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Skullbriar is the General. Every card is meant to add counters and pump him up as well as give trample.
All creatures and many instants to give counters to Skullbriar that will stay on him. Added pump cards and it should be a pretty quick victory. Any thoughts on improvements or issues you think I might have with this deck? Thanks.
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Greater Good is an absolute powerhouse in my friend's 'briar deck. It's useful to have a sacc outlet against Black Sun's Zenith rendering your commander unplayable for the rest of the game, but sometimes when Skullbriar is big it's worth saccing and replaying him just to draw a fistfull of cards, plus he comes back untapped then so he can block next turn.Since you're running no artifacts why not run something like Creeping Corrosion? Odds are in a multiplayer game it will take out half a dozen mana rocks alone.Pretty often my friend gets to spend three mana on an Essence Harvest to deal a dozen damage and gain a dozen life. That's a pretty solid value.Shizo, Death's Storehouse is a good way to get Skullbriar though and there isn't much downside to it. Rogue's Passage is decent, too.Doubling Season would do good work here, as would Hardened Scales.Dauthi Embrace is a good way to make Skullbriar unblockable, and unlike an aura it won't get two-for-one'ed.I think you need a few more bits of removal. Putrefy, Here's Downfall, Beast Within and Maelstrom Pulse are all great.A board wipe or two wouldn't hurt, either. Black Sun's Zenith isn't a great idea here, and Damnation is expensive, so maybe Decree of Pain?
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Thanks for the tips. I used most of the cards mentioned. I only play 1x1, so I did not need to take advantage of a few of your ideas, but overall I think you helped improve my deck vastly. Next up is proxy time.