Duskborne Skymarcher

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Duskborne Skymarcher

Creature

FlyingW, Tap: Target attacking Vampire gets +1/+1 until end of turn.

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Duskborne Skymarcher Discussion

t3hkender on Vampire Lifegain

2 hours ago

Good ideas here. I'm building a similar deck. A few notes from what I've found playing mine:

I'd drop one copy each of Mavren Fein, Dusk Apostle, Yahenni, Undying Partisan and Vona, Butcher of Magan because of their legendary status. I'd still keep three copies of Mavren to make sure you draw one, but I think four is too many.

Run Legion's Landing  Flip! Four of them! It's a great card and yeah, it's legendary, but never a dead card because you can always cast it to get a token and then lose one to the legend rule. It's probably the best 1-drop for BW Vampires right now.

Bishop of the Bloodstained has potential to come in for a huge amount of damage. I run four of these and also run two (might bump to three) Call to the Feast to curve into it. Spend turns 1-4 building as massive a board as possible, then drop the Bishop for anywhere from 5-10 life. Related, I don't like Queen's Commission as well. Call is just a little better and also fits a better slot on the curve, I feel.

Duskborne Skymarcher and Skymarch Bloodletter are both good cards as well. I especially like the Skymarcher because it can often get in for a little early damage, and it works well with Mavren, often giving you a chance to swing with a vampire that your opponent can't block, getting you a token without risking your creature count.

Shefet Dunes has potential, though I haven't gotten much mileage out of it yet.

I'm going to run Dusk / Dawn instead of Settle the Wreckage. It's a Sorcery instead, which is unfortunate, but it comes with the advantage of often being a one-sided board wipe since most of your dudes are small enough to duck under it. It also has the added benefit of being able to recover you from a board wipe by pulling a bunch of your 1 & 2 drops out of your yard.

Speaking of board wipe answers, while I like Bloodcrazed Paladin, I feel like it's a sideboard card. You could maybe run one or two copies main, but I think I'm going to keep mine in the side. It's also possible that Duress should also be a sideboard card.

Oh, and Anointed Procession. Because duh.

What do you think?

bushido_man96 on The Markov Horde

1 day ago

If you are concerned about smoothing out your mana base, cards like City of Brass and Reflecting Pool might be helpful.

I'm not so sure about Bontu's Monument. If you were running in mono black, I'd say for sure. But with three colors, how much does it help? Urza's Incubator would be much better, but is more costly. Herald’s Horn would be better, too, and isn't as costly as the Incubator, and helps you cast all your creatures, not just the black ones.

I think Anowon, the Ruin Sage would be a good card for you to run, as edict effects are almost always helpful. How much work does Duskborne Skymarcher do for you? To me, he just doesn't seem worth it, and Anowon would be a much higher value creature.

xGloriousLeader on Draining Vampires

1 week ago

I agree with the Bontu's Monument comment. Also, why not run Duskborne Skymarcher and Bloodcrazed Paladin? If you use a Yahenni's Expertise late game and drop a Bloodcrazed Paladin you can get a massive creature. Yoou can use Duskborne Skymarcher for evasion on him or really anything including getting some free tokens with Mavren Fein, Dusk Apostle when the board is in a stalemate

RazortoothMtg on Best Ixalan Flavor Text

3 weeks ago

I really enjoy the flavor text of Axis of Mortality

Bishop of Rebirth's flavor text is really unsettling. I like it.

The grammar on Duskborne Skymarcher's bothers me. Why isn't it "The hour of dusk HAS come" or something? None of the other vampires talk like that, do they???

smartitude on Vampire Tokens

3 weeks ago

I would go to 4x of Legion's Landing and go down to 2x of Duskborne Skymarcher. The +1/+1 isn't really relevant, and neither is 1 flying damage. Legion's Landing doubles with Anointed Procession, and lets you get as many Vampires as you want. It's a bit awkward that it's legendary, but it isn't that big of a flaw.

Also, Hidden Stockpile is your friend. It gives you a sack outlet, and lets you make even more tokens.

xoorath on Huatli: The only dino gyno I know...

3 weeks ago

Matchup against UW Flyers (Ixalan Standard)

I roll 6, you roll 20. You'll be on the play.

Your hand: 3x Island, Unsummon, Siren Stormtamer, Storm Fleet Aerialist, Duskborne Skymarcher. Hm, that's a lot of blue sources. But if we think of this as a mull to 6 excluding an island, I'd probably take this over another random 6 cards. We'll keep.

