Eternal Skylord

Eternal Skylord

Creature — Zombie Wizard

When this enters the battlefield, amass 2. (Put two +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

Zombie tokens you control have flying.

Latest Decks as Commander

Eternal Skylord Discussion

multimedia on Undead Unleashed

1 month ago

Hey, nice upgrades of Demonic, Acererak, Stitcher, Gravecrawler, Grim, Sidisi, Cryptbreaker, Master, Undead, Remembrance, Titan, Victimize, Misty, Drowned, Clearwater.

Interesting choices to cut the mana rock ramp other than Sol from the precon and reduced the lands from 40 to 31. Reducing the lands is fine because 40 lands in the precon is too much. Although, only 31 lands is pretty risky; I wouldn't play below 34 if I'm not playing green. The problem is you haven't compensated for the reduction of lands by adding more ramp to have enough mana or more low CMC draw to help to draw lands or some of both. It looks like you have cut lands to add more high CMC cards which is the wrong approach when upgrading a precon.

With a budget of $400+ consider adding the mana rocks? The precon has Arcane Signet, Talisman of Dominance and Crowded Crypt, all these are good. Add to these Dimir Signet and Thought Vessel; these two are upgrades for the Diamonds. More low CMC draw can also replace lands such as Brainstorm, Preordain, Deadly Dispute, Frantic Search, Village Rites.

Dreadhorde Invasion is a two drop in the precon and it's a good repeatable Zombie source for Wilhelt. Sac the Zombie Army token at your end step on each of your turns for a repeatable draw source that only costs you 1 life on your turn. Midnight Reaper is also in the precon and it's a Zombie who can be a repeatable source of draw especially with Gravecrawler.


Some cards to consider cutting because they're not as good as others here:

I don't think you have the mana to support X spells such as Summons and Empty to get enough from them to be worth casting. Adding Cabal Coffers + Urborg, Tomb of Yawgmoth would help also with casting Army.


With Gravecrawler to combo with Rooftop you need a sac outlet. To combo with Wilhelt and Poppet Factory you also need a sac outlet. Consider adding some sac outlets?

  • Blasting Station: can be the win condition with either Gravecrawler or Factory combo.
  • Carrion Feeder: one drop Zombie.
  • Ashnod's Altar: combos with Havengul Lich + Rooftop to repeatedly reanimate/sac/reanimate all Zombies in all graveyards.
  • Altar of Dementia: infinite mills all your opponents when you control Factory by repeatedly sacing just one Zombie. Can also be the win condition with Gravecrawler + Rooftop.

If you're wanting to win with combo especially with Rooftop then consider some protection for the combo? Lazotep Plating, Counterspell, Swan Song, Flusterstorm.

Good luck with your deck.

Hi_diddly_ho_neighbor on Innistrad: Crimson Vow

1 month ago

The Dracula promos are awesome and well done in my opinion.

The new Geralf, Visionary Stitcher is pretty cool as well. I'll probably swap him in for Eternal Skylord in my Wilhelt, the Rotcleaver zombie token tribal deck.

I think Retrieve is sneaky strong recursion. 3 mana for two cards is a pretty high rate.

Cultivator Colossus is pretty interesting. Not sure if it is strong enough to include in my Slogurk, the Overslime lands deck, but it's definitely worth considering.

Hero's Downfall is a nice reprint, but I am sad to see that Odric got turned into a vampire.

Dominic Mayer's art on Abrade and Curse of Hospitality is absolutely gorgeous.

multimedia on Undead unleashed combo upgrade

1 month ago

Hey, nice upgrades on a budget so far for the precon.

Opponent mill strategy is an interesting choice/change from the precon. Opponent mill that's not an infinite combo, but done over many turns can be risky in multiplayer Commander because graveyards are a huge resource for so many decks.

The precon has too high of a mana curve with over 20 cards that are 5 CMC or higher. You haven't really changed this, but you have reduced the number of lands to 34 from 40 in the precon. By reducing the number lands, but not reducing the mana curve you risk not being able to cast spells until much later in a game. You're right to reduce the land count and 34 lands is fine, but the rest of your deck also needs to be reduced especially since you've added Bolas's Citadel.

