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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
- do planeswalkers keep their loyalty counters when targeted by liquimetal coating?
- is Skullbriar, the walking graves counters afected in graveyard
- Does a manifested skullbriar the walking grave keep it's +1/+1 counters?
- What happens when Skullbriar dies after receiving Bear Umbra + Solidarity of Heroes?
- About timing of triggered abilities and valid targets
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.
Rhyno52 on
Death's Shadow Scavanger
4 months ago
Corpsejack Menace is far too much mana cost for what he does and Skullbriar, the Walking Grave doesn't add much to the Main theme of the deck so i don't know why i should include any of these.
jdogz32 on
Death's Shadow Scavanger
4 months ago
I love this deck I was actually wanting to build it last night but I couldn't find your deck in my saves. The version I started making had alot more creatures in it. Is there a reason you don't add Corpsejack Menace or Skullbriar, the Walking Grave
multimedia on
Muldrotha: Budget Elemental Tribe!
11 months ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.
- Eternal Witness: recursion.
- Sakura-Tribe Elder: ramp.
- Satyr Wayfinder: self-mill.
- Siren Stormtamer: protection.
- Dockside Chef: draw and sac outlet.
- Plaguecrafter: removal.
- Haywire Mite: removal.
Stardragon on Got a bone to pick?
1 year ago
legendofa Made some changes to the cards and made a new card
Smoldering Bones- Made the Regen cost more clear
Lord- Switched his P/T around
Skull Hammer- Made the Regen thing more clear and gave a powerful boost (Skelly need this power till wizards gives support to them (and other less popular tribes))
Calc- Made it a 2/3 and found a different pic thats not cropped
Agamemnon- Fixed the non-token problem and made tweaked his entire kit to make him a hybrid of token swarm/control (Discard, tax and graveyard hate)
Living Death- cut out the Avatar of part of his name, Took off Ward 4 as he's a chunky boy to begin with and gave him menace instead, Weakened his lord effect to just give undead creatures Persist and not menace. And reworked his Skullbriar, the Walking Grave esk effect to make more manageable (hopefully)
Added a Skelly in case some one Bojuka Bog's your graveyard make them regret that
Stardragon on Got a bone to pick?
1 year ago
Ik Skullbriar, the Walking Grave isn't ment to be to go anywhere except field and command zone but it's Wizards fault for wording the ability the way it is I may tinker with it a bit for balance and ease of tracking sake (may because of that ability creatures can only have 1 +1/+1 counter at a time?) Hmmm. But have you ever had to fight a -1/-1 counter deck while playing a +1/+1 counter copy deck with another player playing a token deck gods that that game was insane to keep track of.
A couple are probably a bit OP will tinker with them when I have time
legendofa on Got a bone to pick?
1 year ago
Skullbriar, the Walking Grave isn't really intended to be exiled or go to the graveyard, just shuttle between battlefield and command zone, and it's only one card, as opposed to the stacks of Gravecrawler and Reassembling Skeleton and all I would put into an Avatar of Living Death deck. Don't get me wrong, I think it's a really cool idea. It just might be a challenge to track properly.
Outside of that, I appreciate the responses to my comments. If you get into testing them, don't take my comments as absolutes--keep working them until they feel right, and some of them will probably end up closer to your original cards than my suggestion revisions. I would happily volunteer to help playtest, but I don't have any sort of group to test with right now...
Keep this up! Your work is great, and if I'm picking it to bits, it's only to make it as clean as possible. I do have a tendency to go underpowered instead of overpowered, so if I end up underbalancing a card, I apologize.
Fortheboys11 on Card creation challenge
1 year ago
Holder of the Phantasmal Dagger
Legendary Creature- Zombie Warrior
Trample
: Choose a card from a graveyard. Put a sand counter on it.
When The Holder of The Phantasmal Dagger dies, put a sand counter on it create The Phantasmal Dagger, A legendary equipment with “ Equipt creature gets +1/+1 for each card in a graveyard with a sand counter on it.” and Equip .
I think that satisfied the challenge. Cards can have counters on them in the graveyard (Skullbriar, the Walking Grave). I imagined this set on Tarkir for some reason.
Make a card with a joke hidden somewhere on it
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