Saprazzan Skerry enters the battlefield tapped with two depletion counters on it.
, Remove a depletion counter from Saprazzan Skerry: Add to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it.
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|Commander / EDH||Legal|
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Saprazzan Skerry Discussion
2 months ago
Other people often go voltron so Grip of Phyresis hurts them and helps you.
This is one of my favorite commanders. The amount of ramp from Thada is amazing and exiling combo pieces is just as useful. Try to steal Double Strike equipment early and exile two artifacts at a time, or artifacts that double triggered effects.
4 months ago
0rc ah yeah, I did miss the rogue-jank angle being incredibly effective. I've actually won several games with such a strategy myself.
I personally like playing high power with a budget, but I give my self a little larger budget as I dislike having to deal with tapped lands.
Might I suggest Compost , Verity Circle , and Insight as well? I've seen Circle just act as Rhystic Study against one or two green players, but I haven't tested the other two yet(they look amazing tho). Also, if you can find the budget, Root Maze is god tier when you're trying to use high budgets against people.
Also Yavimaya Coast , Sungrass Prairie and Skycloud Expanse might still be cheap enough. I also really like Hickory Woodlot , Saprazzan Skerry or Remote Farm if you can reliably flicker/proliferate, although that might not be on the menu here.
Quick edit: Compost and Insight look a little bit pricey for the $100.
6 months ago
You might like these: Gilder Bairn, Gyre Sage, Astral Cornucopia, Coalition Relic, Empowered Autogenerator, Gemstone Array, Pentad Prism, Crystalline Crawler, Druids' Repository, Iceberg, Kyren Toy, Dreadship Reef, Mage-Ring Network, Saprazzan Skerry, Hickory Woodlot, Peat Bog
8 months ago
The only things I can think of are Karn's Bastion combined with either Blast Zone or Hickory Woodlot/Saprazzan Skerry. These aren’t super combos, but this is what you get when you try to find land-only combos. The Vivid cycle would also work with the bastion but isn’t better than dual lands in a 2 color deck.
A quick note: These combos are not super useful. The first pays 5 to avoid paying 3 (counting the land tap as 1 mana), and the second...I just realized it doesn’t really work well in your deck. So both of them are really only useful if you need proliferate anyway.
Other than the above, the only combo I can think of is the Tron lands.
9 months ago
TriusMalarky Awesome, thanks for thinking along! I like these nitty-gritty disussions.
Re: tapped lands suck
First off: My current tapped-count is at 6 (wilds, terramorphic, necro, path, vivid x 2) - I guess you could count 2 tango and 2 checklands for 0.5 tapland each, bringing our total to 8. With 37 lands I actually think the odds are pretty decent that I can run T1 tapland, T2 untapped land, enabling my 2cmc ramp spells and going from there. I'm therefore not sure this is all too bad, but a bit more in depth:
The idea behind Vivid Creek and Vivid Marsh is that they're lands that function as 3c lands most of the time (especially during set-up), and with proliferation going all of the time. It's also possible to use them without removing counters if you're using them on ramp for example, so it's not like they always deplete. I agree the tapped clause is a real cost for something that's not guaranteed, and I could be convinced they're not as great as I think they are, but I think they'd do OK.
I agree Evolving Wilds and Terramorphic Expanse aren't the best. I have thought about replacing these with tapped duals, but those don't help out my tango / check lands. It's very possible regular basics are better here though.
Awesome suggestion. They're more powerful than the vivid cycle for sure and, don't get me wrong, providing 2 mana as a land is amazing but:
they're not basics
they come into play tapped
they don't fix my mana
they end up literal dead really quickly if i don't find a proliferation piece (not having played the deck, this concerns me the most)
I'm tempted to try them because when it works it's amazing, but I don't think they're a slam dunk except for when you're in magical christmas land. I need to think about the times when the deck's not firing on all cilinders more than when everything's already going great (i.e. i have time to proliferate). If it turns out that i easily proliferate all the time i'll add them asap.
Re: Ramp and artifacts
This gets me to 4 signets, 3 talismans, chalice, prism, sol ring, that's 10 ramp < 3cmc. Adding cornucopia and relic gives me 12 which should get me one in hand roughly 60% of the time (almost 90% if you count the free mulligan as 7 extra looks) - which is great. Looking at my curve most of my business happens at 4cmc, so getting there asap is key.
Hard disagree on Throne of Geth. Have you played with this card? (I haven't.) It seems I'll have some (maybe even a lot of) spare artifacts lying around, which makes this repeated, instant speed proliferation. Absolute worst-case you can sac it to itself. I'd even argue this is very efficient (and cheap), even though the resource cost for using it is different. It seems like a great thing to copy with something like Saheeli, Sublime Artificer too.
Lithoform Engine may be inefficient, but doubling proliferate triggers or god-forbid planeswalker ultimates is simply too spicy not to run. You could be right but if this isn't the home for this card I'd like to find out.
I have to agree on Solemn Simulacrum - it's too expensive for the deck and doesn't really do much other than provide generic value. I think I'll cut this for another walker, maybe I'll try Jace, Cunning Castaway for the memes.
Thanks again for you time, I look forward to your reply
9 months ago
1 year ago
Oh and lets start looking for Nesting Grounds combos. Since Hex Parasite and plain old proliferate already exists for when you just want to remove or increase counters on a single permanent, let's first and foremost go for combos where you either move a counter from a permanent which doesn't want it to one that does, or from a permanent which can easily produce a counter to one where it's harder to get started (after which it's probably easier to just proliferate). Also note that Fate Transfer and Leech Bonder already got creature-to-creature moving covered.
Cheap level-up cards + expensive level-up cards (meh)
1 year ago
I love it. I’ve looked over every card. Thought long and hard about about what I would add or take away. All I came up with is this:
Remove Portent as I’m not a huge fan of it in EDH (targets only one player, card draw delayed) Remove Saprazzan Skerry even though it’s quick mana, it doesn’t really work with Back to Basics so it could get stuck tapped on the battlefield or in your hand.