Skyshroud Claim

Skyshroud Claim

Sorcery

Search your library for up to two Forest cards, put them onto the battlefield, then shuffle your library.

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Trade

Have (3) metalmagic , orzhov_is_relatively_okay819 , NineNotesKnives
Want (3) ConZa , bluejay134 , OmegaTitan

Printings View all

Set Rarity
Battlebond (BBD) Common
Nemesis (NMS) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Skyshroud Claim occurrence in decks from the last year

Commander / EDH:

All decks: 0.11%

Green: 0.61%

Golgari: 0.15%

GU (Simic): 0.55%

RG (Gruul): 1.51%

RGW (Naya): 1.89%

Skyshroud Claim Discussion

Bulwer on Spy Cat (with Primer!)

2 days ago

Cut Skyshroud Claim for Survival of the Fittest since you don't need ramp if you can tutor up your ramp creatures and also anything else -- thanks XaiLo

Cut Epitaph Golem for Reveillark, since that's the literal worst combo piece in the deck and Reveillark fishes most of the winners out of my yard. -- thanks Black_Eagle of ##mtg

Malsorn on Gishath Dino Tribal

2 days ago

My thoughts are that the best improvements could be made to the landbase. Command Tower, Path of Ancestry, Jungle Shrine, Field of Ruin, Krosan Verge, Scavenger Grounds, Rogue's Passage... Sure, the last three are colorless, but you can usually afford a few colorless utility lands in a 3 color deck. I'd also recommend Cinder Glade, Canopy Vista, Sheltered Thicket, and Scattered Groves, as they can be searched up by the verge and count as their respective basic types for your checklands and showlands. Also makes Skyshroud Claim worth considering, which would be a great addition to your ramp package! I'd dump the guildgates, untyped tapped lands, and the bouncelands for them, but the bouncelands might be worth keeping if your group doesn't play much land destruction, in which case I'd dump the lifelands.

Migration Path is a strict upgrade to Explosive Vegetation, and Rampant Growth is a strict upgrade to Thunderherd Migration since it always costs 2. Less flavorful, but more efficient.

Lastly, Sol Ring, it's the most powerful ramp in the format, definitely worth considering.

Klapmeyer94 on The Calamity Comes For All

4 days ago

You have some pretty great creatures in your deck!

A couple of suggestions to help ensure you are able to get those onto the board would be ramping: Rampant Growth, Cultivate, Skyshroud Claim, Explosive Vegetation, Nature's Lore, etc.

Creature Ramp: Nyxbloom Ancient, Vorinclex, Voice of Hunger, Keeper of Progenitus, Dryad of the Ilysian Grove.

Some great card draw: Rishkar's Expertise, Greater Good, Life's Legacy, Return of the Wildspeaker.

Decidares on Return Of The Ur-Dragon: A Budget Dragon Primer

1 week ago

Thanks so much for the positive feedback, JRaynor! I'm glad to hear that you are enjoying your time with The Ur-Dragon.

One of the next things I need to do is get upgrade the land base, but it's a relatively big investment for me and this deck which I am trying to keep at least somewhat budget friendly. To this end, I am considering a compromise by only adding the green shock lands (Breeding Pool, Overgrown Tomb, Stomping Ground, Temple Garden) and subbing out some basic land ramp for forest ramp spells (e.g. Nature's Lore, Skyshroud Claim).

Let me know if anything, and happy hunting!

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

1 week ago

Upon reading your comments:

1) I did swap out Migration Path for Skyshroud Claim. Fetching-out Stomping Ground and Cinder Glade with Skyshroud Claim feels really, really good.

2) I agree with you about Altar of Dementia. I initially failed to realize that it was included as part of the token package. Once the token package was removed, Altar of Dementia was ineffective and a waste of a card slot. Without a bunch of token creatures and Craterhoof Behemoth, Altar of Dementia is easily expendable in this deck.

3) I do like Etali, Primal Storm and am considering its inclusion in the deck. Etali, Primal Storm's attack trigger can be really powerful and add another element to our plan, as you mentioned above.

4) I don't want to be "that guy" with this deck. I do have a copy of Blightsteel Colossus for the purposes of eliminating any unfair or unfun players from the table. I once had the Savage Ventmaw and Aggravated Assault combo in this deck, but took it out. I didn't want to go infinite with this deck.

Upon perusing my collection, I did not find a copy of Bonders' Enclave. When I get one, it will replace Mossfire Valley.

I also did not have a copy of Nylea, Keen-Eyed. I was bummed-out about that, but once I acquire a copy she'll fly right into Xenagos's waiting arms!

I play-tested the following ten changes:

1) Quartzwood Crasher in and Avenger of Zendikar out.

Quartzwood Crasher made some big trampling creature tokens. Its presence was noticeable in the deck and did more in combat than Avenger of Zendikar ever did.

2) Godo, Bandit Warlord in and Chancellor of the Forge out.

This was the biggest difference for me during the initial play-testing of these changes. Godo, Bandit Warlord fetched Embercleave every time. Once, I entwined Tooth and Nail to put onto the battlefield Godo, Bandit Warlord and Worldspine Wurm. The Embercleave came into play and then was equipped to Worldspine Wurm. At combat, Xenagos, God of Revels gave Worldspine Wurm +16 +16 to enable a 32/32 trampling and double-striking beat-down. In another game, Xenagos, God of Revels was cast on turn four followed by Godo, Bandit Warlord on turn five. After he fetched Embercleave and it was equipped to him, combat ensued and Godo, Bandit Warlord got +4 +4 and haste, enabling an 8/8 trampling, double-striking and hasty attacker. Then, after the additional combat phase, Godo, Bandit Warlord attacked as a 16/16 trampling double-striker. This 48 damage knocked the opponent right out of the game. Godo, Bandit Warlord is awesome in this deck!

