Mistmeadow Skulk

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Legality

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

Mistmeadow Skulk

Creature — Kithkin Rogue

Lifelink, protection from converted mana cost 3 or greater

Gleeock on Bloody Silverquills | Breena EDH (Primer!)

10 months ago

Of cards from my deck that maybe could find a use in yours: Mistmeadow Skulk & Voice of the Blessed probably are decent considerations.

Gleeock on Haha Trust Me Dude, I'll Help You

11 months ago

Haha, yeah, I tend pump the agro-helpers more than the voltron to force that decision. Mistmeadow Skulk is a serious badass & since Breena's ability doesn't target, the protection isn't a non-bo. Likewise, Dreamstealer has built in recursion if you need it. Needle Specter becomes an instant threat with one combat instance. Voice of the Blessed becomes jacked easily.

I'm a fan of proliferate since Breena doesn't particularly lend herself to finishing wide as much as going midrange-tall, so usually I only have like maybe 4 creatures that I've truly pumped, then I can proliferate those +1/+1 counters at the very worst... but, the best-case scenario I am quickly ulting planeswalkers with it & pumping some low-cost critter. For a superfriends deck it is unusually agro & creature-dense (31 creatures). I've seen someone on here using proliferate with breena but with the infect/poison angle as a subtheme as well.

The new guardian scalelord will be one to look out for if you want recursion for non-land permanents.. It will be a shoe-in for me since I need ways to bring noncreatures back & you know how easy it is to meet power requirements with Breena

Gleeock on Breena Politics but the Politics is Murder *CEDH*

1 year ago

Can I upvote twice for you hitting the nail-on-the-head with your deck intro?

Breena is an agro monster. The precon's reactive/political style bamboozled so many into not recognizing this. I may not voltron with her that often (as you do), but I will drop Serra Ascendant, Mistmeadow Skulk, etc... & absolutely roll over people with sudden aggro monsters, while drawing me cards, & meanwhile opponents feel really bad if removal has to be spent on my white weenies. Since you have card draw on the commander, she also gives you a little playspace for a subtheme (like voltron for you, or proliferate/walkers for me).

If you want to look for some other good agro-weenies: Birdlock has a few

StopShot on What are the best defensive …

2 years ago

Recently I've been interested in putting creatures in my EDH decks that are solely dedicated to playing defense, blocking big creatures in combat. On gatherer its easy to type up "Defender" to find a large selection of creatures that do just that, but not every highly defensive creature has that keyword and I wanted to make a post sharing creature cards with great defensive capabilities in any color. (Preferably with cheap CMC's.)

Some great defensive creatures I've found are:

Beloved Chaplain , Commander Eesha , Crypt Sliver , Darksteel Myr , Dawn Elemental , Deepwood Ghoul , Degavolver , Dragon's Eye Savants , Dream Fighter , Everdawn Champion , Giant Ox , Mischievous Poltergeist , Mistmeadow Skulk , Mother of Runes , Phantom Nantuko , Predator Ooze , Seraph of the Sword , Serendib Sorcerer , Serene Master , Sorceress Queen .

Does anyone know some others I could add to this list?

TheRoaringRegisaur on Azor's Elocutors

3 years ago

Looks good, but why Mistmeadow Skulk?

Chadarnook on Card creation challenge

3 years ago

Potluck

Enchantment

Assist

When Potluck enters the battlefield, each player exiles the top three cards of their library.

At the beginning of each player's end step, that player puts a card exiled with this into their hand.


This is supposed to be an Un-card since it puts any players' cards into your hand.

Make a card with a specific form of protection that's not just color (like Mistmeadow Skulk).

Gleeock on Heliod, Sun crowned idea mill

4 years ago

For more productive conversation, it is hard to say with mono-white. There are a couple of auto-includes. Smothering Tithe. Mistmeadow Skulk is fun. A whole lot of vigilance (other heliod) is incredibly rattlesnakey when you have this access to lifelink. Crescendo of War is just an amazing good time. Parhelion II is a fun pet-card. All the stuff that punishes/taxes non-creature play can be fun: Deafening Silence & friends.

Tzefick on Evergreen keywords becomes Skills

4 years ago

Getting back to responding to comments here;

Boza

  • "This is design space that evergreen keywords are actually trying to avoid. There are only a few rares and mythics that have the "list of keywords" ability. Not only is to complicating the intentionally simplistic evergreen keywords, it is also design space that had to be there at the start and cannot be reimplemented into game at any point. The list of words is not really available on the card, and that list can change."