My hand: 2x Forest, Sunpetal Grove, 1x Rootbound Crag, Aether Hub, Charging Monstrosaur. Nope, mull to 6.

My hand: Aether Hub, Attune with Aether, Commune with Dinosaurs, Kinjalli's Sunwing, Carnage Tyrant, Samut, the Tested. I can find lands, and have early and late action. I'll keep.

My scry: Otepec Huntmaster stays on top.

T0, you: play Island, and Siren Stormtamer

T0 me: I draw Otepec Huntmaster. Play Aether Hub and Attune with Aether, search for Forest.

T1, you: draw Island. uh oh. Play Island, swing for 1. Play Storm Fleet Aerialist with a +1/+1 counter.

T1, me: I draw Kinjalli's Sunwing. Play Forest, and Otepec Huntmaster (note, 1 energy left).

Me: 19, you: 20

T2, you: draw Unsummon. Play Island, swing with the team.

T2, me: draw Charging Monstrosaur. I cast Commune with Dinosaurs. I see Sunpetal Grove, Regisaur Alpha, Kinjalli's Caller, Rootbound Crag, Inspiring Vantage. I take Inspiring Vantage and play it. I cast Kinjalli's Sunwing for 2, and attack with Otepec Huntmaster for 1. EOT you unsummon Kinjalli's Sunwing.

Me: 16, you: 19

T2, you: draw Chart A Course (sweet!). You swing with the team for 3. Post-combat you cast Chart A Course drawing Island and Skyship Plunderer. You play an Island and Skyship Plunderer.

T2, me: draw Forest and play it. My options are to invest in Samut, the Tested with Charging Monstrosaur next turn (in either order), or produce blockers this turn. I think I want the blockers. I cast 2x Kinjalli's Sunwing using my last energy. Otepec Huntmaster would probably go unblocked... but I'd rather not risk loosing a cost reducer with just 4 lands in play. I pass the turn.

Me: 13, you: 19

T3, you: draw Glacial Fortress. shoot. We can't really attack from this position, Unsummon would only get one blocker... You play Glacial Fortress and Duskborne Skymarcher tapped.

T3, me: draw Commune with Dinosaurs, that's good. We can get another land and save ourselves from dying by Otepec Huntmaster being removed. I guess we play that, try and get samut down and how we don't fail to find a land. We find 4 lands and a Carnage Tyrant. Nice. We take Sunpetal Grove and play it. We cast Samut, the Tested and tick her up to no effect. Pass the turn.

Me: 13, you: 19

T4, you: draw Skywhaler's Shot, play Island. The blocks would be unprofitable for you, and you can't kill samut... hm.... pass the turn.

T4, me: draw Ripjaw Raptor. Cast Carnage Tyrant. In response, you unsummon Otepec Huntmaster (to prevent the tyrant getting haste, buying you a turn). I tick up Samut, the Tested giving a Kinjalli's Sunwing double strike, and pass the turn. I really don't want to lose samut, so I keep the sunwing as a blocker.

Me: 13, you: 19

T5, you: draw Favorable Winds, play it. Assuming the blocks, there's no line where we can kill samut from here, and we have one more turn before she can ult... You pass.

T5, me: I draw Carnage Tyrant. I tick up samut, giving carnage tyrant double strike, I swing with carnage tyrant. It has trample anyways... you take 14. Post-combat, I play Otepec Huntmaster and Ripjaw Raptor

Me: 13, you: 5

T6, you: draw Aethersphere Harvester. The lifelink wont happen if it dies during first strike damage... scoop.

That was getting pretty close, the Kinjalli's Sunwing really helped. Unsummon was sweet, but wish we had an Essence Scatter in the sideboard to replace it with.

I only have time for one game currently, but I'll come back and test the post-board matchup later. If you have some suggestions on what you would SB (or even want to tweak your SB), feel free. If you don't care about my fake solitaire games, that's totally cool too - haha.

Sweet deck! I actually think you have the edge here, my Kinjalli's Sunwing's were pretty lucky to gum up the board. I only run 3 MB, so I doubt game 1 matches would go this way very often between our decks.

I bring in 1 Kinjalli's Sunwing. Going down 1 Charging Monstrosaur

You bring in 2 Kinjalli's Sunwing, 1 Cast Out. Going down 2 Aerial Responder and 1 Skywhaler's Shot.

You'll go first.

