Sideboard notes at the bottom!
*This decklist is heavily inspired by LegenVD's original decklist, also named Skycleave, in Historic. Suggestions are welcome!*
This is a fairly effective, risk-vs-reward Symetrical Slug/Aggro deck with a sub-theme of control. The idea is to get both life totals low, as fast as you can, while removing opponents threats, in order to get Scourge onto the field. Swing in with Scourge, drop Embercleave, and in most scenarios, win.
Scourge takes most by surprise, not expecting a 12/12 for (1)(B), and an uncounterable kicker that causes it to grow so much. The best thing is that it isn't Legendary, so it's easy to have one in play, cast one with kicker, and even if it's countered, the one in play grows regardless.
With Embercleave granting Double Strike, you have an opportunity for lethal by turn 4-5 in most circumstances. Say you have 10 life, but your opponent has 15. They declare no blocks, you Cleave onto Scourge, growing it from 4 to 5, drop opponent to 10 after First Strike, Scourge becomes 10/10, normal combat damage then occurs, and BOOM! Opponent got Skycleaved.
Stormfist is a perfect addition in this deck, dropping both life totals and helping dig for whatever you need. A (B)(R) 2/2 with Menace is a good deal, and Embercleaving onto it will also help you clear the board if it gets blocked, or will sometimes just win you the game.
I wasn't happy with Malakir Rebirth at first, but it being instant speed can make for some interesting combat applications. It can also be a cheap and relatively safe way to have your opponents waste removal. Bonecrusher is particulrly interesting here, because it can help lower your life total if you need to as well.
Blood Beckoning is here because it's cheap, and if you don't want to use a Malakir Rebirth, you can let your opponent target/kill your Bonecrusher, and bring it back to your hand to get another removal with it. It also helps get recursion when your opponent is playing mill.
I put Bloodchief's Thirst in over Heartless Act to help fight off Planeswalkers for cheap, and punishes most "Ramp into Ugin" style decks. This paired with Agonizing Remorse will often see said decks scoop. They'll fall too far behind us in most instances, and lose over our card advantage. It's also good for dealing with problematic cards like Lotus Cobra, Alseid, and Fervent Champion.
Shock is here for being cheap and flexible removal. You can even target yourself to drop your life total, but you likely won't need to. Bonecrusher is in for the same thing, plus a big body for Embercleave.
Feed the Swarm has saved me in quite a few matches, killing Tutelage, ECD, Gargaroth, Angel of Destony, etc while lowering your life total. It can definitely be a game-changing decision, so use with caution.
Agonizing Remorse is great here, getting rid of large threats early or late game before your opponent can make use of it gives us a huge advantage. It can also get rid of Kroxa, Phoenix, punish self-mill, etc.
Blood Price can help bridge the gap if we don't have Foulmire Knight or Stormfist. Digging through our deck for answers is always nice, and dropping our life total is helpful.
Foulmire Knight is a good early play, or can help draw in a pinch. The Deathtouch 1/1 acts like a wall and a lightning rod, to help clear your opponents hand of removal, or protect our life total in the off case that we need it.
Fireblade Charger has similar applications to Foulmire Knight, making opponents early creatures easier to deal with. Malakir Rebirthing onto it is often a good way to puish the opponent for using a removal. One Damage for one mana can also turn two mana into three damage, if you follow up with a shock. This can also take care of X/3 Shock-Dodgers like Crab. Originally, Goblin Arsonist was here, but if you happen to have a Cleaved Charger, you can get a solid 4-5 damage off of it.
There is certainly room for improvement here, mainly due to my not have access to some better cards yet, like Shatterskull Smashing, Agadeem's Awakening, Demonic Embrace for evasion, and Call of the Death Dweller. Death Dwelling Charger and giving it deathtouch can be basically a free "Destroy target creature" when it dies. Kroxa could be nice here too, giving a big body, and playing more into the discard theme. The mana base is nice in most games, but I occasionaly run into a problem where, for some reason, the Shuffler gives you Mono Black or Red lands, while giving the opposite spells.
If you've made it this far, thanks! Tell me what you think, suggest improvements, or let me know of some janky combos that would be fun with this. Have fun smashing your way up the ladder!
*SIDEBOARD*
Shadowspear for dealing with hexproof/indestructible. Lifegain can help very situationaly.
Kroxa for more discard, and to punish mill decks.
Duress for dealing with control decks.
Roiling Vortex for dealing with lifegain decks.
Demonic Embrace for evasion, and helping with life totals.
Call of the Death Dweller for recursion and general good stuff. Great for bringing back Charger with Deathtouch, and giving Scourge Menace.
Creature (15) | |||
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$0.75€0.400.03 | |||
$0.75€0.680.13 | |||
$0.482.25 | |||
$0.250.03 | |||
$0.25€0.170.03 | |||
Instant, Sorcery, Enchantment, Artifact (21) | |||
$8.12€5.840.17 | |||
$0.25€0.200.03 | |||
3
Shock
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$0.20€0.050.03 | ||
$0.30€0.220.03 | |||
$0.15€0.050.03 | |||
$0.15€0.060.03 | |||
$9.900.03 | |||
$0.20€0.080.03 | |||
Land (24) | |||
12
Mountain
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12
Swamp
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$2.52€3.010.43 | |||
$0.47€0.250.03 | |||
$1.47€1.992.43 | |||
$0.28€0.480.03 | |||
2
Duress
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$0.20€0.080.05 | ||
$32.50€22.711.15 |
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