Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (If a creature with trample would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
Printings View all
|Iconic Masters (IMA)||Uncommon|
|Magic 2014 (M14)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
9 months ago
It’s all good! Glad to see some passion with this. I totally agree Skullbriar is often overlooked and most of the decklists on here are certainly outdated a bit. I think that’s generally because most folks are turned off of Voltron decks, since they are so one-sided for the most part. In multiplayer they aren't viewed much as a threat.
I’d see how Inspiring and Expertise pan out for you and if they end uo being lame jank than totally take them out. To me, they seen like natural card draw fits for this deck.
If you keep collector in I would agree with your sentiment with removing your 1-2 mana rocks and put in some green (or black) ramp to avoid having it affect you. Simple stuff like Cultivate or Rampant Growth , Farseek , Crypt Ghast , etc.
I really like Bow of Nylea especially teamed up with stuff like Nemesis Mask or Enlarge or Emergent Growth (I’m sorry I keep bringing those up lol). A cool way to board wioe though. Plus the Bow adds counters which is what we want to do.
I say Fireshrieker over the flail because to me, if you go the route of the flail, I would just rather have Hot Soup. Straight evasion over double damage—in other words “guaranteed” damage over maybe double seems better to me. Plus double strike is nifty, strictly better to me than just double damage.
9 months ago
Hey, fair enough! To each their own. I apologize if I’m leaving too much of my own subjective view on your deck page, but I’m always interested to hear why people have certain cards and maybe why they don’t care for my suggestions. It can be hard sometimes since metas can be so very different.
Your logic against instant-pumps is absolutely correct, I just have a completely different experience in multiplayer (piloting this deck since 2013), and 1v1 is an entirely different story (he is usually too fast and evasive). People always seem to flail against combat tricks, combined with the fact skullbriar is naturally fast. The way I see it is the pump spells are essentially an extra investment into Skullbriar’s counter placement; extra evasion, extra strength; adds extra synergy (w/ Skullbriar). I’m just putting all my eggs in one basket. Would it be better to reuse these spells? Absolutely. But that’s also why I have a bunch of them. I’m also going for affect; how I can take someone out with Enlarge + Might of Oaks with Hot Soup —it’s hilarious!
My point with the reanimation that you were confused about was just how it can avoid commander tax, which is overall a great thing.
Anyway, sorry again if I havent been much help. It’s always cool to see someone else’s deck-list. If you want to continue this conversation we don’t have to keep writing on your page. If you want we can discuss via wall comments if you’d like.
Quickly, based on your update from this morning: I think you should put in Inspiring Call and Rishkar's Expertise . Both seem like insane draw for this deck. I’m definitely going to add both of these to mine! I agree with all the changes you made too—love the Collector Ouphe add. Also, my 2 cents: use Fireshrieker over Inquisitor's Flail .
9 months ago
Wow, we definitely have different opinions on how to run this haha, but that’s totally ok! That’s what makes this game great. The instants are what make this deck so much fun for me because I love pulling combat tricks on folks, and well, the fact that things can be countered applies to all the reanimation spells as well—although that is not to say the reanimation stuff is bad. It’s another clever way to work with how Skully keepa his counters, which is fantastic. Plus it prevents you from having to pay commander tax, also clutch. I suppose Ive never really worried about paying the tax though since he starts off at 2. Ive played plenty of games where he’s ended up costing 14 or 16 lol. I used to run more ramp and looking back at my list i think i will make a few adjustments in that regard.
Stuff like Skarrg Goliath is expensive but they are game-changers and I love that. Plus in the event I need a creature on the board I can throw him down. Epic Proportions and Enlarge are super hilarious to me and have worked. Of course every meta is different so for you maybe they wont. Lastly, Berserk and Hatred are generally one shot kills. Again, something I think is phenomenal in voltron. But to each their own!
Glad you also sort of like Hot Soup !
9 months ago
Hello fellow Skullbriar player!
Right off rip, I’d say Armorcraft Judge is a great card. Here are some others I use:
Ridgescale Tusker more counters
Skarrg Goliath Bloodrush!
Dauthi Embrace unblockable
Hot Soup this is a personal favorite!
We both have a lot if similar cards. I think I have more unblockable stuff while you have more relating to counters.
Check my deck out here.. I’m down for any feedback you may have!
Good luck! +1
10 months ago
Hello fellow Skullbriar player,
I like your deck-list a lot! I like how you are running Triumph of the Hordes . I never really thought of going that direction for a win. You’re also running a lot more creatures which is cool to see!
Skullbriar for me, is the perfect deck to throw a bunch of combat trick stuff and janky pumps/unblockables like: Elbrus, the Binding Blade Flip, Hot Soup , Prowler's Helm , Epic Proportions , Gigantomancer , Emergent Growth , Berserk , Hatred , Hunt the Weak , Trailblazer's Boots , Burst of Strength , Might of Oaks and Enlarge (so hilarious to pull-off). Here is my Skullbriar brew
Hope some of that helps!
1 year ago
I don't like Angelic Page, he has to to use his ability, where Exalted is immediate. He can pump a blocker, but not sure the +1/+1 is worth it.
I'd probably rather have a Neurok Stealthsuit (Shroud) over a single use Favor of the Overbeing (Vigilance/Flying). Even if you don't have the for attach, just pay equip. It's not bad, but Exalted/Shroud/Hex are more valuable in single removal scenarios, especially if your sorcery +'s them. Have to reply on the protection spells to save them.
Skarrg Goliath CMC7 Bloodrush at least is instant, Enlarge you'll have to be sure to have the CMC5 + a protection spell (or shroud/hex) before engaging that. Why does it have a monster kitten in the pic!
You should have lots of blockers (the exalted crew), Guardian of the Gateless is a flying blocker, but dont think you need this ability. Palace Guard is even worse with no flying, Fog instead it's the same thing pretty much. Since neither has Exalted anyway.
Banishing Light is similar to Oblivion Ring and doesn't carry the $2 burden of Journey to Nowhere. If you planning on Infinite Combo off of the the ETB/LTB of Journey to Nowhere then keep it, if not, I would just go with Banishing Light (even though it can't infinite combo)
Pentarch Ward feels missing, it gives Pro-Color of your choice, the best part is it draws a card to replace itself (and you can still choose white). Never hurts you because of the draw, unless they remove the creature in response.
1 year ago
Blossoming Defense helps add some more damage and save creatures using hexproof, which might help.
For even better damage, and for making use of your graveyard (which I believe is currently an unused zone in this deck), you could also try Become Immense. I also like Become Immense in this deck when you have Rashmi on the field: draining your yard, casting BI for a measly 1 G, hitting something like Enlarge off the top for free is essentially game over. Granted, that's pretty "pie in the sky," but you could still get a lot of interesting plays off of Rashmi/Become.
1 year ago
Enlarge, Fade into Antiquity, Lost in the Woods, Coldsteel Heart, Phytoburst, Aspect of Hydra, Howl of the Night Pack, Soul of the Harvest, Soul of Zendikar, and all of the spells that do nothing but gain you life can go.
Naturalize is a must. Rampant Growth, Kodama's Reach, and Cultivate are all good ramp. Overrun can be a game-ender. Harmonize is good card draw. Fyndhorn Elves and Elvish Mystic are essentially extra copies of Llanowar Elves. In this deck, so is Arbor Elf. You also might want to consider some utility lands, like Oran-Rief, the Vastwood or Blighted Woodland. There's also a bunch of good stuff coming in Core 2019 that you might want to check out.