Your hand: Plains, Irrigated Farmland, 2x Island, Chart A Course, Siren Stormtamer, Kinjalli's Sunwing. Probably more mana than we want, but we can draw extra cards on chart a course and cycle that land if we want. Keep.

My hand: Sunpetal Grove, Attune with Aether, Kinjalli's Caller, Ripjaw Raptor, 2x Regisaur Alpha, Carnage Tyrant. Tapped land is a shame, but otherwise it's worth trying.

T0 you: play Island, and Siren Stormtamer

T0 me: draw Kinjalli's Sunwing. Play Sunpetal Grove tapped.

T1 you: draw Aerial Responder. play Plains attack with Siren Stormtamer. Post combat, cast Chart A Course. You draw Hope of Ghirapur and Island.

T1 me: draw Inspiring Vantage, play it. Cast Kinjalli's Caller and Attune with Aether for Forest.

You: 20, Me: 19

T2 you: draw Unsummon. Play Island, attack for 1. Cast Kinjalli's Sunwing. Next turn if you don't get a white source, you're thinking you'll have to play off curve and get down Hope of Ghirapur since Aerial Responder is double white. no big deal since you can keep Unsummon up as an option.

T2, me: Draw Commune with Dinosaurs, play Forest, cast Ripjaw Raptor for 3, tapped.

You: 20, Me: 18

T3, you: draw Chart A Course. Swing for 3 with the team. Play Irrigated Farmland tapped and cast Hope of Ghirapur. Let's see if something bigger gets cast than ripjaw. You wont block a ripjaw anyways, so might as well see if more damage is represented elsewhere.

T3, me: draw Rootbound Crag. Cast Regisaur Alpha for 4 making a 3/3 dino token with trample - they both come in tapped. Move to combat, you Unsummon Ripjaw Raptor.

You: 20, Me: 15

T4, you: draw Island and play it. You aren't willing to block with any of your guys next turn anyways (the boardstate would just run away from you). So you get in with the team for 4. Post combat you first Chart A Course drawing Skyship Plunderer and Hope of Ghirapur. You cast Aerial Responder.

T4, me: draw Ripjaw Raptor. I want a land, so I Commune with Dinosaurs seeing Kinjalli's Sunwing, Huatli, Warrior Poet, Sunpetal Grove, Commune with Dinosaurs, Forest. I take Sunpetal Grove and play it. I swing with Regisaur Alpha and its token for 7. You take it. Post combat I play Kinjalli's Sunwing for 2, and Ripjaw Raptor for 3. They both come in tapped.

You: 13, me: 11

T5, you: draw Island and play it. Okay, so the opponent has 14 damage on board - so we just barely survive with lifelink. Our creatures in hand come in tapped, and we don't have lethal on board (6 power). If we survive another turn we can try to go for the win. Sacrificing Hope of Ghirapur can help prevent removal during the opponents next turn helping secure that. If we attack this turn the opponent will be at 5. Then next turn when their kinjalli's sunwing untaps to block we just barely still have lethal. What do we die to? Thundering Spineback pumping his team for lethal? That sounds unlikely, but it might be a 1 of? He does have enough to cast it... Vanquisher's Banner seems like a way better card, so I'm going to say if he had a lord - it would be the flag. Since that's non creature and can't be cast, I'm pretty confident we win here. We attack with the team for 6 damage, healing 2. Cast Skyship Plunderer and Hope of Ghirapur coming in tapped. Sacrifice the Hope of Ghirapur that attacked.

T5, I draw Savage Stomp. I look at the life totals, power on board, and scoop.

That game was sweet. It's crazy how Hope of Ghirapur went from being a lame 1/1 flier for 1 with a badly matched up ability - to the card that won you the game. What a blowout. Savage Stomp would have been sweet if it wasn't denied. Savage Stomp your Kinjalli's Sunwing would have given me another 7 power on board with Regisaur Alpha winning me the game. Wow.

Kinjalli's Sunwing also did great work for you. Haste doesn't mean much if you ETB tapped. Also prevents blockers, like my Kinjalli's Sunwing. That's why I play it main deck, and am very happy with that choice. Most people will see it only as a sideboard card, but it forces through so much damage for me. In your deck it probably makes sense in the sideboard since your damage is evasive anyways. Another A+ card this game.

Honorable mention to Chart A Course, which is just fantastic in an evasive deck with so many 1 drops. Onto game 3.

I'll be on the play.

My hand: 2x Forest, Rootbound Crag, Drover of the Mighty, 2x Kinjalli's Sunwing, Savage Stomp. Seems okay, I'd like a big dino though. But the blockers and stomp will be good. Keep.

