Skyshroud Claim

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Nemesis Common

Combos Browse all

Skyshroud Claim

Sorcery

Search your library for up to two Forest cards and put them into play. Then shuffle your library.

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Skyshroud Claim Discussion

Rzepkanut on Surrak, Shaolin Temur Dragon Style Kung Fu

1 hour ago

Nice deck! I have a couple ideas to share after looking at the list.

I have been loving Rishkar's Expertise myself recently, it seems pretty good here.

If you are still looking for more ramp spells, here are my favorites that you aren't using... Hunting Wilds, Ranger's Path and Skyshroud Claim can search up 2x "forest cards" like Cinder Glade not just basics. And also Explosive Vegetation, Far Wanderings, and Nissa's Pilgrimage are other solid 2 for 1 (or better) ramp spells. If you run them all you may want a few more basics in there though. I like the creatures you are using to discount other creature costs too actually, but if they are dying early or not providing enough mana (like if you are only casting one dragon per turn anyways) I might replace them with cards that get lands. Lands rarely die and can cast anything in the deck, not just the creature cards, which are actually only about 25% of the deck.

NarejED on [List - Multiplayer] EDH Generals by Tier

12 hours ago

@MTWEmperor: Vault's Ghave list was horribly unoptimized. It ran 37 lands, a rather high curve, and a bunch of questionable cards like Rune-Scarred Demon and Skyshroud Claim. While Lerker's deck does have some issues, he's arguably the most knowledgeable Ghave player in competitive EDH.

Fortunately, it looks like he posted a more up to date list recently, so I can update the description link.

timefabric on Paul Walker

1 day ago

This is usually my hierarchy:

  1. I use as many fetchlands & original dual lands I can afford.
  2. I then use anything that a fetchland can grab, ie shocklands.
  3. I fill the try to fill the rest of lands with all color producing lands, like Command Tower, Grand Coliseum, City of Brass etc.
  4. Artifact staples Gilded Lotus, Darksteel Ingot, Chromatic Lantern, Coalition Relic, etc
  5. I use some sort of green ramp package:
  6. Tap Creatures Bloom Tender, Birds of Paradise, Sylvan Caryatid,
  7. ETB / Sac creatures Wood Elves, Yavimaya Elder, Sakura-Tribe Elder, Solemn Simulacrum etc
  8. Fetch sorcs Nature's Lore, Cultivate, Kodama's Reach, Rampant Growth, Skyshroud Claim etc
  9. Extra land drop Azusa, Lost but Seeking, Explore, Oracle of Mul Daya etc

Those are usually the steps I go through to get 5 colors in to a deck. The key is to playtest it so you can tell if you are getting the ramp out or not consistently. Always start with more and then narrow it down if you get flooded with mana too often. Nothing worse than getting mana screwed in 5 colors!

Panas on Chemo Ramp

1 day ago

Alright! I gave the deck a quick look and it looks relatively good overall. I understand you are not in a very competitive meta (or at least, not a very cutthroat one at that) and that budget is a concern albeit not a very crazy one.

I see enough card draw and cards that replace themselves. I also liked that you built the deck accordingly, avoiding enchantment and artifact inclusions to fit the theme of blowing all of them up.

With that said we reach the greatest flaw in the deck. Without any strong, early ramp and so many high costed cards doing what you want, your deck is left slow and clunky and will often durdle and fold to early advantage gained by other people through the same things you hate. Breaking a Sylvan Library on turn 5 means that opponent already has gained all the value in the world out of it and probably doesn't care too much that it's being destroyed.

A second point I want to make is that although you do have a lot of big mana plays, a LOT of them are inefficient considering the resource investment into them (mana cost Vs effect + P/T). Here's a list of which ones I didn't like too much and the reasoning behind it:

