|Have (94)||Swamy , guerillarage , Dandelo , EpicNinjaKing21 , SinfulDrug , Slug2211 , admged , tj70 , cleviticus , blackdragonetm , Valentine35 , Icarus79 , Adameus2012 , Spinalripper , Xunfor6iv3nX , gruvyslushytruk , meke , canterlotguardian , MASSACERINLLAMA , Fullmetalmage , greyninja , Putrefy , tisueboxcandy , GureiSeion , CommanderOfBolas , Sauron_ , GoldGhost012 , DrLitebur , Anthonydarkside , TitansFTW , miracleHat , Kornjunky , MTGSmith , EridanWwins , Chancesawtelle , clockworkcactus , Mutt5258 , BroncosFan18 , plebeianglenn , Sonserf369 , jermtube , APPLE01DOJ , AlmaPenzare , Represser , tow , Kingkevin102 , Jernyman , Dridane , itheoryz , g0dcomplex , much-doge , JIV_IV , pkbrainfreeze , NikVendiers , UnbornValkyrie , maxon , Rocknj06 , Waxmywand , slayerx1779 , RDorothy , Rasta_Viking29 , attak , JakeHarlow , forgottentalent7 , Darth_Pork , maiden77 , StarflashSoar , GamrMan11 , Nthnbnntt09 , Tlapanco5 , ducttapedeckbox , CampbellStev , x754 , FizzatzHaderach , failurechild88 , kanofudo , FALLEN-X-ANGEL , BadNewBears , tmloyd , MapleCat1337 , shadowhound14 , jwe94 , Shmu , eldritchkraken , Braxlyon , agtbubblez74 , Duck_of_doom , osirisbray , slemulv , twospires , SteveHiguita , SniperElGato , RJ_Rozzman , mziter501|
|Want (4)||rakdos24 , JMMC , Shotgunbunny , fuckin_martians|
You could possibly include a Glaring Spotlight into here. It could help you get attacks through and protect your creatures.
Why did Glaring Spotlight have to rotate? sadface
I built a deck very similar to this based on Reid Duke's deck from the world championships Hexproof deck
I very much like this deck, green white has always been one of my favorites. Since you have a creature with hexproof AND totem armor, its usually best to throw as many eggs on that basket as possible. I would drop a few creatures or change them out for things like Mesa Enchantress or Kor Spiritdancer or Argothian Enchantress thus giving you rapid card advantage.
Overrun is great, but since you dont really have a huge horde of creatures to boost, I would trade it out for something else.
Some great enchantments
Armadillo Cloak gives stacking lifelink effect (look it up its ridiculous.
Daybreak Coronet so expensive but so darn effective
Ancestral Mask crazy in table games or two headed giant when your friend uses enchants as well.
I love Bear Umbra , but usually by the time you can play this you have either won or lost.
With this deck concept its usually better to plow right through an opponent than to try and go around or over. Dual lands only help this deck as well.
I play against decks where you need to have counters or the game is over. Combos, and all sorts of stuff. I would say the meta is not quite, but almost highly competitive. Not that many people go off on turn 3 or 4 for the game. That is why mine is so control heavy.
What kind of decks do you normally play against? Glaring Spotlight
could help a little. Shroud has some threats, but hexproof is more prevalent.
Not playing spot land removal is something I have not heard of. I have had people say they dislike mass LD, but spot LD is very useful. Hit the Gaea's Cradle, Hall of the bandit lord, Cavern of souls, Boseju. There are so many extremely powerful lands out there. If your group feels that way though, you are probably making out on it. Minamo is one of the strongest utility lands around.
Hi, first I want to say that all of these comments assume you're not limited by card pool. This is "best deck", not "best deck with my cards".
Your deck will be most effective if you play only 60 cards (plus 15 in the sideboard). The simple reason is that you want to draw your best spells more often. This is a very tough pill to swallow for many deckbuilders who just want to jam all the cool stuff they can into a deck. This deck is currently 85 cards + 15-card sideboard.
You should be playing more of your best spells and fewer of your least effective spells. For instance, Lightning Bolt is strictly better than both Lightning Strike (because it's cheaper for the same effect) and Shock (because it does more for the same cost), so playing fewer than 4 Bolts with any number of Shock or Strike is just bad.
Your most obviously ineffective spell is Counterbalance . Counterbalance isn't going to hit very often without ways to manipulate what the top card of your library is (like Sensei's Divining Top or Brainstorm ).
Glaring Spotlight doesn't really synergize with the rest of the deck. Why do you care about giving your creatures hexproof? I suppose you might care about taking hexproof away from your opponents' creatures, except the entire rest of your sideboard can deal with hexproof creatures too!
Returning to what I said earlier about how you should be focusing on your best spells--here's a guide for how many to include of a particular spell (assuming a 60-card deck):
4-of: the bread and butter of your deck. You want one of these in your opening hand and you're happy if you draw more of them. You'll see multiples in many/most games (depending on how long your games go). Green decks in standard right now, for instance, usually run 4 Sylvan Caryatid . It's the deck's best turn-2 play and they want all the mana in the first few turns that they can get.
3-of: Reasons to play something as a 3-of might include: it's an important card in your deck, but it's a legendary permanent that you don't really want to draw in multiples too often (Polukranos, World Eater ; Ashiok, Nightmare Weaver ); maybe it's higher on the mana curve and you don't want to draw it early too often; maybe it's a situational card (Bile Blight ) that's pretty good in most situations but not something you want in multiples every game; maybe you just don't have room in your deck to play it as a 4-of.
2-of: High-mana-cost win conditions; cards that are significantly worse in multiples (Thassa's Ire ) but you want to draw in more games than a 1-of; situational cards.
1-of: you can include 1 copy of a card for several reasons. You could be a control deck that only wants to play one copy of your win condition (for instance, a 1-of AEtherling in a UW control deck featuring Sphinx's Revelation ). The card could be significantly worse in multiples (Urborg, Tomb of Yawgmoth and Keranos, God of Storms are legendary permanents that are difficult to remove) and/or not crucial to your gameplan. Maybe it's a card that you're just testing out, and you don't want to disrupt your deck's main gameplan too much. Maybe it's a situational card (like Reclamation Sage ) that you can search for with a card like Chord of Calling or Liliana Vess . Or maybe it's a "fifth copy" of a card (i.e. playing 4 Lightning Strike and 1 Searing Spear , or less literally 4 Lightning Bolt and a Lightning Strike ). Or it could just be an expensive card that you don't want to wreck your mana curve.
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!
When the hexproof keyword was introduced, it was only added to older cards in cases where it wouldn't cause a functional change from the original printed text. Compare the printed (also current Oracle) text of Canopy Cover to a hypothetical version that grants hexproof:
I just need a clarification whether hexproof and "can't be the target of spells and abilities your opponents control" are the same in this situation.
Let's say I have Glaring Spotlight on my side of the field. My opponent has a Kalonian Tusker enchanted with Canopy Cover . Can I cast Disperse on the Kalonian Tusker or is it an illegal move? Glaring Spotlight states that hexproof is ignored, but the keyword hexproof is not present in Canopy Cover . Can I target his Kalonian Tusker ?
|Avg. draft pick||3.03|
|Avg. cube pick||3.91|
|Commander / EDH||Legal|