Upgrading to better high CMC cards which you have done with Rise of the Dark Realms and Bolas's Citadel is good, but you really should consider cutting other high CMC cards from the precon to add these such as Gorex, the Tombshell and Gravespawn Sovereign. Gravespawn is also a reanimation effect, but is worse than Rise. Tombshell can be reduced in mana cost, but that has negative interaction with wanting to reanimate Zombies.


Death Tyrant is an example of a budget high CMC card that's an upgrade for another five drop in the precon such as Eternal Skylord. Tyrant has excellent synergy with decayed Zombies because when they attack and are saced at end of combat then you create a 2/2 Zombie for each one. This interaction is also good with sac outlets such as Carrion Feeder to sac all your attacking Zombies in combat to create that many 2/2 Zombies which can then with Wilhelt, sac them to create 2/2 decayed Zombies and repeat the next turn with Tyrant.

Some budget lower CMC cards to consider adding:

Some cards to consider cutting: Gorex, the Tombshell, Switcheroo, Mass Manipulation, Aetherspouts, Eternal Skylord, Eloise, Nephalia Sleuth, Gravespawn Sovereign, Shadow Kin, Vilis, Broker of Blood, Open the Graves.

Good luck with your deck.

multimedia on Zombie tribal

2 months ago

Hey, well done with upgrades to the precon. For being new to Magic you've added some really good cards. Nice stained glass Liliana :)

The Poppet Factory combo with Wilhelt for infinite Zombies with Diregraf Captain as the win condition needs a sac outlet. Grimgrin, Corpse-Born and Ashnod's Altar are good, but only two sac outlets for the combo isn't really enough. Carrion Feeder is a one drop Zombie.

Apprentice Necromancer can reanimate Poppet Stitcher  Flip at instant speed at the end step of your last opponent before your next upkeep. With Wilhelt when you sac Necromancer you create a Zombie token which could be the third token you need to flip into Factory. I'm not positive, but I think if Stitcher flips into Factory than you don't have to sac Factory at the end step Apprentice trigger because it's no longer a creature.

Carrion Feeder and Apprentice Necromancer could replace two of the higher CMC cards here to reduce the mana curve. Ruthless Deathfang and Overseer of the Damned are just not as good as the other 6 or 7 CMC cards namely Liliana, Rooftop, Titan, Dominance even Hex.


There's a few cards in the precon that were cut that you should consider adding back.

Dreadhorde Invasion creates a Zombie token for the cost of only 1 life at your upkeep to give you a constant source of a Zombie to sac with Wilhelt at your end step. Zombie Apocalypse is mass reanimation for Zombies, all Zombies in your graveyard.

Hordewing Skaab gives flying to all Zombies you control and it can also be repeatable loot (draw then discard). Midnight Reaper is another Zombie who draws when it dies as well as can be repeatable draw whenever any nontoken Zombie dies.

Eternal Skylord only gives flying to Zombie tokens, not giving flying to Wilhelt makes it lackluster. Cellar Door will miss more than hit since you don't have a way to control getting a creature to the bottom of your library or your opponents libraries. Paying three mana and having this miss is pretty bad. Cancel is not needed because you have three other much better counterspells.

Good luck with your deck.

TypicalTimmy on Attempting to make the perfect …

2 months ago

Minotaur are a very tricky tribe to play with. They have a good amount of Lords. For just having merely 95 creatures to their tribe in total, they have six Lords. They are:

Now, while this may pale in comparison to the total number of Lords for, say, Vampires or Zombies, you need to consider the population density. Roughly 15.83% of the Minotaur base is tribal, which is quite powerful. Meanwhile, Zombies appear to have 16 true Lords, with 17 being if you include The Scarab God. Those being:

16 Zombies in total that act as true Lords (Being defined as a continual boon to all creatures of that type, not an activated ability for just one of them) out of 522 is only a population density of 0.03%.

So the question is, how do we maximize the potential for Minotaur, despite the lower physical number of Lords - even though they contain more percentage-wise?

Simple: We need to be able to create tokens, tutor or have graveyard effects. This makes Sethron, Hurloon General actually a very well-designed Commander, in terms of tribal support. He can be activated multiple times per turn, has a flexible activation cost, and gives you a token with each successful ETB. But the issue is that he doesn't get you the Lords in play, nor does he assist you once they are removed.

So, we need something that does that as well.


Mortha, Ancestral Shaman

Legendary Creature - Minotaur Shaman

Minotaur you control have haste.

