Last updated on October 29, 2025

Skithiryx, the Blight Dragon | Illustration by Chippy
Evil necromancers and powerful planeswalkers have been resurrecting the dead to do their bidding for time immemorial. A handful of creature types in Magic represent the no-longer-gone-but-not-forgotten warriors. Zombies tend to represent physical reanimation while spirits are the game’s iconic “ghost” creature type.
But where do skeletons fit in? They’re not fully zombies having lost some amount of flesh and muscle, but they’re still reanimated bodies bent to their dark masters’ wills. Skeletons fit a unique mechanical role, different from zombies and other undead.
Let’s jump right in and see why!
What Are Skeletons in MTG?

Lightning Skelemental | Illustration by Nicholas Gregory
Skeleton is a creature type in Magic, mainly found in black, with some splashing into the other four colors. Only five skeletons don’t include black in their identity: Demilich, Flameskull, Golgari Grave-Troll, Scrabbling Skullcrab, and Viashino Skeleton.
Skeletons typically have access to the retired regenerate mechanic. More recent skeletons have seen this replaced with a similar theme: Either the “new” wording of regenerate found on cards like Drudge Sentinel, or the ability to easily return from the graveyard like Reassembling Skeleton.
Skeletons have been in Magic since its inception. The common Drudge Skeletons and uncommon Wall of Bone are the original skeletons from Alpha. I’ll use them as a weathervane of sorts to compare the best skeletons in the game.
#30. Rot Farm Skeleton
Rot Farm Skeleton was a lot of fun back in Dragon’s Maze’s Standard environment. A 4/1 that can’t block isn’t great value for 4 mana, but its reanimation ability is what I’d call “better dredge.”
Returning this skeleton to the battlefield by milling four cards was an upside in Golgari () decks of the time, milling into scavenge cards or even another Rot Farm Skeleton. Its biggest drawback was that it cost another 4 mana. Not quite as good as dredge’s price of “free.”
#29. Skeletal Vampire
Guildpact’s Skeletal Vampire is a, you guessed it, vampire skeleton creature. Six mana for a 3/3 flier might seem a bit overcosted, but its mana-less regeneration ability guarantees you’ll have two regenerates ready to go immediately.
And for another 5 mana you can bank some extra bats for more regeneration. Skeletal Vampire is moderately difficult to remove and enables some free sacrifices, so it sees play in Commander and other slow formats.
#28. Ozox, the Clattering King
Ozox, the Clattering King is one of those neat legends that creates legendary tokens. The inability to block on the card and token does hurt, so perhaps an infinite combo will convince you to give this a try.
Put Ozox, Ashnod's Altar, and Pitiless Plunderer on the battlefield. Start with the Altar, to sacrifice Ozox for 2 mana and get a treasure. Activated Altar to sacrifice Jumblebones which returns Ozox to your hand. Use a treasure and spend to cast Ozox again and repeat for infinite treasure, death triggers, ETBs, and more.
#27. Death Tyrant
Death Tyrant was printed in Forgotten Realm’s Commander decks and lives up to its menace ability. It can return to the battlefield at instant speed, surprising your opponents with its Negative Energy Cone ability after they’ve declared blockers.
#26. Wretched Bonemass
Look, the “keyword soup” payoff cards are great fun; look how many people tried to make Soulflayer work in Constructed. But Wretched Bonemass is such a wordy, complicated cards that it's more headache than payoff. Technically the card in question is Altar of the Wretched, which is a super-charged Altar's Reap of sorts. Crafting this is easy though, and the recursive ability gives you an expensive loop for grinding through the lategame.
#25. Tinybones, the Pickpocket
Tinybones, the Pickpocket reads a lot better than it plays. It's easy to look at the card and think about all the sweet permanents you'll be stealing from opponents' graveyards, but a lot of things have to go right to get there. Tinybones has to deal combat damage, the player it hit has to have a permanent worth casting in the graveyard already, and you have to have the mana to cast it. Odds are you'll have to use mana for removal to push Tinybones through, so how much mana will you really expect to have left over?
