- Commander Nexus
- Commanders
- Skullbriar, the Walking Grave
Command zone
Skullbriar, the Walking Grave
Legendary Creature — Zombie Elemental
Skullbriar wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Elementals or Zombies.
- Mana cost
- Black, Green ()
- Power / toughness1 / 1
- RarityRare
Haste
Whenever Skullbriar deals combat damage to a player, put a +1/+1 counter on it.
Counters remain on Skullbriar as it moves to any zone other than a player's hand or library.
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- Archetypes
- Themes
Cards That Fit Skullbriar, the Walking Grave
Picked for what they do in Skullbriar's deck. When two cards do the same job, the one with the lower comes first. All of them fit Skullbriar's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
plan6
Does what Skullbriar, the Walking Grave does6
Rulings for Skullbriar, the Walking Grave
explain how Skullbriar works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Counters that adjust power and/or toughness affect Skullbriar's power and/or toughness in zones other than the battlefield. For example, a Skullbriar in the command zone with a +1/+1 counter on it will be 2/2.
Effects that last "for as long as that creature has a [kind of] counter on it," such as Aven Mimeomancer's, stop applying to Skullbriar once it leaves the battlefield. Even though Skullbriar retains the counters, it becomes a new object with no relation to its last existence in its previous zone.
If a card becomes a copy of Skullbriar, counters will remain on that card when it leaves the battlefield (unless it goes to your hand or library). Once it does so, it stops being a copy of Skullbriar, so those counters will cease to exist when that card next changes zones.
Skullbriar retains all counters, not just +1/+1 counters.
Skullbriar will get one +1/+1 counter each time it deals combat damage to a player (including you if its combat damage gets redirected), regardless of how much damage is dealt.
Skullbriar's last ability only works if it has that ability in the zone it's moving from. For example, with Yixlid Jailer ("Cards in graveyards lose all abilities") on the battlefield, a Skullbriar with a counter on it in a graveyard loses that counter when it's put onto the battlefield. Conversely, that Skullbriar moving from the graveyard to the battlefield would retain that counter if Humility ("All creatures lose all abilities and are 1/1") were on the battlefield; if Skullbriar then left the battlefield with Humility still on the battlefield, it would lose the counter.
The counters that remain on Skullbriar as it changes zones aren't "placed" on Skullbriar. Effects like Doubling Season's and Melira, Sylvok Outcast's won't affect those counters.
7 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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