Yeah, there is an issue with trying to pull together a group of mechanics that wasn't designed from the get-go to be a group of mechanics.


  • "Your reminder text:

  • (A Skill is a static keyword ability that applies to creatures, such as Flying, First Strike, Double Strike, Deathtouch, Lifelink, Haste, Hexproof, Indestructible, Trample, Menace, Defender, Vigilance, Reach, Flash, Protection, Landwalk, Fear, Intimidate, Shroud, and any Skill introduced at a later time)

  • Is increblity hard to parse and essentially just puts the text on something like Cairn Wanderer in parenthesis, while also making it somehow even longer. And you cannot put "and any skill introduced at a later time" as part of the rules or even the reminder text, because it says nothing."

Well a reminder text is always going to be a bit extensively worded. And this is meant to gather the lot.

If we look at the reminder text for flying for instance; "This creature can't be blocked except by creatures with flying and/or reach."

You omit the wording that creatures with flying can block creatures with flying, by implying the text on the opponent's flier.

Double Strike however is a little less elegant if you're going to be really explicit; "This creature deals both first-strike and regular combat damage."

In the context of a new player, what is first-strike combat damage? You have a reminder text that refers to another set of rule text. If you had to put it all out you would need to write;

"This creature deals damage before creatures without first strike or double strike, in addition to regular combat damage."

Caerwen's comment on rules needing to be consistent makes it more likely that this type of mechanic will only ever get greenlit if you parse it as Skill = static keyword ability. There are very few static keyword abilities that are not evergreeen that actually does something on the board, it's mostly evasive abilities such as Shadow, Horsemanship and stuff that happens while entering the battlefield like Amplify.


  • "Lets take a close look at Rayami. First of the Fallen . He lists specific abilities, because those are the keyword abilities the Sultai colors have access to:"

Well except first strike is only a tertiary ability for black and double strike being non existent in the strict Sultai color composition. Haste is also only a tertiary ability for black. So Rayami doesn't really adhere to what the color combination is strongest in and borrows abilities the color combination is not particularly good at.


  • "Odric, Lunarch Marshal intentionally list skulk, a blue-black abilility to both reference the set he is from and for flavor. So, while those abilities are listed in huge block of text, this is rarely used on a handful of cards."

From what I've read, Skulk initially started out differently as an experiment in Shadowmoor that WotC wasn't happy about, mainly due to the issues around Protection. There have been many variations of this type of mechanic even as old as Amrou Kithkin , Fleet-Footed Monk but back then it wasn't meant as a staple mechanic but as a simple ability. We have seen similar with Daxos of Meletis . Mistmeadow Skulk was the first experiment on creating that mechanic but was scrapped. Daxos may have been the second. Then it was revised to a dynamic evasive mechanic that was reintroduced and keyworded as Skulk in Shadows over Innistrad and aligned under Blue-Black.

While I agree that Ordric in principle shouldn't have Skulk, it may be a nod to both the mechanic from his plane and the initial experiment for the new evasive mechanic.

There are many abilities on Ordric that a strictly white creature shouldn't normally have; Deathtouch, Haste, Menace, Reach, Trample. Neither of them are white's abilities. Trample are featured on a few old cards and very few Keyword hoarders like Akroma and Ol' Winged-Dino as are Reach but they are not White's abilities.


  • "Finally, the large block of text is actually extremely appealing to any Timmy, so getting rid of it can disappoint pdemographics of players."

Fair point. I guess I would agree.


@Caerwyn

  • It seems a bit silly to use "this has never been done before" on a thread where you're proposing "let's do something that has never been done before."

What I meant by your point falling flat was because you proposed to replace one choice of term (skill) with another term (keyword ability). Neither have been used before in oracle text and both would be equally new as a term in oracle text. Therefore it seemed silly to me to propose one would be better than the other. So while you indeed could replace Skill with Keyword Ability, I don't see the point you're trying to make, as Keyword Ability is not a term used outside the comprehensive rules.


As a final underline, I think your point on arbitrary distinction hits home. If Skills would ever have a chance to become a term it would be under a broader distinction:

Skill (Static Keyword Ability)

However then presents the next issue; while keyword abilities are neatly classified and Static Abilities being defined under the rules, I think it would still be a mouthful to cement that distinction in the players' minds. The players know what a keyword ability is when presented with one. However classifying them as Static or not is likely a bit too much.

So while it could basically be done, I doubt it will sound appealing enough to implement.

It was fun toying with the idea of grouping Evergreens under one banner and utilize it as design space, but points have been made that this ground work needed to have been done way in advance to make it function.

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