Ingenious Skaab

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ingenious Skaab

Creature — Zombie Horror

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

: Ingenious Skaab gets +1/-1 until end of turn.

Xenerai on Zombinstein

3 years ago

if this deck is for casual then i'd say its pretty alright for a fun break from the norm. Only 10 cards short of a commander deck too if you want to go that route. But if you're looking for more competitiveness, I'd say to do the following:

The first thing we need to do before anything, is to figure out the strategy we're going for. Obviously a token based liliana deck is way out of reasonable budgets. The blue you added does give me an idea for a control based zombie deck.

So the first thing to do is remove the cards above 60 that we wouldn't need, along with cards that will don't either assist or protect our strategies. I would start by removing the following: 2 - Advanced Stitchwing. 2 - Certain Death. 1 - Collective Brutality. 1 - Corrupt. 1 - Corrupted Roots. 2 - Disentomb. 1 - Doom Blade. 1 - Essence Harvest. 1 - Gnawing Zombie. 1 - Grixis Slavedriver. 1 - Grixis Grimblade. 1 - Hunted Ghoul. 1 - Haunted Dead. 3 - Ingenious Skaab. 4 - Laboratory Brute. 1 - Lamplighter of Selhoff. 1 - Maalfeld Twins. 2 - Macabre Waltz. 2 - Midnight Recovery. 1 - Mistvein Borderpost. 1 - Moan of the Unhallowed. 2 - Paranoid Delusions. 1 - Polluted Dead. 2 - Psychic Strike. 1 - Recover. 1 - Rise from the Grave. 1 - Scrapskin Drake. 1 - Shambling Attendants. 1 - Sibsig Host. 1 - Sibsig Muckdraggers. 1 - Sidisi's Pet. 1 - Sip of Hemlock. 1 - Skinrender. 1 - Spineless Thug. 1 - Stitched Mangler. 2 - Thraben Foulbloods. 1 - Strange Augmentation. 1 - Undead Executioner. 1 - Zombie Outlander. 15 - Swamp. 10 - Island.

It IS Quite a lot, but it's because we need to make room for the cards that'll make the bulk of our strategy, not to mention there are cheaper, better alternatives to most of these cards (lands were removed because the mana base will be changed later). With these cards taken out, that leaves us with the following: 3 - Cemetery Recruitment. 1 - Ghastly Conscription. 1 - Sign in Blood. 1 - Graf Harvest. 1 - Rooftop Storm. 2 - Gavony Unhallowed. 1 - Jhessian Zombies. 1 - Vedalken Ghoul.

these are pretty linearly focused for an effective strategy. to fluff out the rest of the cards for the deck, I'd recommend:

+1 - Cemetery Recruitment. +3 - Sign in Blood. +4 - Mana Leak. +3 - Duress. +3 - Vedalken Ghoul. +3 - Jhessian Zombies. +1 - Rooftop Storm. +4 - Go for the Throat. +4 - Rotting Rats. +3 - Claim / Fame.

Pieguy396 on Horror/Control

6 years ago

Hey there! Sweet deck! I have a few pieces of advice for you:

In any case, I hope this helps! Good luck!

DragonFaceEater on Prowess is cool I guess...

6 years ago

For a deck based around noncreature spells, this sure has a lot of creatures in it. Now, I haven't played a prowess deck before, but I feel like you don't need to run every single prowess creature in here, especially cards like Bloodfire Expert, Dragon Bell Monk, Ingenious Skaab, Jeskai Sage, Jeskai Student, Mage-Ring Bully, Sanguinary Mage, Spellweaver Eternal, Umara Entangler, none of which have any significant abilities. To replace these, I'd run some mana ramp, which you have a criminally low amount of (one, in Chandra, Torch of Defiance). You could run Sol Ring, an EDH staple that every deck needs, also Azorius Signet, Izzet Signet, and Boros Signet, and if you want to get rid of your ramp later in the game, Mind Stone, Commander's Sphere, Hedron Archive, and Dreamstone Hedron will suit your needs. Some other ramp cards that can work really well in your deck are Chromatic Lantern, Coalition Relic, Coldsteel Heart, Corrupted Grafstone, Darksteel Ingot, Dowsing Dagger  Flip, Fellwar Stone, Gilded Lotus, Khalni Gem, Primal Amulet  Flip, and Pyromancer's Goggles. Obviously, you souldn't run all of these, but you should definitely consider them. The average commander deck should have around 10 ramp cards, though yours may want a few less, considering it's an aggro-ish deck. Also, Ponder's really good.

Argy on

6 years ago

This does OK, but it could be tweaked a lot more.

I would make these changes:

You need a full Sideboard if you are going to play this at FNM.

I would make it look something like this:

4x Authority of the Consuls - to shut down aggro decks

2x Cancel - extra because it is so versatile

2x Cast Out - extra Planeswalker removal

2x Farm / Market - the two modes on this make it very useful

2x Immolating Glare - cheap and versatile removal

3x Skywhaler's Shot - extra Creature removal for big threats

Just so you know, Ice Over doesn't tap the Creature it is attached to, so the Opponent can just leave it untapped and use it as a blocker.

Zooby9 on Horrid Intentions

6 years ago

I like the idea of this deck, but I don't know if you're taking full advantage of some of the cards. Scourge Wolf is a pretty decent card on its own, but it gets even better with delirium, and I don't know if you are able to make that happen easily. Also you aren't discarding a lot, so Geralf's Masterpiece will not very often be a very big creature because of this. I personally don't really like Stitched Mangler and think it's kind of a bad card in constructed. I also don't think you have enough instants and sorceries to make the best use of Thing in the Ice  Flip as it will not get flipped when you will need it to. I like the idea of using it to boardwipe and be able to keep all of your creatures, but I might look more into taking out some of the creatures that don't do a lot and putting more spells in to use Thing in the Ice  Flip and even Ingenious Skaab better. Those are just my thoughts use them as you'd like and if you have any questions let me know.

emrakulinsmugglers on First Timer

7 years ago

your deck seems to have some elements of card drawing, stalling, and figuring out future topdecks. maybe you could put Incendiary Flow and Take Inventory into your deck, which would make Curious Homunculus  Flip more useful, which would play well with Ingenious Skaab also, try to keep this at a 60 card deck, since that gives you higher consistency of the cards you have, (for example, one card out of 70 or one card out of 60)

otherwise, this is a good way to begin, goodluck!

Rogue_Titan on Fuck you, sincerely, blue

7 years ago

MilesCorvus

Spell Shrivel is great because people are so anxious to get out their planeswalker and tap out to get it out, you Spell Shrivel it and they cant pay the cost, AND it is exiled so its great against delirium decks!

As for the standard meta right now, Spell Queller Reflector Mage are big in blue control right now, but like you said, that would be running white in this deck. Plus they do get pricey for a play set.

maybe some Vedalken Blademaster or even Ingenious Skaab for the prowess would be a huge impact.

kopfschuss on Jeskai prowess control

7 years ago

If you really are going to run Vedalken Blademaster, you might as well run Ingenious Skaab instead.

Also, your manabase does not support your splashes like you think it does. If you refer to http://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/ , you'll see that you need 13 red sources to consistently give you R on turn 2, and 14 white sources to consistently give you W on turn 1 (11 for W on turn 4).

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