Mark Globus has a very nice Skullbrair deck for multiplayer use (duh, he designed it) that basically pretends to be G/B yardstuff with a very nice backup plan in beating face with skullbriar.
Hum can't find his deck list on the Internet. However what king of yardstuff ? Like animate cards ? Flashback ?
I'd probably go along this route, use Skullbrair as the backup plan, with maybe 10ish cards dedicated to making him awesome (like rancor and some equipment) and then beat face with him.
My first idea was to pump Skullbriar to get him a lot of counter with Spikes, creatures like Vigor, spells like Increasing Savagery , Rancor, etc and equipments like Swords... With this way Skullbriar is my guy. Will try one more game in multi with this to give a last try.
Maybe I'll give a try with your idea Gaka : use Skullbriar as a backup plan and get others creatures to put pressure on my opponents.
Just build a Skullbriar deck focus on Equipment and counter on it. I was wondering which way to go for a good Skullbriar deck against multiplayer game. Is it enought strong to win against combo or aggro deck ?
In my group people play a lot of clean board like damnation, wrath, etc. and also counterspells.
If I can't get enough mana or combo cards I think skullbriar is weak. What do you think ?
I can exile a creature you control even if your creature has shroud. "It doesn't use the stack." means that other players cannot respond to the special actions the traitor performs. It just happens immediately.
It also does ignore any Shroud, Hexproof, et cetera.
Can you explain this point please ? Don't really understand with the rule :
- Exile a spell or an ability from the stack
- Exile a permanent from the game
- Look at a player's hand and exile one card from that hand.
AND "t also does ignore any Shroud, Hexproof, et cetera."
* 3 Players * :
- FFA : you have to kill all of your opponents.
- attack one side : we flip a coin to deside which side we're going to attack
* 4 Players * :
- FFA
- attack one side
- Team crossed : we can attack wherever player wants.
- Team troll : teammates are sit together on the same side of the table to battle together on the same turn. So it's like a versus. Both players of the same team play together during their team turn.
* 5 Players :
- Pentacle : the players on each of your side are your teammates and the others are your opponents. But one of your opponents is a teammate of one of your teammates. You have to kill both of your opponents to win. You can only attack your opponents but you can play spell againts your teammates to slow them down.
Example :
A - B - C
D - E
Your are the B player :
-> You have to kill D and E
-> Your teammates are A and C
-> D is your opponent but is a teammate of A who is your teammate
-> D is your opponent and is also an opponent of C
-> E is your opponent but is a teammate of C who is your teammate
-> E is your opponent and is also an opponent of A
--> End of turn : Norin's back and steal one creature.
--> My friend played a creature to get back his creature and attacked with the other one.
--> I created a token with Kher Keep and no damage.
--> End of turn : Norin's back and no more creature on my friend side.
--> End of game.
So much fun yesterday night with friends who didn't know this commander. First thought : "ughhh ?"
I played turn one : citadel + sol ring + sensei
Second turn : Norin
Turn 4 : Grip of Chaos --> at this point, it was the end of the game for my opponents.
After that I played Cloudstone culio, Confusion in the Ranks, Warstorm Surge, Memory Jar, Wheel of fortune, Skullclamp, etc
Confusion in the Ranks and Warstorm Surge at random.... so much laught.
They played Ulamog but nice random try before attacking phase with Helm of Possession and I get it. But they succeed to cast Fleshbag maraudeur.
The win combo was Insurrection and one shot kill with artisan of kozilek on the battlefield
Last comment from my friends : "Next time you play this deck I'll punch you (joke)" haha !
Journey is one mana cheaper and when you have azusa in play that just basically reads "Search two basics lands in your deck and put them in the play". If you have played extra mana already, you sure have mana to play it entwined and you still end with two untapped lands in play.
@Steuve: It doesn't make lands that just came into play attack, but thats not what the card is for. The card is used to ramp to arbitrarily large amounts of mana without stretching, and to go stupid with Gaea's Cradle. As per your suggestions:
Rites of Flourishing: While this looks appealing at a first glance, it runs counter suit to the ultimate goal of this deck, which is to outclass the tempo of the entire table collectively. So while this card gives you an extra land drop and card in hand, its giving your opposition a total of three cards and 3 land drops. This same philosophy applies for all group hug in general
Burgeoning: I used to run this card in the beginning stages of this deck, but was vastly underwhelmed with it at the time. It never accelerated me beyond Azusa's natural ramp, and so was often superfluous.
Explosive over Journey: Explosive is one more mana and will never end up putting more lands into play than Journey.
Thank you technogeek5000 for your time and this explanation. I see much better the way to include cards or not into this deck like Rites of Flourishing.
For Burgeonning I think I will give it a chance for a start and I'll see after that.
But for Explosive over Journey, I don't really see your point.
