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4 Drudge Skeletons
4 Restless Bones
4 Dimir House Guard
1 Mortivore
4 Golgari Grave-Troll
4 Skeletal Vampire
4 Last Gasp
4 Phyrexian Arena
3 Putrefy
2 Plague Boiler
1 Vigor Mortis
1 Persecute

11 Swamp
4 Llanowar Wastes
4 Overgrown Tomb
4 Golgari Rot Farm
1 Svogthos, the Restless Tomb

Snake Mountain.

Description of deck by its author (quoted):
Skeletons are a fun tribe. Like the other two tribes I've covered, Assassins and Centaurs, Skeletons have a mere five members. (By the way, after reading Aaron's preview card last week, it looks like I made my Assassins deck a week too soon). Luckily, we live in GAS – the Golden Age of Skeletons. Dimir House Guard and Golgari Grave-Troll were pretty awesome Skeletons, but Guildpact's Skeletal Vampire tops them both. As a tribe, they have a few issues, though. Skeletons don't have a mana-curve, exactly. It's more like a staircase. They have a drop at two, three, four, five, and six-mana. It's a little more complicated than that, since you will rarely want to play your guys out if you don't also have Regeneration mana up. In that way, Drudge Skeletons is more like a three-drop and Restless Bones is more like a five-drop. The other thing to consider is that you will rarely want to play Golgari Grave-Troll on turn 5, unless you've managed to get him into the graveyard for some hardcore Dredging in the first four turns. As a result, Skeletons are a little slower than they might appear at first glance. To get you through to the late game (when your most powerful Skeletons will come online) and to ensure that you make all the necessary land drops, I turned to Last Gasp, Putrefy, and Phyrexian Arena.

My deck is a borderline Golgari theme deck, with Grave-Trolls, Putrefy, Vigor Mortis, the relevant lands, and the key card, Plague Boiler. Since every Skeleton ever printed has Regeneration (Ha! I caught you trying to sneak in there, Mistform Ultimus! And Carrionette. And Skeletal Snake and Crocodile.) … since almost every Skeleton ever printed has Regeneration, they really don't mind if you sweep the board. That's no skin off their backs.

It seems like a bit of a waste to have four Dimir House Guards, and not much of a tool box of Transmute targets to go with it. One of the challenges of building Tribal Wars decks is finding room for all the cards you want to put in since the bulk of your deck will be creatures and land. As it stands, the House Guard can fetch either Vigor Mortis, Mortivore, or Persecute. I've won a few games by Dredging a Skeletal Vampire early on and reanimating it on turn 4. Mortivore is another regenerator who benefits from both Dredge and from Plague Boilers board-clearing. Persecute can be devastating against certain slower, mono-coloured tribes (like, er, Skeletons), so I threw in a copy. Other options include Cranial Extraction, Nightmare Void, Eradicate, Splinter, or even Seek the Horizon.

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by Chris Millar @ www.wizards.com

TRIBAL: Skeletons - Skeletal Vampire / Phyrexian Arena

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