The baseline of a Typhoid Rats is annoying, but not impressive by any stretch. If you're willing to do the work there's something to this card, but I've been disappointed the few times I've cast it thus far.
#24. Underworld Sentinel
Underworld Sentinel is a unique skeleton that doesn’t keep itself alive but returns other creatures from your graveyard to the battlefield. It makes a good top-end card for a skeleton deck, coming with a solid body that you can build around to consistently kill it right when you’re ready.
#23. Rimebound Dead
A snowy upgrade to Drudge Skeletons, Rimebound Dead squeezes a little extra value by virtue of being a snow creature. It costs 1 less mana to cast.
Its regenerate can be activated with a snow mana of any color, meaning it has more diverse utility than Drudge Skeletons, but just by a bit. It’s still a 1/1 with no other abilities, but it’ll at least stick around and block a few attacks.
#22. Carrionette
Carrionette is a weird skeleton from Onslaught with a built-in exile removal ability. It exiles itself from the graveyard along with another creature unless its controller pays . Notably, exiling the Carrionette is part of the effect and not the cost, so it won’t leave the graveyard until your opponent decides if they’ll pay or not.
#21. The Grim Captain
The Grim Captain is a phenomenal threat, the problem being that you have to craft it using Throne of the Grim Captain. This self-mill artifact doesn't do anything, and the combination of crafting components means you're only running this in a deck specifically built to do exactly this. Seems like a fun Rule-0 commander, though.
#20. Cult Conscript
Cult Conscript feels similar to other black 1-drops that keep on coming back, though getting non-Skeletons to die is harder than some conditions. With reliable activations, these creatures put in a lot of work.
#19. Skeleton Scavengers
Stronghold’s Skeleton Scavengers is a 3-mana creature that enters the battlefield as a 1/1 with the potential to get stronger as it regenerates. It can quickly become a mana sink as it grows, but I’ve seen it used as a counter generator in Ghave, Guru of Spores decks.
It’s important to note that just activating the regeneration ability doesn’t exactly mean the creature has been “regenerated.” The oracle text makes it clear that this gets a +1/+1 counter when it regenerates, so it still needs to die in some way for regeneration’s replacement effect to actually resolve.
#18. Carnage Gladiator
Carnage Gladiator is a Rakdos () skeleton that punishes players for blocking. Its 4/2 body for 4 is about average considering its ability, and 3 mana to regenerate it lets you swing in every turn without fear of losing it.
This is a solid uncommon and a fun card to build around, but it won’t see competitive play any time soon.
#17. Duty-Bound Dead
I had a lot of fun with Core Set 2013’s exalted theme and built an Orzhov () deck based around those cards. Duty-Bound Dead was a great turn 1 play.
While 4 mana to regenerate isn’t super cheap, it was nice to have a guaranteed blocker and exalted permanent on the battlefield. It also usually wasn’t worth my opponent’s removal spells.
#16. Charred Graverobber
Being a skeleton doesn't matter for Charred Graverobber, but being a mercenary does. It's one of the five outlaw types, which are all eligible for recursion when Graverobber hits the field. Escaping to do it all again later is nice, but the +1/+1 counter bonus is marginal at best.
#15. Bladewing, Deathless Tyrant
A few great things are going on here. Bladewing, Deathless Tyrant is big, evasive, and can create a bunch of evasive creature tokens right away. Connecting for damage should put you solidly ahead, and if you’ve been pitching cards well, you’ll be getting an army prepared to deal lethal damage real quick.
#14. Champion of Stray Souls
The mythic rare Champion of Stray Souls has two expensive abilities on top of an already expensive mana cost. It typically only sees play in Commander decks, useful in the late game when you have access to a ton of mana and a graveyard full of creatures.
#13. Skeleton Ship
Skeleton Ship was the first legendary skeleton (though it only got this type after the Grand Creature Type Update). The only Reserved List skeleton, this is a popular choice for skeleton EDH decks and makes a great commander for -1/-1 counter themes.