You may cast Minotaur creature spells from your graveyard by paying life equal to their mana value in addition to paying their other costs.

, discard a card: Create a 2/3 red Minotaur Spirit creature token. If that card was a land, create two 2/3 red Minotaur Spirit creature tokens instead.

Exile four cards from your graveyard: Search your library for a Minotaur card and reveal it and put it into your hand. Shuffle your library.

3/4


Being a Haste Lord means your Minotaur are always ready to charge in for their attacks. Giving a means to cast from your graveyard is extremely important as you will want to ensure replayability. The token option means you will always have a base ready to fight with, and having the discard payment means you can pitch a Rageblood Shaman to make a 2/3, then pay + 3 life to get the Rageblood Shaman right back and swing with the 2/3, who is now a 3/4 with trample that very same turn. Alternatively, because Rakdos has limited ramp, you are rewarded with an extra 2/3 token if you pitch a land - which objectively sets you back in the game. Finally, you have a means to merely get the Minotaur you are looking for, by paying a very hefty price - exiling four cards from your library. However, her discard cost means you should always have the ability to do this. With instant / sorcery removal as well as combat trick spells, you should always have a full yard, ripe for exploitation.

When her engine is rolling and online, you can do the following:

  • Exile 4 cards to tutor a Cow
  • Pitch the Cow for to get a 2/3 token with Haste
  • Cast the Cow for it's casting cost + life

Each ability feeds into the next ability, and they can be used multiple times per turn. You could actually exile 16 cards and tutor out 4 Lords if you really want to and have the ability to. Then on your end step dump your mana and discard since you're probably above 7. Now you have a bunch of 2/3 tokens. Next turn, bring the lords into play and swing.

It's not a very competitive deck, but Minotaur aren't a very competitive tribe. But what it does do is apply and maintain the pressure at all times, which is something that is important - especially in Rakdos.

multimedia on Zombie

2 months ago

Hey, well done for first deck on a budget, nice Demonic Tutor. You've definitely done research into the better budget cards for Varina and adding win condition combos. Liquimetal Torque + Binding Mummy is interesting tech.

I see Wonder which is great with Varina, but it's going to be difficult to consistently activate Wonder needing an Island land with only 4 Islands + Wilds/Expanse for a total of only 6 Island sources. There's several dual lands here that could be replaced by budget Island dual lands to help Wonder and make Marsh Flats better.

Some budget land upgrades to consider:

Command Tower and Exotic Orchard are two staple rainbow lands. By adding Sunken Hollow and Prairie Stream then Marsh Flats has an Island dual land to search for that can potentially ETB untapped.


Graveborn Muse is amazing repeatable draw with Zombies and the life lose doesn't matter much because of Varina. Muse can repeatedly refill your hand at the beginning of your turn giving you lots of choices for looting with Varina. Vile Entomber can tutor for Wonder or Gravecrawler and put it right into your graveyard. Patriarch's Bidding is another spell for mass reanimation of your Zombies.

Shepherd of Rot can wreck opponents life totals, who don't have life gain and it doesn't hurt you as much because you have a lot of life gain with Varina. If you're trying to win with Rooftop Storm then Lazotep Plating is excellent instant protection. Hordewing Skaab is a Zombie upgrade for Eternal Skylord to give all Zombies you control flying not just tokens.

Good luck with your deck.

multimedia on varina. resurrectile disfunction.

4 months ago

Hey, well done on a budget so far for a first tribal deck. You have a nice tribal concept going and your card sense is good especially if you're a beginner.

You have 19 cards too many, some cards to consider cutting to make 100 cards:

42 lands is a lot and there's also six ramp sources. You could cut 5-6 lands and be fine. I don't think adding Snow-Covered basic lands is worth it just for Narfi, Betrayer King . There's much better five drops and three drops here than Narfi to have to worry about having three Snow lands to cast him from your graveyard. The Snow duals that are an Island are good to keep because they help to activate Wonder . The other cards to consider cutting are simply not as good as other cards or Zombies at the same mana cost or have similar effects.

I offer more advice. Would you like more advice? Good luck with your deck.

BuriedOnSunday on Amass question

7 months ago

Eternal Skylord Eternal Skylord for example, if I don't control any armies and I create a 0/0 black Zombie Army creature, wouldn't that creature die when entering the battlefield or does he immediately enter with two +1/+1 counters on it?

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