  • Avatar of Might is a vanilla trampler in your deck. Unless you are facing against a fast aggro deck or token generator, you are the one playing the creature deck so I wouldn't expect to cast it on the cheap side often.
  • Deus of Calamity is an awesome card but it needs the proper enablers (double strike/constant buffs) for it to work as intended and even then it's a "win more" card. In effect it does a hell of a lot under certain conditions, but those are hard to come by and when you are behind you'd prefer playing something else.
  • Domesticated Hydra a very high investment just to get a trampler. Evasion is good but when you compare these kind of cards with enablers like Thunderfoot Baloth and Siege Behemoth they are very lackluster.
  • Havenwood Wurm: 7 mana for a 5/6 trampler? You can do a lot better than this. The instant speed doesn't warrant this investment as it is essentially asking you to skip your turn to play this.
  • Stonebrow, Krosan Hero would be a lot better in a shell where mass trample and Overrun effects ran rampant. This is not the case so quite often he will be giving you an extra 2-4 damage on swing. He's not that bad though.
  • Blunt the Assault is a heavy costed fog effect. If life gaining is that important, running Shamanic Revelation is better. If the fog is really needed then just run Fog or Lull or Respite or Winds of Qal Sisma.
  • Devil's Play is a very flavourful card and I do like it, but I think it's a bit small for commander. Fall of the Titans or even better Comet Storm do a much better job at finishing people.
  • Scrabbling Claws is not good enough for graveyard hate. There exist much better alternatives (i.e. Relic of Progenitus)!

And here are my suggestions for you, including some notable omissions. Some have already been mentioned by others.

I would choose a number of these as replacements prefering their versatility, efficiency and power.

Those are my thoughts. :)

ps: since tappedout doesn't let me mark my most suggestions through the checkboxes for some reason, i'll put an exclamation mark next to them...

Genswift on Tokens and Life Gain (Needs Help)

1 week ago

This is a decent deck for the powerhouse that is Trostani. However I noticed some issues. Trostani works well with all tokens, but big tokens in particular are where she excels in my opinion. I would remove some of the little creatures that don't produce tokens inn favor of ramp cards, token powerhouses and fatties like Desolation Twin, Rampaging Baloths, Avenger of Zendikar, Darien, King of Kjeldor, Kazandu Tuskcaller and Serra Avatar. In the ramp department, Harrow, Skyshroud Claim and Cultivate/Kodama's Reach will do for land ramp while any mana rocks will add additional acceleration.

If you want to look at my trostani deck for additional inspiration or explanation of card combos listed here, the deck is called Trostani mk11. I hope this helps!

MoJoMiXuP on The dragons will burn you down

2 weeks ago

assuming no duals/shocks/fetches, I'd suggest the following budget (>$2) lands to fill out your mana base. Crucible of the Spirit Dragon, Exotic Orchard, Krosan Verge, Temple of the False God, and Ash Barrens. The tri-color tap lands also find their way into alot of Scion budget decks.

Mana fixing spells that make sure you hit your land drops early game but have other late game uses are Grave Upheaval and Sylvan Reclamation. Chromatic Lantern and Coalition Relic are definitely your best available mana rocks, but I would also add Fellwar Stone and Wayfarer's Bauble for early ramp. Farseek, Nature's Lore, Skyshroud Claim, and Tempt with Discovery are great sorcery ramp options as well.

If you want more ideas on a Scion reanimator build, you can check out my deck There Be Dragons!

dragonhunter on WotD Maybe Board

2 weeks ago

stereonoise - yeh some pretty good ones, maybe we can go through the list together against what I already run. I'm thinking of cutting Skyshroud Claim in favour of a creature like Sakura-Tribe Elder. Thinking it might be better in this deck build like you suggested originally. Don't get me wrong, SC is a really good card... but.. something like Steve would be a trigger for Commander plus better synergy in this deck I think.

LTmiller on Spanked by a sapling

2 weeks ago

Okay, with good green ramp cards for two-three color decks you have:

Nature's Lore, Skyshroud Claim, Ranger's Path, Cultivate and Farseek. That's all you need IMO for ramp.

You're mana rocks are fine, maybe a Chrome Mox? they're not that expensive if you get the one from Eternal Masters. Maybe get a Slagwurm Armor for having a stupid fat creature. Sensei's Divining Top can be used in response to the trigger of your commander to set the top card to be the most optimal. Strionic Resonator can be used to copy the trigger of your commander.

I think you could benefit greatly from Skullclamp as you produce Saproling Tokens. Also, perhaps Phyrexian Arena, Necropotence, Underworld Connections for some card draw as you will probably be gaining a shit ton of life.

Imo Spiders kinda seem lackluster as a whole, there are definitely going to be some of them that are good. Treefolk tribal is fine though.

I also think maybe a sac outlet to do things with some of your creature tokens and useless creatures. Phyrexian Altar, Ashnod's Altar, Altar of Dementia are some of the general good ones.

LAST thing, go check out my deck I linked above, go to the primer and look at my non creature spells. Read them. They REALLY put in work. I spent a lot of time brewing that deck. It's retired for the moment due to my Meta being ridiculously competitive and cut-throat as hell. So, it's my "casual" deck.

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