Five mana for an 0/3 body with an existence conditional to your mana base isn’t very strong by today’s standards, but it wins points in the flavor category.
#12. Tinybones, Bauble Burglar
Tinybones, Bauble Burglar is so good at casually stashing away your opponent's cards and passively disrupting lots of other madness, mayhem and graveyard archetypes. The activated ability is a bit pricey but doesn't cost a card and acts like a mini-Mind Rot and Divination rolled into one. I have a job for this rogue in lots of my black decks.
#11. Skeleton Crew
On top of being a lord for both skellies and pirates, Skeleton Crew boasts a powerful triggered ability, creating a 2/2 (effectively 3/3) whenever creatures leave your graveyard. The idea was to work directly with Admiral Brass, Unsinkable, but it works in most places where you'd consider running Tormod, the Desecrator.
The expensive final ability does not trigger the second effect, but you'd rather have it as a mana sink than not have it at all.
#10. Reassembling Skeleton
Reassembling Skeleton is a classic choice for any deck that needs a single creature to sacrifice and reanimate multiple times. You’ll basically always have access to this skeleton for a measly 2 mana.
The best part is that this can return to the battlefield at instant speed, but entering tapped means you won’t use it as a surprise blocker. This is a staple at uncommon in a wide variety of reanimator and sacrifice themed decks.
#9. Dimir House Guard
Dimir House Guard is a popular skeleton for combo and aristocrats strategies alike. Its transmute ability lets you search up any 4-mana spell. It’s also impossible to counter with a traditional Negate or Counterspell since this is an ability and not a spell.
The Guard’s regenerate ability is useful, but it’s best used as a free sacrifice outlet while you control things like Blood Artist and Butcher of Malakir. On top of all that it’s a 2/3 creature with built-in evasion in the form of fear. It’s great value for 4 mana, especially at common rarity.
#8. Gutterbones
Ravnica Allegiance’s Gutterbones is a rare skeleton that saw a fair amount of play in the Standard of its day. It played well with Rakdos’ spectacle mechanic from that set. With lots of options in the card pool to ping bits of damage off your opponent (notably Skeleton Archer), it was a cheap body you could return to your hand over and over again with great consistency.
#7. Forsaken Miner
Forsaken Miner is one of the best 1-drop recursive creatures in the game, and has an exceptionally easy condition to return to play, compared to other 1-drops like Gutterbones and Dread Wanderer. It's also a combo piece with Phyrexian Altar, though you'll also need a crime committing effect like Blood Artist in play to make that loop work.
#6. Lightning Skelemental
Lightning Skelemental combines two of my favorite cards into one neat trick. Ball Lightning mixed with Blightning, this skeleton is a great way to sneak a lot of damage and disrupt your opponent’s hand for just 3 mana!
While Lightning Skelemental can’t regenerate itself to stick around (in fact, it makes sure you sacrifice it at the end of the turn), its cheap mana cost makes it a great target for reanimation spells like Unearth.
#5. Emperor of Bones
This Modern Horizons 3 skeleton combines graveyard hate, +1/+1 counter synergies, and reanimation all in the same 2-mana package. Adapt gives you the first shot at reanimation, but you can only adapt Emperor of Bones once. After that, you'll have to rely on other sources of counters to keep the ability going.
#4. Demilich
Forgotten Realms’ Demilich made quite the splash in Standard. A mono-blue skeleton, this skeleton “regenerates” by allowing you to cast it from your graveyard in a style similar to Theros Beyond Death’s escape mechanic. Its cost is also reduced by for each instant or sorcery you’ve cast so far this turn, meaning you often see it cast for free.
This card also “flashes back” a spell from your graveyard whenever it attacks, letting you set up some spell-heavy turns. And that spell cast from your ‘yard counts towards the Demilich’s cost reduction.
Not to mention that you can always just cast it in the second main phase for a reduced cost if it dies in combat this turn. Assuming you have a sufficiently full graveyard.
#3. Golgari Grave-Troll
Golgari Grave-Troll is a powerful mono-green skeleton from the original Ravnica set. It was an absolute menace in reanimator decks across formats, its dredge ability letting you fill your graveyard quickly and then hitting the field with a huge hard-to-remove body in just a few turns.