Your hand: 2x Plains, Island, Hope of Ghirapur, Favorable Winds (finally), Skyship Plunderer, Unsummon. Keep.

T0, me: Play Forest.

T0, you: draw Glacial Fortress. Play Island, and Hope of Ghirapur.

T1, me: draw Huatli, Warrior Poet. Play Rootbound Crag and Drover of the Mighty.

T1, you: draw Skywhaler's Shot. Swing for 1, play Plains and Skyship Plunderer.

You: 20, Me: 19

T2, me: draw Carnage Tyrant. Play Forest. Tap drover for white, and cast Kinjalli's Sunwing. Cast Savage Stomp putting a +1/+1 counter on the sunwing, killing Skyship Plunderer.

T2, you: draw Island. Play Glacial Fortress. Cast Skywhaler's Shot killing the sunwing. Scry Aethersphere Harvester to the top. Attack for 1.

You: 20, Me: 18

T3, me: draw Rootbound Crag, play it. Sunwing is great, but huatli is probably better here; play Huatli, Warrior Poet. I tick her up to 5 loyalty, gaining 1 life.

T3, you: draw Aethersphere Harvester. Play Plains. Swing for 1 at Huatli, Warrior Poet (no blocks, down to 4 loyalty). Cast Aethersphere Harvester.

You: 20 +2e, Me: 19.

T4, me: draw Sunpetal Grove, play it. Cast Carnage Tyrant. I tick up Huatli, Warrior Poet gaining 7.

T4, you: draw Cast Out. That deal's with huatli. How can I get rid of the implacable death lizard? Pumping with favorable winds and double blocking with something and Aethersphere Harvester would work. But those are all visible plays. Maybe keep chipping in while leaving those blocks? Let's try.

You: 20 +2e, Me: 26

T5, my: on my upkeep you cast Cast Out, ETB targets Huatli, Warrior Poet exiling her. I draw Drover of the Mighty. I swing with Carnage Tyrant. You take 7. Post combat I play Kinjalli's Sunwing and Drover of the Mighty.

T5, you: draw Island. You play Favorable Winds.

You: 13 +2e, Me: 26

T6, me: draw Forest, keep it in hand. Swing with Carnage Tyrant. No blocks, take 7.

T6, you: Siren Stormtamer. Cast Unsummon on Kinjalli's Sunwing, and play Siren Stormtamer. Hanging in there. You have one Plains in hand.

You 6 +2e, Me: 26

T7, me: draw Savage Stomp. I cast Kinjalli's Sunwing, and Savage Stomp targeting Kinjalli's Sunwing and Siren Stormtamer. You pay 1 and sacrifice Siren Stormtamer to prevent me getting a counter on the sunwing. I swing with Carnage Tyrant, and both Drover of the Mighty. You crew Aethersphere Harvester and give it lifelink - blocking Carnage Tyrant. Aethersphere Harvester dies, Carnage Tyrant tramples for 1, you lifelink for 4, and the Drover of the Mighty's deal 6. You're down to 3.

T7, you: draw Siren Stormtamer. you scoop.

That game was interesting. Unsummon seems to not be doing very well for you in this matchup. If your deck was consistently more aggressive you would be able to use it to squeak through more damage. I felt the whole game like "I wish I had Favorable Winds out already", but there was never a good window until the late game when pumping a 1/1 doesn't matter unless you're winning.

In these games I'd say the takeaway might be: your evasive deck really doesn't want to be on the backfoot. I'd play to that strength, and find ways to balance consistent evasive damage while denying your opponent a way to recover. Maybe Angel of Sanctions can be a top end replacing Cast Out. I also would strongly suggest Fumigate in the sideboard to deal with Carnage Tyrant, I suspect a lot of decks will play it in the new standard meta - even if they're not a dino deck. It's just an efficient bomb and one of the few cards that can answer itself in the mirror without having to wrath the board.

xoorath on UW Flyers (Ixalan Standard)

4 weeks ago

Hey, sweet deck. I gave it a test run against my deck: Huatli: The only dino gyno I know....

If you're interested, here's how it went:

I roll 6, you roll 20. You'll be on the play.

Your hand: 3x Island, Unsummon, Siren Stormtamer, Storm Fleet Aerialist, Duskborne Skymarcher. Hm, that's a lot of blue sources. But if we think of this as a mull to 6 excluding an island, I'd probably take this over another random 6 cards. We'll keep.

