|Commander / EDH||Legal|
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|Shards of Alara (ALA)||Rare|
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Creature — Elemental
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
When Skullmulcher enters the battlefield, draw a card for each creature it devoured.
2 weeks ago
Hey VexenX, I love Burgeoning in the deck, it is almost if not the best turn 1 play we can have I would be very reluctant to cut it. If you're not seeing the value then of course do what works best with your play style.
In regards utility creatures there are a few I have tested, as mentioned
is a great Splendid reclaimation on stick, I rarely used it for the attack trigger and it normally got a bolt from
Omnath, Locus of Rage
or sacrificed to one of our many outlets, comboing this with
Titania, Protector of Argoth
Omnath, Locus of Rage
on the field is explosive. Other creatures I like but can't find space for are
, a creature + sac outlet and card draw on a body,
Green Sun's Zenith
Chord of Calling
this guy out when your sac outlets have been removed or countered to finish of a player second main phase, remember it is a may ability so can still keep enough tokens out for defense if needs be. The other option which is slightly less value but more reliable and cheaper CMC is
, this doesn't have the card draw but is an instant speed sac outlet. If I could find a space for one of them I'd include them but I haven't been able to justify the slot yet. There is also
, I used to run the latter and use it as a
I would typically do the same with
keeping an uncracked fetch in play so I can find the
when it's time to cast
or if you need a blocker at a push.
Some food for thought..
2 months ago
I think (Don't quote me) that a 2:1 ratio between Tokens producers and token Enhancers is a good starting point.
Here are some suggestions to up the number of stand alone token production that you should consider:
Secure the Wastes - It's and instant!
Tendershoot Dryad - Tokens EVERY upkeep
Martial Coup - Board wipe with upside, sometimes.
Hooded Hydra - Flexible
Arachnogenesis - A personal pet card, no one see's it coming. Kinda stand alone, requires you to be attacked
Imperious Perfect - Low drop with a very nicely costed ability
Wolfbriar Elemental - Pretty underestimated
Verdant Force - very high costed, but another every upkeep effect
Ant Queen - pretty bad creature, but an abusable, cheap mana sink
Trostani Discordant - Homeward path on a stick that pumps and makes tokens
Jade Mage - Meh, but its an early token producer if you need it. Late game it can be abused too.
You are severely lack card draw and there are a few abusable cards for tokens:
Be careful with how many of these you put in since they rely on your board.
There are safer ramp options, in my opinion, in green:
4 months ago
I like the shadow born apostle idea. Seeing as how there’ll be an Essence Warden out for all the life triggers, a Wall of Limbs could be added as well. It’s worked great in the current Ghave version and in conjunction with Jared, it becomes far better than its current ability, but at least there's a backup ability if Jared's not on the field.
Going off the Krav and Wall of Limbs idea: I’ve got a Kresh the Bloodbraided deck where I use giant kresh to kill people with Dying Wish and Jarad effects. However, I have another where I turn him into many small creatures (for Impact Tremors effects) which I then sac back into big creatures ( Carrion Feeder or Skullmulcher for Blood Artist effects) something that could be an interesting direction with Carnival and the creature etb triggers for into Exsanguinate or swampy tricks.
Here's the deck for ideas/conversation's sake - you all will be the first to see it. It wasn't ready to go public cause I'm editing up the flavour story still and need to balance it a bit more for consistency... It's got a side mill strategy but mainly kills through ''growth and decay'' (hence the name). I think it could inform a strong take on a Carnival version, related to the style seshiro_of_the_orochi is hinting at. I'd add carnival to it actually, if I didn't have to remove much of the synergy the deck needs for the Essence Warden and other life gain effects.
Commander / EDH*
7 months ago
- Oblivion Stone
- Chain of Acid
- Golgari Charm
- Elixir of Immortality
- Nissa, Voice of Zendikar
- Wretched Confluence
- Wall of Blossoms
- Hag Hedge-Mage
7 months ago
You're missing one of the best Devour creatures: Skullmulcher. Mana dorks like Llanowar Elves are great in decks like this because they ramp you early on and then later when you no longer need them as much they can serve as sac fodder.
9 months ago
11 months ago
I'd suggest removing these cards:
Brambleweft Behemoth - It's a 6/6 for 6 with trample, yes it's an elemental but there are far better ones, especially for 6 mana.
Drove of Elves for 4 mana, you'd want something stronger than this, it's not an elemental, and the only real upside is that it has hexproof.
Nissa's Encouragement It's not really worth to have, considering that the cards it gets you aren't that great.
Nissa, Genesis Mage there are better nissa walkers out there
I'd suggest these cards:
Ashling the Pilgrim you can build up a boardwipe, and with omnath triggers, you could easily kill everyone.
Briarhorn gives you either a 3/3 blocker with +3/+3 on target creature for a combat trick, or you can evoke it, get the +3/+3 anyways and then you get to deal damage with Omnath.
Brighthearth Banneret makes your ele's cheaper
Fertilid 2 land for 3 + 4 mana instant speed fetch too.
