Skeletal Swarming

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Penny Dreadful Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Vintage Legal

Skeletal Swarming

Enchantment

Each Skeleton you control has trample, attacks each combat if able and gets +X/+0, where X is the number of other Skeletons you control.

At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn (was put into the graveyard from the battlefield), create two of those tokens instead.

legendofa on SKELETONS!

7 months ago

As far as color goes, black is vital. Green is probably the next best, for Skeletal Swarming if nothing else. Red isn't critical, but offers options like Flameskull, Lightning Skelemental, and the new Gut, True Soul Zealot. Blue is weak; Demilich is okay in a spell-heavy build, and Skeleton Ship and Mortus Strider have good art. White has virtually nothing for skeletons specifically, but Brave the Sands and Mark of Asylum and that sort of thing is useful if you have a lot of regenerators.

PhocusEnergy on Battalion of Bones

8 months ago

Epicurus Thanks for the suggestions! I actually completely agree with you with the curve concerns here. With regard to the cheap sac/removal cards, I was running this with Eaten Alive and it worked quite well, but my issues with it were two-fold - I can only sac so many skeletons and bring them back so many times without burning a lot of mana, and that a lot of my sac synergies are in there to work with the triggers for Skeletal Swarming and Death-Priest of Myrkul, both of which trigger on any creature death, not just our own, which makes me want to keep our sac triggers and removal segregated to maximize our resource/death trigger ratio. As for bringing down the mana curve, I agree that that's likely a good move, I was testing with this more resilient, slower build, but I think replacing the Vraska's and two of the Hero's Downfall with Infernal Grasp or Heartless Act would be a great way to achieve this.

Epicurus on Battalion of Bones

8 months ago

This reminds me of a Golgari spirit tribal deck I had built long ago, because it has numerous synergies and the potential to blow up, but also has an atrocious mana curve and zero ramp.

I understand that you're not going for competitive here, but I do think that you could drop some copies of the higher cost cards to add some ramp, and maybe take out Vraska altogether.

Or, you could forget the ramp and add more removal instead. Mutual Destruction and Bone Shards would both be on theme, without hurting the budget the way that Modern staples like Abrupt Decay would. Doing so would lean the deck towards a Midrange strategy, thus minimizing the need for ramp and increasing the possibility of still being alive when you can afford to cast Skeletal Swarming.

Also, forgive me if either of those are not Pioneer legal. I'm no good at making suggestions for that format. +1 all the same.

seshiro_of_the_orochi on The Greatest Of All Time!

9 months ago

plakjekaas: Indeed it is. But Skeletal Swarming has no goats.

plakjekaas on The Greatest Of All Time!

9 months ago

It's very much Skeletal Swarming with puns attached in the command zone '^^

GrimlockVIII on Master Oogway's Guide to a long life

1 year ago

My dumb brain wants to add more black cards for balance's sake, though making a Simic deck that can run black board wipes is such a clever way of handling Archelos since nothing about his design screams Black in a gameplay sense. Forcing the third color beyond a small splash would risk muddling the streamlined approach you took for the deck.

Anyway, lemme ignore that and suggest more Black stuff.

Binding the Old Gods can grab you any forest card untapped (including the nonbasic ones) after destroying something while Archelos is untapped. It's effectively removal and potential untapped land ramp in a neat little package, made better by the fact that your land is going to come into play at the beginning of your upkeep after Archelos naturally untaps by himself without any additional help.

Similar principle with Deathsprout

Royal Assassin seems pretty neat for obvious reasons

Skeletal Swarming and might also be worth considering if you want some untapped skeletons. Dunno how that would help with the landfall strat tho.

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