sell me Deepglow Skate? I can see the potential, I just can't justify the spot...

heinrichgraum on Planeswalkers Perfected

1 year ago

Thank you, Bobshel! I am extremely flattered you are building towards this deck and I sincerely hope you have as much fun playing with it as I do!

To answer your question, I tend to not run cards like Bioessence Hydra which are basically big beatsticks for two reasons:

One: It is a non-legend creature at five mana value, which means it does not turn on my legendary sorceries and is not fetchable by Captain Sisay, which admittedly is kind of a matter of personal preference for this particular deck. And for five mana you could probably find something better like Deepglow Skate or something.

Two: It does not advance the win conditions of this deck. This deck does not win games through combat damaging folks to death, and it rarely if ever has the opportunity to leave creatures tapped. Because of the nature of Superfriends decks and the reputation they have in the community, this deck is always playing defense, and creating many small blockers to save some health and loyalty where you can is the priority. That said, turning the corner and moving on the offense after something like an Ajani Steadfast emblem or resolved Kozilek, Butcher of Truth (which is in there for the shuffle clause because I face fair bit of Mill) is absolutely possible but is very rare and should not be counted on for victory.

All that being said, as you are working on a budget, cards like Bioessence Hydra can be pretty solid placeholders while you expand your collection, and I would by no means write it off as useless for your deck!

Licecolony on Mono-Green SuperFriends!

1 year ago

Heck no Lokasa!
If Pir, Imaginative Rascal gets you excited, I think you 'ought to go for it. This is YOUR deck, you can make it however you like. We can work to compensate for the speed by changing out the ramp package!

I will note that with Pir, Imaginative Rascal, you'd also get Toothy, Imaginary Friend as a free second commander which gives you access to cards like Tekuthal, Inquiry Dominus, Ezuri, Stalker of Spheres, Ichormoon Gauntlet, Deepglow Skate along with a bunch more planeswalkers and proliferators and duplicators. Since your deck is called mono-green, I'm gonna write the rest of this comment assuming you don't want to add any blue cards.

Accelerated Ramp, these are gonna focus more on getting lands straight to the battlefield and being cheap to use. If possible, having these attached to creatures to block early on:
Nature's Lore
Sakura-Tribe Elder
Three Visits
Rampant Growth
Yavimaya Elder
Fertilid
Topiary Stomper
And that would take place of all of your three mana mana-ramp and your ramp that brings lands to hand (they work best with Azuza, so now we don't need them).

Then we can come up with fast removal to protect you early and give you early blockers:
Cankerbloom
Thrashing Brontodon
Nature's Claim

We can replace the planeswalkers we lost earlier Garruk, Savage Herald, Nissa, Genesis Mage, Vivien, Arkbow Ranger, Vivien, Champion of the Wilds, Vivien, Nature's Avenger with more that'll keep you safe and will give us space for better support cards:
Nissa, Ascended Animist
Wrenn and Seven



Finally, we can think about how to use those planeswalkers more effectively with cards like:
The Peregrine Dynamo doubles up your planeswalker ability
Kamahl's Druidic Vow can be another Genesis Wave in this deck.
I'll also add Vorinclex, Monstrous Raider though will warn you MOST people do not enjoy playing against that card.



Note that my opinion is just as useless as anyone else's and any choices you make will be the right ones for you. I hope you find your fun <3

bushido_man96 on Spore Galore with Atraxa

1 year ago

Just put double brackets .... around the card names. That will link them, so long you spell the names right. I'm going to repost them here and give thoughts:

Epic Struggle - not bad, I guess, but if you have trouble flooding the board, not reliable.

Resourceful Defense - cute, but seem slow in a deck that you say already isn't fast. I like that you can move the counters off creatures that die; it would be good with sac outlets, if you are running any. Otherwise, it just becomes an insurance policy if your spores get nicked in battle or through spot removal. I probably wouldn't run it.

The Ozolith - this card always seems good, and might be better for this deck. It's cheap to cast (but expensive to buy), but again, probably not great in this deck unless you are running sac outlets, and sacrifice is a main theme of the deck.

Meren of Clan Nel Toth - Again, I don't think it's great here. Unless you are playing from the graveyard, she only offers spot recursion in a slot where more spores could be.

Lae'zel, Vlaakith's Champion - I do like this one. Low to the ground, and provides a useful bump for spore counters.