My hand: 2x Forest, Sunpetal Grove, 1x Rootbound Crag, Aether Hub, Charging Monstrosaur. Nope, mull to 6.

My hand: Aether Hub, Attune with Aether, Commune with Dinosaurs, Kinjalli's Sunwing, Carnage Tyrant, Samut, the Tested. I can find lands, and have early and late action. I'll keep.

My scry: Otepec Huntmaster stays on top.

T0, you: play Island, and Siren Stormtamer

T0 me: I draw Otepec Huntmaster. Play Aether Hub and Attune with Aether, search for Forest.

T1, you: draw Island. uh oh. Play Island, swing for 1. Play Storm Fleet Aerialist with a +1/+1 counter.

T1, me: I draw Kinjalli's Sunwing. Play Forest, and Otepec Huntmaster (note, 1 energy left).

Me: 19, you: 20

T2, you: draw Unsummon. Play Island, swing with the team.

T2, me: draw Charging Monstrosaur. I cast Commune with Dinosaurs. I see Sunpetal Grove, Regisaur Alpha, Kinjalli's Caller, Rootbound Crag, Inspiring Vantage. I take Inspiring Vantage and play it. I cast Kinjalli's Sunwing for 2, and attack with Otepec Huntmaster for 1. EOT you unsummon Kinjalli's Sunwing.

Me: 16, you: 19

T2, you: draw Chart A Course (sweet!). You swing with the team for 3. Post-combat you cast Chart A Course drawing Island and Skyship Plunderer. You play an Island and Skyship Plunderer.

T2, me: draw Forest and play it. My options are to invest in Samut, the Tested with Charging Monstrosaur next turn (in either order), or produce blockers this turn. I think I want the blockers. I cast 2x Kinjalli's Sunwing using my last energy. Otepec Huntmaster would probably go unblocked... but I'd rather not risk loosing a cost reducer with just 4 lands in play. I pass the turn.

Me: 13, you: 19

T3, you: draw Glacial Fortress. shoot. We can't really attack from this position, Unsummon would only get one blocker... You play Glacial Fortress and Duskborne Skymarcher tapped.

T3, me: draw Commune with Dinosaurs, that's good. We can get another land and save ourselves from dying by Otepec Huntmaster being removed. I guess we play that, try and get samut down and how we don't fail to find a land. We find 4 lands and a Carnage Tyrant. Nice. We take Sunpetal Grove and play it. We cast Samut, the Tested and tick her up to no effect. Pass the turn.

Me: 13, you: 19

T4, you: draw Skywhaler's Shot, play Island. The blocks would be unprofitable for you, and you can't kill samut... hm.... pass the turn.

T4, me: draw Ripjaw Raptor. Cast Carnage Tyrant. In response, you unsummon Otepec Huntmaster (to prevent the tyrant getting haste, buying you a turn). I tick up Samut, the Tested giving a Kinjalli's Sunwing double strike, and pass the turn. I really don't want to lose samut, so I keep the sunwing as a blocker.

Me: 13, you: 19

T5, you: draw Favorable Winds, play it. Assuming the blocks, there's no line where we can kill samut from here, and we have one more turn before she can ult... You pass.

T5, me: I draw Carnage Tyrant. I tick up samut, giving carnage tyrant double strike, I swing with carnage tyrant. It has trample anyways... you take 14. Post-combat, I play Otepec Huntmaster and Ripjaw Raptor

Me: 13, you: 5

T6, you: draw Aethersphere Harvester. The lifelink wont happen if it dies during first strike damage... scoop.

That was getting pretty close, the Kinjalli's Sunwing really helped. Unsummon was sweet, but wish we had an Essence Scatter in the sideboard to replace it with.

I only have time for one game currently, but I'll come back and test the post-board matchup later. If you have some suggestions on what you would SB (or even want to tweak your SB), feel free. If you don't care about my fake solitaire games, that's totally cool too - haha.

Sweet deck! I actually think you have the edge here, my Kinjalli's Sunwing's were pretty lucky to gum up the board. I only run 3 MB, so I doubt game 1 matches would go this way very often between our decks.

Guy_Sensei on UW Uber Winds

1 month ago

I haven't checked, are those alle the cheap fliers we have? Duskborne Skymarcher litterally benefits you nothing, beside being a flying body. And not a good one. Also you are lacking the "tempo" you are calling for in the description. Spire Patrol is a good example for a tempo card.

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