Skullbriar, the Walking Grave
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Legality

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

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.

ERROR404NAMENOTFOUND on Cheapo Super Skullbriar

6 hours ago

EDITS:

I removed a few cards to make room for some cheap Tutor-type cards. This was done to help make the deck function a bit more consistently. IE, before the changes, some games you might get a ton of things with trample but no deathtouch or unblockable would show up. Things like that... Now with Shred Memory, Dimir Machinations, Dimir House Guard, Diabolic Tutor, Jarad's Orders, and Mastermind's Acquisition, you can sometimes just search your library for whatever keywords you still need on your Skullbriar, the Walking Grave.

All those benefits and the deck actually costs less money than before.

Krom3 on Giada, Font of Hope EDH

1 month ago

Honestly I would look into cutting the "counters matter" strategy out of the deck, generally in EDH you're seeing board wipes vs single creature targeting unless it's a specific target for a specific reason but even then I feel like it's better suited for a deck that wants to synergize 100% with the +1/+1 counters theme like Kyler, Sigardian Emissary or Skullbriar, the Walking Grave you would probably synergize more with straight buffs with anthems vs things like the ozolith and such, I know it's easy to fall into the "well what if i have XXX out and then XXX happens" but if your deck is relying too much on "what If" then it's not running efficiently you want synergy with multiple things so either stick to "counters matter" or stick with anthems then your deck will run the same everytime because you have multiple things doing the same thing vs doing some of this here and some of that there but not working together 100%, the mechanic is just too clunky though IMO but if you like it then you like it however there are better options should you choose to go that route which could bring about more cuts.

I would also take out Tome of Legends for a Vanquisher's Banner it gives WAY more card draw and the bonus buff for a tribal deck vs having to pay 1 for one card every rotation.

As for the land Guildless Commons seems a bit of a waste i dont particularly like bounce lands too much in a mono color deck, they're great for 3+ color but why stifle yourself a turn on mana when you could just play a basic or a utility land with a better effect...in the end it's just a worst sol ring IMO

Neotrup on Will Resourceful Defense remove a …

1 month ago

The first ability works like The Ozolith, which is phrased nearly identically and has this ruling:

4/17/2020: The Ozolith's first ability doesn't move counters off the creature that's left the battlefield. Rather, you put the same number of each kind of counter the creature had onto The Ozoloith. Notably, if you somehow control a second The Ozolith, each one will receive the same number and kinds of counters that were on the creature that left the battlefield. Similarly, if the creature has an ability that triggers when it leaves the battlefield that refers to the number of counters it had, that ability will use the number of counters that were on the permanent, even if The Ozolith's first ability resolves first.

This is important because once the creature dies it doesn't have counters due to having changed zones (unless it's Skullbriar, the Walking Grave) so there arent actually any counters to move.

Ardees on Its Just a Flesh Wound (Budget Almost-cEDH Meren)

2 months ago

Consider playing also Manglehorn, Collector Ouphe, Nature's Claim, and some cheap removals, which you seem to lack.

I think the decks has largely improved since you posted it. Now I think you should focus on your strategy. Gaining exp counters or reanimate isn't a strategy per se, but it's the engine that should get your strategy running. I see you run the Magistrate's Scepter and Coretapper combo. I think this is a much more valuable combo, which is being played in competitive decks too. Also don't get focused too much on getting exp counters. Assume you have infinite: you don't reanimate infinite creatures, nor an infinitely powerful creature. You reanimate one creature at the end of each of your turn, assuming (which is unlikely) that Meren is left unscathed. So consider exp counters a facilitator toward your strategy rather than the goal in itself (hence why Spider Spawning isn't that valuable, in my opinion).

If you run a combo, I suggest playing more (cheap) tutors, such as Final Parting, Mausoleum Secrets, Unmarked Grave, Buried Alive, Profane Tutor, Wishclaw Talisman. Also, if you decide to run a combo, then other cards in your deck should aim at achieving that rather than do things that are separate from it, meaning you should include all 1-mana elves, and all cheap mana dorks (both enchantements and artifacts) to help you achieve your strategy.

You can also just decide to go aggro, but then I'd simply suggest to play a budget version of Skullbriar, the Walking Grave rather than Meren.

In any case, your mana curve is still quite high, 3.26 essentially means you play one spell each turn, possible no spells for the first 2 turns.

Coward_Token on Streets of New Capenna

2 months ago

Luxior: Hah, I was thinking how funny it was that the story made out Elspeth to be this great fighter who's handed fancy weapons, yet her actual Planewalker cards don't really reflect that. Anyway, e.g. Huatli, Radiant Champion is quite interesting here; make note of PWs that can make lots of loyalty for themselves and/or buff creatures. Also, it's not to be overlooked for actual creature cards either; the curve is quite perfect for Skullbriar, the Walking Grave

Black Market Tycoon: Would it have been overpowered without the downside? It's basically standard-legal Coalition Relic on legs. That aside, feels more appropriate for or even

Metropolitan Angel: Flavor here is confusing seeing as the angels being absent, even towards the end arguably, is a plot point.

Public Enemy: I don't get it, isn't this pretty useless for 1v1 formats? Anyway, funny with Kros, Defense Contractor (and probably intentionally so)

Queza, Augur of Agonies: Life loss doesn't work with Curiosity, sorry! Kind of wish it said "each" and "that much".

Obscura Ascendancy: Feels like quite a bit more work than the Maestro and Broker one without a lot more gain. Got any 0-cost spells?

Illuminator Virtuoso: Looting isn't extremly strong but I'm not a fan of this pattern of color bleed with reference to learn (e.g. Professor of Symbology).

philias on Card creation challenge

3 months ago

I forgot to give the spell commanding force, so here you go

Commanding force If you control a commander named Skullbriar, the Walking Grave Put X +1/+1 counters on it instead. X is equal to the combined power of both sacrificed creatures plus thier combined toughness'

AareZ on Fun Commander/Archetype recommendation

7 months 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.

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