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An edh Deck based around skullbriar and his awesome ability to keep the +1/+1 counters he receives as long as he doesn't go to my hand or deck.
Thoughts on (some)important cardsThe equipment help Skullbriar hit hard and in the case of whispersilk cloak, just keep hitting players to pump him self with +1/+1 and kill with general damage.Gleancrawler can allow me to play a very sucidal style of play without fear of losing my creatures, and if he hits the board, is usually priority for whispersilk cloak and darksteel armor to help me survive targeted removal and boardwipeNim deathmantle can help me keep my win contitions on the board and even keep creatures through sacrifices, allowing xathrid demon to stay out on the board for only 4 mana per turn. shambling shell and forgotten ancient will usually be used to pump skull briar whenever possible, and shambling shell can be comboed with nim deathmantle to allow me to essentially pay 4 mana for a +1/+1 counter. Vraska the unseen can help with some good removal and in her +1 and -3 as well as providing a win condition though the various assassins.Consuming vapors will take care of creatures as well as give you life for them, and will even rebound.With this deck semi sucidal tendancies, mortivore and bonehoard should both be able to hit the battle feild as pretty big creatures, either through your opponents deaths, or yours.Liliana and Diabolic tutor can get you the cards you need when you need them and the decent draw potential can help you find the cards you want or need.Birthing pod helps cycle through any creature you no longer need or the opponent has made useless to get bigger and better creatures.Nirkana cutthroat holds a special spot in my heart, as i always seem to be able to get her and level her to clear a path for skullbriar or the assassins.Ever since i first laid eyes upon it, Engulfing Slagwurm has been one of my absolute favorite creatures in the game. just by blocking or being blocked, he gets rid of any and all problematic creatures and turn them into health for you.And of course, skullbriar himself. In most, if not all games, you should have him out and swinging on turn 2 or 3 to quickly pump him while your enemies are still getting their combos ready. and if he dies once or twice early? as long as you got a hit or two each time, he will remain pretty cost effective for most of the game. Plus with his low mana cost, he can keep a low-ish cost for a large majority of the game.How to playAs soon as you can play skullbriar, go for it, especially if there is an opening to hit a player directly. Just about anything that can pump a creature should go on skullbriar unless the situation demands differently. Use your removals to keep the enemy down and stalled in an unfavorable position. Above all else don't be afraid to lose skullbriar or even let him fall to the graveyard instead of the command zone. You have ways to get him out and they may cost less or give more than simply re-paying his mana costs.
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skullbriar is only good in reanimator decks and commander as long as it's the commander
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Skullbriar is the commander, man.
I know, exactly
My only suggestions for this are Death's Presence and Varolz, the Scar-Striped. Otherwise, sweet deck man. You've convinced me to work on a Skullbriar of my own.
Funniest thing is that I actually had those cards and didn't even know it, looking through my cards today found them and thought "hey, these might work well in this deck"