Skullbriar, the Walking Grave

Skullbriar, the Walking Grave

Legendary Creature — Zombie Elemental

Haste

Whenever Skullbriar, the Walking Grave deals combat damage to a player, put a +1/+1 counter on it.

Counters remain on Skullbriar as it moves to any zone other than a player's hand or library.

Skullbriar, the Walking Grave Discussion

AareZ on Fun Commander/Archetype recommendation

3 weeks ago

Both are high on my list. I like reaper king more from his design but kami looks more interesting.

I wish there was something like Lazav, Dimir Mastermind or Skullbriar, the Walking Grave in 5 colors. I think something voltron control would also fit my taste and is different enough from my other decks.

Maybe the Kami could fit that role too.

Toomey62 on Skullbriar, Unbeatable voltron

1 month ago

Question if you mutate on Skullbriar, the Walking Grave and then equip Journey to Eternity  Flip to it what happens with the mutated cards? I know if you flicker them they all come back as separate creatures. does the same happen with mutate ?

ThatTroutThing on Card creation challenge

3 months ago

I don't really have any one favorite commander, I guess I'll go with Skullbriar, the Walking Grave.


Crystalline Lens

Artifact

: Add to your mana pool. When this mana is spent to cast a creature spell, it enters the battlefield with a counter chosen at random from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance and +1/+1.


Ninja'd


Kroshkar, Gruul Shaman

Legendary Creature - Giant Shaman

Trample

: Attacking creatures you control get +1/+0 until end of turn.

6/4


Wild

Coward_Token on Adventures in the Forgotten Realms …

4 months ago

Sword of Hours: Sigh. Pretty good for e.g. Skullbriar, the Walking Grave . I have to say I'm not fond of this kind of randomness on decent cards and it makes me wish these two products were silver-bordered.

Ride the Avalanche: Nothing super special but I'm curious about the cool flavor; is it referencing something in D&D in particular?

Cattie-Brie: As much of a callback it is to e.g. Hankyu and Brigid, Hero of Kinsbaile , I don't see the removal ability being used much except in emergencies or as a response to removal. Anyway, a cheap white+ commander that basically generates a Golem-Skin Gauntlets each turn isn't bad, tho she suffers for lack of innate evasion.

Belt of Giant Strength: Neat design that the Equip cost isn't reduced by just base power, giving it Voltron synergy

Winged Boots: compare Wings of Hubris

Robe of the Stars: Yesss, more phasing.

Mantle of the Ancients: A more focused Replenish . It's good to see that Aura voltron in particular is getting more love, I feel it's been largely overshadowed by Equipment.

Holy Avenger: See above. It's white ramp too. And yes, each double strike will trigger it, and yes, the second strike will benefit from the first Aura you cheated in.

Fey Steed: Meh. You can do better if you want indestructible voltron I think, and Shapers' Sanctuary makes it kind of insulting as an attempt at mono-white draw.

Storvald: Probably should take a peek at e.g. Octavia, Living Thesis and Volrath, the Shapestealer decklists; low-power creatures with scaling abilities like Cold-Eyed Selkie and Blighted Agent seems like the way to go. Note that he can target himself with the 7/7 ability in case you don't want to touch anything else for whatever reason.

Bucknard's Everfull Purse: See Sword of Hours, tho this is at least held back by being somewhat opponent-dependent (can't pass it back and forth either). With dice support, you could cast & activate it on the same turn and get 4 treasures for profit.

Hurl Trough Hell: Neat design but kinda overcosted as far as removal go (lol, Gilded Drake ). Correct me if I'm wrong, but since a replacement effect is involved and it doesn't explicitly say "from exile" in the second sentence, you can cast commanders from the command zone with this, right?

Fevered Suspicion: Two guaranteed opponent-only Etali, Primal Storm for eight is kinda meh tbh. I'm glad they made a reference to Beholders being paranoid maniacs tho.

Bag of Devouring: You know the drill by now.

Wild-Magic Sorcerer: Yay, more impulsive draw support! Does my tolerance of cascade over dice make me biased? Maybe.

Share the Spoils: Well. Certainly chaotic but at least it's appropriately costed, and in the right deck.

Lorcan: This is a Demon and you can't tell me otherwise! Anyway, kinda high cost for something that's kind of stuational and potentially very self-harming, but casting this followed by killing board wipe seems fun. Hope you got life gain! No commander stealing here tho. I also like the flavor of someone getting their life saved in return of servitude.

Hellish Rebuke: idk why the templating needs to give out abilities, could have just said

Whenever a permanent an opponent controls deals damage to you, its controller sacrifices it and loses 2 life.

Ability-removing shenanigans, as well as permanents that enter after this resolves, will rarely make the distinction matter. OH! And if someone takes control of the spell or copies directly onto the stack, I think you're still the one "who cast Hellish Rebuke". Also note that it doesn't just affect creatures; fuck off Impact Tremors !

Grim Hireling: I still think this is more appropriate in red; black ought to ramp tied to creature death/sacrifice/life payment/swamp-related things IMO.

Death Tyrant: Sorry legendofa but I chuckled when I read "Zombie".

Gontilordofmtg on Wuffeh. *EDH*

6 months ago

For this deck I would recommend Akroan Horse , The Ozolith , and more boardwipes in favor of many of your ramp pieces, since it seems this deck can do fine without needing excessive mana available. I think you could focus on a more voltron build where you are constantly destroying your opponents permanents, specifically creatures, making sarulf bigger and destroying all of their blockers and protection pieces. I also like Skullbriar, the Walking Grave as a second big +1+1 counter creature you can cast if Sarulf gets too expensive. Overall though its a pretty cool deck.

Mtg_Mega_Nerds on What Commander Should I Build …

6 months ago

Hello all. Recently I finished upgrading my Muldrotha Deck and I am soon going to start to build another commander deck. I am wondering what you all think I should build. Commanders that are off-limits (my friend's decks) are: Slimefoot, the Stowaway , Arcades, the Strategist , Niv-Mizzet, Parun , Jodah, Archmage Eternal , Chulane, Teller of Tales , Marwyn, the Nurturer , The Gitrog Monster , and Urza, Lord High Artificer . I am open to any options although I might want to build around Fynn, the Fangbearer , Skullbriar, the Walking Grave , or Velomachus Lorehold . Tell me what you think!

Mtg_Mega_Nerds on Skullbriar, the Walking Grave Commander …

6 months ago

Hi all. I made a Skullbriar, the Walking Grave commander deck awhile back and I am revisiting the build. I am hoping to add the new Vorpal Sword to this deck soon. Are there any other card suggestions or cards to take out? Thanks.

Load more