Skeleton Scavengers

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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
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Skeleton Scavengers

Creature — Skeleton

Skeleton Scavengers enters the battlefield with a +1/+1 counter on it.

Pay (1) for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers. When it regenerates this way, put a +1/+1 counter on it.

legendofa on Favorites and Bests

1 year ago

I like these questions. Just giving everyone a chance to talk about themselves is an underrated art form.

My favorite color pair is . I'm happiest when I can out-resource my opponents in as many ways as possible--mana, cards in hand, board presence, etc., and the combination of 's ramp and creatures, and 's removal and discard, and their overlap in graveyard recursion, draw power, and lifegain, is what drew me to this combination. I'm happiest when my opponents have run out of steam and I'm still going strong, especially after they've thrown their best at me.

I can't pick out a strongest color pair; their strengths and weaknesses can't really be compared. The strongest color combination is the one that you're most comfortable using and that brings you the most satisfaction.

I would not remove from the game. It's arguably the most technical and tactical color, and it provides checks on a lot of different formats. If you've never seen a Saskia vs. Edgar vs. Dragonlord Dromoka vs. Atla EDH match, it's a race to see who gets out the most, biggest creatures out the fastest before someone combos off or beats everyone else down. If you enjoy that, great! It can be a lot of fun. But I like a little more tactics and trickery, and provides that angle that the other colors don't have. Counterspells, unlockable creatures, and Control Magic effects may not always be fun on the receiving end, but they provide a needed depth to gameplay.

The main three ways I see creature Auras being made stronger are recursion (Rancor, Spirit Loop), replacement (Griffin Guide, Mantle of the Wolf), and protection (Diplomatic Immunity, Indestructibility). If the Aura provides a new threat when it goes away, or just refuses to go away, it makes the two-for-one problem much more manageable.

My favorite tribe is Skeletons. They're more interesting than Zombies, smell better, require less care and feeding, and Zombies are spotlight hogs, getting new powerful cards almost every set while Skeletons keep getting maybe one or two cards a year (usually worse than a Zombie option). Outside of being the forgotten cousin of Zombies (one of my least favorites--can you tell?), I like Skeletons on their own merits. The skull and bone aesthetic is always popular, going back at least to medieval Memento Mori art, and Skeleton Scavengers's Regenerate was one of the first complex abilities I learned how to use properly, so they have some nostalgia factor for me as well.

For lands, I almost always go for the 40% and adjust as needed--faster, lower-cost decks get less; slower, more controll-y decks get more. I try to err on the side of having a couple too many lands than not enough. I do have a goal of one day owning a Legacy or even Vintage Dredge deck, though, and those can have single-digit land counts (does anyone have a pile of Lion's Eye Diamonds or Bazaar of Baghdad they want to give away for free?). I don't usually use the MDFC lands myself, but I've seen them used well, and the Pathways are a great option if you can't or don't want to shell out for the shocklands, fast lands, or other big-money lands. (They're still above what I would call truly budget, though.)

wallisface If I may speak for the OP, this doesn't appear to be focused on any specific format. It's asking questions about what you enjoy, how you feel about certain cards and effects, and general chatting.

Maino on Swiss army knife Mairsil

5 years ago

Yeah, Skeleton Scavengers seems perfect for Mairsil. I included the Poltergeist because I didn't know Skeleton existed. I'll definitely swap those two whenever I have the opportunity.

I'll upgrade the deck with the tutors sometime soon, I still have to test it well but I think they are essential. I'm just making small steps for now. Didn't think of the sinergy between Dralnu, Lich Lord and the tutors, that's perfect for increasing the speed of the deck.

Thank you very much for your suggestions, they'll definitely help me develop this deck!

Emagstar on Swiss army knife Mairsil

5 years ago

Skeleton Scavengers is a strictly better Mischievous Poltergeist. Would you rather pay 1 life, or pay nothing and get a free +1/+1 counter if Mairsil does actually need the regeneration bubble?

Neotrup on Mairsil interaction

6 years ago

Except that, according to the oracle text of Skeleton Scavengers, you only get the +1/+1 counter when it regenerates, so something would actually have to try killing Mairsil, the Pretender in order for you to get any counters. You can still activate the ability hundreds of times for free hoping enough things will try to kill him to make him huge.

"Pay for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers. When it regenerates this way, put a +1/+1 counter on it."

lendrick on Mairsil interaction

6 years ago

let's say I have Mairsil, the Pretender with a Skeleton Scavengers caged, since Mairsil (normally) has no +1/+1 counter on him can I activate the ability for ?

that's maybe a dumb question...

JohannKlink on

7 years ago

Skeleton Scavengers ;) From one skeleton player to another