Deepglow Skate - not bad for a one-time doubling season. I think I used to run it, but traded it out to lower the mana curve. It's worth running, and seeing what kind of mileage you can get out of it. Thrummingbird is another consideration.

Adrix and Nev, Twincasters - I like this one, too. I'm going to consider it!

Vorinclex, Monstrous Raider - if you've got it, run it.

Inexorable Tide - this one looks worthwhile, too.

Nemata, Primeval Warden - I like it; on theme, draws cards.

Sporecrown Thallid - I could take it or leave it.

Yawgmoth, Thran Physician - seems too good not to run if you have a copy. Draws cards, proliferates, and can eventually remove problem creatures.

I'd love to see your decklist if you can post it. Maybe we can figure out that identity crisis and smooth things out. You should be able to get started before turn 13. It's not going to be a top level deck, but I do believe it can be fun and hang at a table.

Jopling on Good Soup

1 year ago

carpecanum I have decided to add in Tanazir Quandrix. I must admit, I did not see it's full potential when I first read it. Looking at it now, I can see how powerful it has the potential to be.

rwn1971 For some reason, I did not see your first comment! I have added in Sapphire Drake, Deepglow Skate and Rishkar, Peema Renegade.

MilesHiles on The Legion of Doom: Foiled Again

1 year ago

Sure -

Turn 1) Mana: Ideally two rocks like Mana Crypt and Sol Ring with a land like Command Tower or City of Brass

Turn 2) Doubling Season or another mana rock like Gilded Lotus with a Deepglow Skate in hand

Turn 3) Drop a walker like Ugin, the Spirit Dragon or Karn Liberated or Tamiyo, Field Researcher or Tezzeret, Artifice Master or Teferi, Temporal Archmage. - At this point, depending on Turn 2, you would ult one of them or use a + ability and pass

Turn 4) Ult your walker and hope for a hit. Ideally: - You'd either be restarting the game with Karn Liberated, using the + ability you had to give an advantage on whatever was exiled. - Using Ugin, the Spirit Dragon to play Teferi, Temporal Archmage and The Chain Veil for infinite Ugin, the Spirit Dragon + ability triggers to kill - Using Tezzeret, Artifice Master to search for the last combo piece, usually Teferi, Temporal Archmage or The Chain Veil to hit infinite mana, draw, and loyalty activation (depending on play, this would technically result in a turn 5 win) - Using Tamiyo, Field Researcher to draw and using her Omniscience ability to play one of the other previously listed walkers, ulting them, and winning through those lines.

Hope this helps!

rwn1971 on Good Soup

1 year ago

Sapphire Drake , Deepglow Skate and Rishkar, Peema Renegade are budget cards that might go good in this deck and also there is a outlast green creature that gives reach if flying is an issue with your deck. Garruk Wildspeaker i also like for this deck. That green gearhulk maybe.

IHATENAMES on Aminatou's graveyard

1 year ago

A few notes.

Description seems to a copy and paste from somewhere only thing I'll say there is no sideboard in commander.

You seem to need focus. You commander is all about blinking or top card manipulation so you should run good enter the battlefield effects (etbs) and some miracle which is see. But you have a few just good cards maybe you can cut.

Rituals in general aren't as good in commander so I'd drop dark Ritual

Cmc is a tad high. I would cut some of the higher cmc win more cards.and instead have some more powerful winning cards like Agent of Treachery instead of for example Jin gitaxis it is a great card but you have a good amount of card draw in the deck already it's role becomes more of a expensive hate piece. You may might want it but it could be cut for perhaps more ramp for your other spells or a creature with a good etb to blink with your commander's-1

33 lands is low for trying to cast your big spells. 36 is about where I would aim.

Deepglow Skate doesn't seem to fit here unless you are going for a combo I missed.

Look at the board wipes. Merciless Eviction and akroma vengeance are over costed for the effect. Perhaps Farewell instead of one.

I don't run the bounce lands like dimir aqueduct as there is plenty of good mana fixing even on a budget.

Ravenous Chupacabra is etb avatar of woe. For your commander it's better because it synergies with what you are trying to do.

Edhrec has plenty of other card ideas not just my rambling. Good brewing I'll take another look tomorrow I was inspired to tune up a deck of mine while looking up cards for this one. Haha

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