Explosive is 4 mana cost and it lets you put 2 lands into play tapped.
Journey is 6 mana cost with entwine to let you put 2 lands into play tapped otherwise it's 3 mana cost but lands are in your hand.
Hum can't find his deck list on the Internet. However what king of yardstuff ? Like animate cards ? Flashback ?
My first idea was to pump Skullbriar to get him a lot of counter with Spikes, creatures like Vigor, spells like Increasing Savagery , Rancor, etc and equipments like Swords... With this way Skullbriar is my guy. Will try one more game in multi with this to give a last try.
Maybe I'll give a try with your idea Gaka : use Skullbriar as a backup plan and get others creatures to put pressure on my opponents.
Just build a Skullbriar deck focus on Equipment and counter on it. I was wondering which way to go for a good Skullbriar deck against multiplayer game. Is it enought strong to win against combo or aggro deck ?
In my group people play a lot of clean board like damnation, wrath, etc. and also counterspells.
If I can't get enough mana or combo cards I think skullbriar is weak. What do you think ?
Thanks for your help.
Cheers.
Looking for a large playmat so which one do you recommand me ?
For the moment this one seems large :
http://www.amazon.com/Dragon-Shield-Arcane-Dragons-Playmat/dp/B0017SASME
Dragon Shield Red Zone Playmat
Size: 23.5 in x 15.75 in (60 cm x 40 cm)
Thx
Fastbond is BANNED !
But Azusa is a fast ramp and aggro deck. Just play lands or get some with sorcery cards. Get huge mana pool and play creatures.
Mana = big fatty dumb ass or many tokens + landfall = doom !!
Dude this rule is hardcore !!!
Can you explain this point please ? Don't really understand with the rule :
- Exile a spell or an ability from the stack
- Exile a permanent from the game
- Look at a player's hand and exile one card from that hand.
AND "t also does ignore any Shroud, Hexproof, et cetera."
When the traitors can perform this action ? During his turn or whenever he wants ?
Only one time or unlimited ?
However this mode seems to be a fun mode ! Have to try with my friends
* 3 Players * :
- FFA : you have to kill all of your opponents.
- attack one side : we flip a coin to deside which side we're going to attack
* 4 Players * :
- FFA
- attack one side
- Team crossed : we can attack wherever player wants.
- Team troll : teammates are sit together on the same side of the table to battle together on the same turn. So it's like a versus. Both players of the same team play together during their team turn.
* 5 Players :
- Pentacle : the players on each of your side are your teammates and the others are your opponents. But one of your opponents is a teammate of one of your teammates. You have to kill both of your opponents to win. You can only attack your opponents but you can play spell againts your teammates to slow them down.
Example :
A - B - C
D - E
Your are the B player :
-> You have to kill D and E
-> Your teammates are A and C
-> D is your opponent but is a teammate of A who is your teammate
-> D is your opponent and is also an opponent of C
-> E is your opponent but is a teammate of C who is your teammate
-> E is your opponent and is also an opponent of A
* 6 Players * :
- Emperor
Get a neoprene beer cooler for water drop
Learn from your mistakes
Get more beers
Last night had 1 point less and my friend 9 points.
I played Warp World and got:
- Confusion in the Ranks
- Tangle Wire
- Kher Keep
- artifacts
- 4 creatures
My friend got lands and 2 creatures.
--> End of turn : Norin's back and steal one creature.
--> My friend played a creature to get back his creature and attacked with the other one.
--> I created a token with Kher Keep and no damage.
--> End of turn : Norin's back and no more creature on my friend side.
--> End of game.
So so much fun !!! Gaka your deck is so huge !!!
I played turn one : citadel + sol ring + sensei
Second turn : Norin
Turn 4 : Grip of Chaos --> at this point, it was the end of the game for my opponents.
After that I played Cloudstone culio, Confusion in the Ranks, Warstorm Surge, Memory Jar, Wheel of fortune, Skullclamp, etc
Confusion in the Ranks and Warstorm Surge at random.... so much laught.
They played Ulamog but nice random try before attacking phase with Helm of Possession and I get it. But they succeed to cast Fleshbag maraudeur.
The win combo was Insurrection and one shot kill with artisan of kozilek on the battlefield
Last comment from my friends : "Next time you play this deck I'll punch you (joke)" haha !
Thanks !
Okay it convinces me for Journey
Thank you technogeek5000 for your time and this explanation. I see much better the way to include cards or not into this deck like Rites of Flourishing.
For Burgeonning I think I will give it a chance for a start and I'll see after that.
But for Explosive over Journey, I don't really see your point.
Explosive is 4 mana cost and it lets you put 2 lands into play tapped.
Journey is 6 mana cost with entwine to let you put 2 lands into play tapped otherwise it's 3 mana cost but lands are in your hand.
Good suggestion if you have time to do this, this will be great