Skyshroud Claim

Skyshroud Claim

Sorcery

Search your library for up to two Forest cards, put them onto the battlefield, then shuffle your library.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (6) ButteryLLAMA , epros1285 , silver374 , mbdonkey , Connatus , Sporefrog91

Printings View all

Set Rarity
Battlebond (BBD) Common
Nemesis (NMS) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Skyshroud Claim occurrence in decks from the last year

Commander / EDH:

All decks: 0.11%

Green: 0.61%

Golgari: 0.15%

GU (Simic): 0.55%

RG (Gruul): 1.51%

RGW (Naya): 1.89%

Skyshroud Claim Discussion

multimedia on Draconic Domination

9 hours ago

Hey, nice budget version of Ur-Dragon.

Casual Dragons is not meant to have fast game play. You want to be slow to build up ramp/color fixing to cast high CMC Dragons or cheat them onto the battlefield. My suggestions are to improve the color fixing which will help game play. If you can more easily make different colors of mana then it's easier to cast cards. Ramp that's also better at color fixing can be an improvement for five colors.

Cards to consider adding:

Indatha Triome and Ketria Triome are three different land types making them great for color fixing. Indatha and Ketria are Forest lands meaning that Nature's Lore and Skyshroud Claim can search and put onto the battlefield. Skyshroud can get both Indatha and Ketria which gives you five colors with only two lands. Farseek can also search for one of these Triomes.

Glade, Vista, Hollow, Stream and Marsh are called Battle lands and the reason to add them is they have interaction with basic lands and they're two different land types. Because they're two different land types then you can search for them and put them onto the battlefield with land ramp spells that can get a dual land such as Farseek.


Cards to consider cutting:

  • Vivid Crag
  • Vivid Creek
  • Vivid Grove
  • Vivid Marsh
  • Vivid Meadow
  • Frontier Bivouac
  • Sandsteppe Citadel
  • Curse of Bounty
  • Curse of Verbosity
  • Armillary Sphere
  • Kodama's Reach

The Vivid lands need a way to keep putting counters on them such as proliferate. But adding proliferate just for the Vivid lands is not worth it and I don't suggest doing that. If don't have a way to put more counters on Vivid lands then they become too unreliable for color fixing.

Reach is fine ramp, but could be upgraded since it can only get basic lands. Sphere is not worth playing since it's not ramp; it only puts the basic lands you search for into your hand not onto the battlefield. The curses will help your opponents too much which is not what you want to be doing. The times in the game you would want to be casting these curses should instead be used to cast ramp.

Good luck with your deck.

slashdotdash on 5 color no theme deck

3 days ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Optimator on Advanced Woodshop

1 week ago

ghostofsparta, thanks for the advice! Oviya is dope. As I mentioned in my description, I just find her fascinating. If you like my version be sure to up-vote it ;)

I've noticed the same thing with Oviya; her presence is kind of tertiary but a nice mana sink. Sometimes she serves as a good lightning rod because people don't realize how expensive her abilities are.

I know Skyshroud Claim is better--just didn't have one on-hand when I built the deck. It's been reprinted in the last few years but it used to be out-of-budget so I never bought any, like I did Explosive Vegetation. I don't know if you saw, but Soul of New Phyrexia and Wrap in Vigor are on the short-list for swaps for exactly the reason you stated. I haven't really fiddled with the deck in a long time since it's kind of one of my lower-powered decks to whip out with beginners. That said, I've had some extremely explosive games where I quickly crush out of nowhere, belying the deck's budget.

That's a good point about Inspiring Statuary. I've kind of scrapped the idea of Artifacts Matter, but including those three would keep some of that flavor while still being viable. I'll keep it in mind when I retool for sure!

Overcome is one I forgot about. Thanks! Arasta of the Endless Web seems good too.

I have an Oketra's Monument but it seemed too cute at the time I built the deck. Do you run it? Thoughts?

ghostofsparta on Advanced Woodshop

1 week ago

Ah, a fellow Oviya player. Warms my heart.

I've found that it's best to use her first ability as a last resort mana sink, casting the other spells in my hand first. I usually start spitting out her constructs ASAP so I can start punching face. And yes, you will look scary when your board is filled with tokens. Comes with the territory.

Find a copy of Skyshroud Claim and replace Explosive Vegetation with it, or run it alongside. Adding in that Wrap in Vigor and Soul of New Phyrexia can help against board wipes, but mainly you deal with board wipes by just recovering afterwards. If you do decide to use Inspiring Statuary then Throne of the God-Pharaoh and Genesis Chamber become much better here. Even if your opponents get a few creatures off of Chamber, they won't put up much of a fight when you steamroll them. Also, getting some extra life drain could make the overrun play easier later. BTW, Overcome is another of these overrun effects.