Flamekin Harbinger topdeck Eletutor for 1 mana. Really recommend this card, plus elemental decks are the only decks which can really run this.
Greenwarden of Murasa It's effectively a big, double eternal witness.
Incandescent Soulstroke lets you cheat out an elemental which then gets sacrificed later.
Multani, Yavimaya's Avatar gives you ways to return lands to your hand for more landfall triggers.
Skullmulcher gives some card draw.
Soul of the Harvest I know it doesn't work with all the tokens you make, buuuut it does give draw.
Undergrowth Champion gives you a nigh indestructible blocker so you can go wild with your attacks.
Walker of the Grove gives you a 4/4 ele when it leaves the battlefield.
Budoka Gardener gives you extra land draws/elemental generation
Flamekin Village gives a creature trample, and is an ele land
Primal Beyond is also an elemental land.
Raging Ravine is also an elemental land
Skarrg Guildmage makes a land 4/4 for 3 mana
Waker of the Wilds does the same thing.
Vivien Reid gives some nice card draw.
Animist's Awakening with the amount of ramp you have, you could easily have a massive awakening.
Chord of Calling is a pretty good tutor in green.
Khalni Heart Expedition Gives you moooooore ramp, but more importantly, double landfall triggers at instant speed.
Crop Rotation is an instant speed landfall.
Harrow more instant speed landfall.
Perilous Forays Sacrifice your free landfall elementals for 1 misc, get a tapped basic, and another elemental.
Sakura-Tribe Elder for more instant speed landfall.
Tireless Tracker gives you 2 mana card draw for landfall.
Forgotten Ancient can be a real all star when buffing up your board.
Grave Sifter could be a nice include to let you replay elementals, but considering that people are bringing tribal decks, maybe not.
If you went down the burn route, Hostility would be a fun card.
Rite of the Raging Storm is a pretty fun card in multiplayer.
Sylvan Awakening is okay, and pretty funny to kill someone with 2/2 lands.
Eternity Vessel Can make you live forever
Indomitable Creativity you can destroy your own elementals to get other creatures.
Kamahl's Druidic Vow upside is that you can get heaps of lands, downside is that you don't have /that/ many legendary permanents.
Constant Mists will protect you from damage all the damn time.
If you wanna be super mean, Tectonic Break to destroy everyone's lands, except that you'd have way more lands out than anyone else. Boom // Bust Destructive Force Devastating Dreams From the Ashes Thoughts of Ruin Tremble Wildfire
1 year ago
Welcome to commander! Since you're new to the format here's some general principles to keep in mind moving forward:
Commander is (with the exception of deliberately competitive groups) a slower format than any other out there. The doubled life total coupled with multiple opponents changes the game from "deal 20 damage" to "deal 120 damage to 3 opponents," all of whom will be building and playing decks with that in mind. If you aren't building to combo out you need to have efficiency and endurance in mind.
Endurance means you need to think long term; build up a mana base to case the kind of spells that will really swing the board in your favor in the mid to late game. Ramping is important; Cultivate is a solid choice since it gives you 2 cards for 1 and puts you a land drop ahead. Kodama's Reach is identical and worth running. Conditional ramp spells like Harvest Season look great on paper, but tend to fall on their face in practice. Not only do you need the creatures in play, you need them to not be summon sick and either tapped from an ability or having survived attacking. Odds aren't good that that you're gonna be able to beat 2 lands (or even manage 1) on turn 4, which is where you wanna be on your curve for dropping your general. You'll probably be better served with other ramp staples like Skyshroud Claim and Worn Powerstone.
Efficiency means sweepers and value. You play one card and get many cards, or your opponents lose many cards. Take Decree of Pain as an example, which is a casual EDH bomb. ETB triggers are great, whether they're giving you a valuable trigger for a common event like Aura Shards or trading the instant they drop like Bane of Progress. Your deck is built to make sacrificial creatures so triggers that give you value for sacrificing your less valuable creatures for an effect like Skullmulcher or Victimize are particularly valuable to you, as are triggers that watch for creatures entering the battlefield or dying like Dictate of Erebos.
Disruption is important, EDH decks are built around synergy and when they get rolling they really get rolling. Night Soil is a good, intuitive choice because, as endurance is so important, recursion is really prevalent in EDH. Cards like Bojuka Bog are coveted for giving you graveyard hate in a land drop. Aura Shards as I already mentioned is invaluable if you're playing a creature heavy deck, if no one at the table can stop an opponent's Birthing Pod or Doubling Season in a timely manner the game is going to go south quickly. Ideally you can answer them in a way that pays itself back like your single Aura Shards or Wrath of God blowing up many targets, but of course you're gonna need some spot removal tool. To that end you either want highly versatile, like Beast Within, or super cheap and going better than "destroy", like Swords to Plowshares or Tragic Slip.
It's late so I'm gonna leave it at that for now, I'll come back around late for some specifics.
Skullmulcher occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%