I love the flavor of how this card regenerates. It sloughs off parts of it body as it takes damage until there’s nothing left. It’s the only skeleton to be banned in a format (Modern) and restricted in another (Vintage).
Fun fact: If you reanimate Golgari Grave-Troll directly from your graveyard, it counts itself as one of the creatures in your ‘yard for the purposes of determining its +1/+1 counters.
#2. Tinybones, Trinket Thief
Tinybones, Trinket Thief comes from Jumpstart and is a popular choice as a commander. Tinybones is a member of an unofficial cycle of legendary creatures that can hit your opponents for 10 life at a time, alongside Lathril, Blade of the Elves.
While this skeleton’s abilities don’t necessarily synergize with other skeletons, the value it can generate is still worth it’s cheap mana cost. It makes a good basis for any mono-black deck with access to a lot of discard spells. These types of control decks often need sustainable blockers in the early game, and there’s no reason a swarm of regenerating skeletons can’t fill this need.
#1. Skithiryx, the Blight Dragon
Skithiryx, the Blight Dragon is by far the most powerful skeleton creature on the market, and one of the best infect commanders. A 4/4 with flying and infect for 5 mana is a huge threat, especially when you can swing the turn it hits the field by giving it haste.
Skithiryx can also regenerate for , meaning it’s at least somewhat protected from removal. It can even effectively “trade up” against creatures in combat.
A lot of skeleton Commander decks choose Skithiryx, the Blight Dragon as their commander. While it doesn’t interact with other skeletons specifically, it’s undoubtedly the leader of any skeleton horde.
The Best Skeleton Payoffs and Synergies
Skeletons have a nasty habit of coming back from the graveyard, so they make great creatures to repeatedly sacrifice. Use Reassembling Skeleton in tandem with Deadly Dispute and Bone Shards to generate advantage and control the battlefield, or keep it around for a constant offering for your Lord of the Pit.
Back to that habit of coming back from the graveyard, that means skeletons are leaving your graveyard and Desecrated Tomb, Teval's Judgment, and Insidious Roots each give you great benefits for doing this on the regular.
Skeletons have access to a few typal lords, though the funny things is that each one also buffs at least one other creature type. Death Baron and Death-Priest of Myrkul are both powerful necromancers to lead your clattering army. Granting deathtouch to your regenerating skeletons makes them really effective blockers, and the Death-Priest’s triggered ability is a consistent way to fill your board with bones.
Skeleton Crew and Gisa, the Hellraiser are the newer skeleton lords, and offer a host of powerful abilities on top of the typical +1/+1 anthem effect.
Skeletonize is a 5-mana red burn spell that turns your opponent’s creature into a token Drudge Skeleton for you. I think about this as 2 mana for the 3 damage and 3 mana for the instant-speed token. This isn’t incredibly valuable, but it also isn’t half bad if you’re already committing to a skeleton theme. Syr Konrad, the Grim is a Throne of Eldraine favorite that watches those self-mills and reassembling from the graveyard and punishes opponents in the process.
Skeletal Swarming and Corpses of the Lost are powerful skeleton token generators that also pump your skeleton creatures. These are meant to be self-contained engines but obviously work much better when you control other skeletons as well. Don't forget about Accursed Duneyard which offers regenerate for a select group of creature types and it makes absolute sense for skeletons to work with this group of undead.
Wrap Up

Skeleton Archer | Illustration by Randy Vargas
Skeletons may not be black’s most iconic creature type, but there’s no denying they have a unique role in the game and differ from many of the color’s traditional zombies. I love the way a lot of them are variations of the original Drudge Skeletons. They’re usually cheap with low power and toughness but stick around the battlefield one way or another.
What do you think the best skeletons are? Is Skithiryx deserving of the top spot? Do you miss regenerate as badly as I do? And what fun skeleton deck would you brew? Let me know in the comments or over on Draftsim’s Twitter.
Thanks for reading, and keep clattering!
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