I'm testing Arasta of the Endless Web and Wilderness Reclamation in my build. I imagine Arasta getting out of hand quickly if not dealt with, and Wilderness allows you to play a spell AND use Oviya in the same turn cycle. Cheaper than Seedborn too, money-wise.

Secret artifact tech: Oketra's Monument. Sure, you don't get the cost reduction, but otherwise it's basically a one-sided Genesis Chamber.

TDemers on The Ur-Companion

1 week ago

NeonEndymion

In: Dragonlord Silumgar - Out: Keiga, the Tide Star Clear upgrade.

In: Primevals' Glorious Rebirth - Out: Spell Rupture Cut a counterspell in favour of Primeval to recover from a board wipe instead of trying to prevent one.

In: Ugin, the Spirit Dragon - Out: Despark Moving the deck balance more towards asymetrical boardwipes instead of single target removals. Ugin and Primeval moved the average CMC to 4.0 which is quite high. I'll decide after some playtesting if Ugin should stay or not, maybe in favour of ramp like Skyshroud Claim

In: Return of the Wildspeaker - Out: Swords to Plowshares I can see Return of the Wildspeaker doing alot of work in this deck, 10 cards for 5 mana or a combat trick to close the game.

In: Urza's Ruinous Blast - Out: Ryusei, the Falling Star More reliable board wipe since I control when it happens and not my opponents.

In: Numot, the Devastator - Out: Steel Hellkite Improvement in color density to help synergize with Jegantha, Ramos and Morophon, white and blue needed the most help.

I left Niv-Mizzet Reborn in the deck for now, in goldfishing he usually draws me 1-3 cards which is not bad for a 5 colored mana dragon that can be cast with a simple Jegantha tap.

Down to 25 dragons, which is the lowest I want to go. I'd like to make room for Skyshroud Claim due to the higher average CMC and also still planning on adding Fire Covenant whenever I get my hands on it.

RNR_Gaming on Ghired: All Tokens Welcome!

1 week ago

multimedia always beating me to the punch and making me have to think harder on suggestions ><" not that it's a bad thing. Anyways. Doubling Season is a wonderful token doubler and allows planeswalkers to easily ultimate. More interaction is good too; Swords to Plowshares and Path to Exile are staples. Personally, in any green based deck I'll always recommend and elf package of Llanowar Elves and Priest of Titania; though safer ramp like Explosive Vegetation and Skyshroud Claim seem to be better for casual.

Darkshadow327 on Godzilla Vs. Mechagodzilla | A Movie Within a Deck

1 week ago

Arcane Signet is a great ramp spell to add. I'm also a big fan of Skyshroud Claim, Farseek, and Exploration.

Looking back through the comments I realize that you took out some tutors. I'm not sure if that's a great idea, but I also don't know what you would take out to slot them in.

Lastly, I highly recommend custom categories. It helps organize the deck in a way that makes it easy to read and see what the purpose of everything is. (That's more of a personal preference thing though. If you don't like them then that's your prerogative).

Also, love the page, and the theme looks really fun! +1

Daisybelle on Daisybelle's Werewolf Gruul Deck

1 week ago

@ Labrodor64

Thank you so, so much for your help and advice!  I hadn't thought about either card draw or improving the 'mana ramp,' (which may leave you wondering what I did think about! - werewolves!!) so your suggestions were really useful - thanks!

While I didn't end up adding everything, I really liked and immediately added: Cultivate, Harmonize, Nature's Lore, Rampant Growth, Skyshroud Claim and Vanquisher's Banner.

I also added quite a few of your suggestions to my 'maybe' list.  The main reason they didn't make the main deck was either mana expense or creature type (I've been sticking with humans / wolves / werewolves) - but I might well reconsider them when I've seen how my new deck plays without them!

I didn't end up adding:

  • Colossal Majesty because I felt like I might not get many cards from it

  • Llanowar Elves because I never seem to keep little mana creatures alive long enough to get much use out of them! 

  • Soul's Majesty because I felt like I might not keep a powerful creature alive long enough to make good use of this!

My reasoning is very newbie-based, and so I'm sure it has flaws, but I still feel very excited by the upgrades you have helped me to make to my deck - thank you! :D  Now to see how it plays...

Load more