3) Ghalta, Primal Hunger in and Craterhoof Behemoth out.

As hoped, I was always able to cast Ghalta, Primal Hunger for a handful of mana, and often for just . With a couple of bigguns in front of him, getting Ghalta, Primal Hunger into play with Xenagos, God of Revels on the battlefield was game-ending.

4) Giant Adephage in and Living Hive out.

I did not draw Giant Adephage once. I did not tutor for it either.

5) Here's where it gets a little complicated. I failed to record a change I made to this deck list when I swapped out Malignus for Rampaging Brontodon prior to posting on tappedout. So, technically, Malignus was not in the deck and Rampaging Brontodon was. It just wasn't reflected in the deck list. As play-testing began, I decided to leave Gaea's Cradle in the deck and not make a change. However, after multiple times of putting into a play a useless Gaea's Cradle (that hurts to say!) or one that only taps for , I decided this card deserved a deck more fitting for its level of power. So, I eventually replaced Gaea's Cradle with Malignus and was happy I did. During one of the games I Malignused one of my opponents out of the game on turn five. Malignus is back!

6) Momentous Fall in and Altar of Dementia out.

I did not draw Momentous Fall once during play-testing.

7) Return of the Wildspeaker in and Comet Storm out.

I did not draw Return of the Wildspeaker once during play-testing.

8) Reap the Past in and Moldgraf Monstrosity out.

I did not draw Reap the Past once during play-testing.

9) The Great Henge in and Temporal Aperture out.

As predicted, The Great Henge is bonkers in this deck. In one game, I was able to cast The Great Henge for and then cast Ghalta, Primal Hunger for on the same turn! Having Ghalta, Primal Hunger enter the battlefield with a +1 +1 counter and drawing a card was awesome. Aside from Godo, Bandit Warlord, The Great Henge was the most noticeable game-changing addition made to the deck during this initial phase of play-testing.

10) Skyshroud Claim in and Thaumatic Compass  Flip out.

As mentioned earlier, fetching-out Stomping Ground and Cinder Glade with Skyshroud Claim felt good. It felt really, really good. These lands are unfetchable with Thaumatic Compass  Flip or Migration Path. Good suggestion!

Additionally, the overall speed of the deck was noticeable as well. I was threatening opponents by turn four or five every game.

I plan to continue play-testing until I have been able to play with all of the potential new inclusions. I appreciate your suggestions and your kind words regarding my responses. The Magic Community is important to me and it becomes stronger with positive communication. Thank you for being a part of that.

Mortlocke on The Queen's Egg

1 week ago

TonyStark9001, I can't mention alternative options between the two being discussed? Well excuse me. -_- Honestly, I'm not very convinced that Carpet of Flowers is the best option within the context of this deck. I think abierto is blinded by the concept of Flowers being considered competitive - not thinking that it may misfire depending on what i'm facing. In my case, the usual suspects this deck faces are Najeela, Blade-Blossom and Derevi, Empyrial Tactician stax. Both run alot of non-typed non-basic lands. Thus making the odds relatively moderate to low that an opponent will place down an island for Flowers to trigger off of. Stritctly speaking, I think this Enchantment is all about High risk - high reward.

Personally, I just don't like the idea of hoping that an opponent will ignore the very obvious ramp on my side of the board and is willing to award me an advantage on my next main phase. Sure, that would change how my opponent plays their deck, but doesn't necessarily hinder their boardstate. Besides, it doesn't even interact with my absurdly expensive manabase. What's the point of Revised Duals if you can't fetch them at every opportunity? For now, Skyshroud Claim is in as a place holder in my physical deck, but when Wizards finally reprints Three Visits - i'll run it. Having access to a Revised dual sooner is always better.

p.s. - I will revisit Flowers the moment Urza, Lord High Artificer rears his ugly head in my meta.

multimedia on Ghalta

1 week ago

Hey, very good budget version of Ghalta. Less than $100 at TCGPlayer is impressive.

Some card upgrades to consider:

  • Garruk, Primal Hunter > Soul's Majesty
    Garruk can be a repeatable Majesty and it has other abilities as well as devotion.

  • Yorvo, Lord of Garenbrig > Loathsome Chimera
    Yorvo starts as a 4/4 and it can grow as more creatures you control ETB.

  • Shared Summons > Migration Path
    Can afford to cut a land ramp spell for a creature tutor and this tutor can get two different creatures.

  • Bow of Nylea > Monstrous Step
    Repeatedly give attacking Ghalta deathtouch can be a one sided board wipe if opponent is forced to throw all of his/her creatures to block Ghalta. Giving the Unicorns and Breaker deathtouch can also be a one sided board wipe and these creatures want to attack.

  • Castle Garenbrig > 1x Forest
    Powerful land for ramp with green creatures.

  • Regrowth > Survivors' Bond
    There's only two Humans here and Regrowth can recur any card.

  • Hunter's Insight > Life's Legacy
    Insight is instant doesn't require you sac the creature to draw.

  • Skyshroud Claim > Ranger's Path
    Same CMC, but Skyshroud puts the Forests you get onto the battlefield not tapped.

Good luck with your deck.

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