New to the forums here but I am working on a similar deck. Try out Trepanation Blade or Sword of body and mind. Both extremely effective in an Alchemist deck. I pick the blade over the sword because I can attach to a throw away zombie and still get the mill.
Sword doesn't work though, as with undead alchemist out it would deal no damage and thus never actually work. Trepanation though is the best for this, not only is it when it is attacking it also is only 3 to drop 2 to equip and can potentially be fatal in one turn without the Alchemist if the person's deck is not cycled well.
I was thinkning about going black blue using labrotory maniac, one copy of mirror mad and a phantasmal image to auto kill my deck. "Have phantasmal become the mirror-mad and then use it's ability to shuffle and mill as there would be no mirror mad phantasm in there it would auto mill. Lack of tutor effects is all that is keeping me from attempting this stupid strategy
The last thing that we want with all this flashback cards is giving opponent options faster, so mill is a non-go here.
Grimgrin, Corpse-Born, on the other hand, might be a nice add, just not sure if it worthy alone adding blue to the deck, since i've feelings it doesn't. (black has tons of removal options, for big we already have the die-hard Unbreathing Horde on mono-b)
You say that but Flashback in this set is only viable late game. Also with the tokens it adds, it becomes an issue of what to remove, as you have to exhile my alchemist or it will just come back in a turn or so with gravedigger, Ghoulraiser or the one coslting chant. Also every time I've used it it mills out their creatures which gives us the army we need and allows the zombies to stabilize even after days of judgement and blasphemous attack. But if you don't want to because your afraid of snapcaster mages and the currrent flashback metagame your call.
After getting really lucky and pulling 2 of her in one pack. (hands down best pack i have ever gotten, Foil Liliana, reg liliana and instigator gang XD) I have been messing around using her in decks. I have found her +1 seems to favor the blue black zombies i am trying to build, by filling the graveyard so i can drop some skrabs out and at the same time making it harder for my opponent to not only control but later have to top deck answers. Her second ability is good as a repeatable edict. No one denies how good that is though. I have only gotten her ultimate once and let me say separating the land and creatures and saying which do you really need was hilarious.
I have been messing with the Zombies since the prerelease. Grimgrin, Corpse-Born has some crazy titan esq feel too him though. Attacking and killing a targeted creature before hitting is a good thing and will all the tokens made by other spells such as Undead Alchemist, Cellar Door, or even Moan of the Unhallowed make it really easy to keep his sac trigger alive.
Mill seems to be the Zombies true powerhouse thought. With Alchemist not only do you destroy their deck, and get creatures, but it also exhiles their creature cards killing reanimation effects or gravedigger like ones. And since it's a spaced effect cards like Trepanation Blade or Curse of the Bloody Tome seem viable with it.
Werewolves have ways of being strong without much work Reckless Waif for example, can change the game very quickly as most spells are not able to be dropped on turn one. Also if you skip playing spells for a turn your opponent has to constantly play two to even hold them off. The only issue i see with the Werewolves is their obvious weakness to rachet bomb.
Personally I had a very good experience with these precons. I bought the URG one and the rest of my group purchased the other 4. Against each other we had some crazy shenanigans and unique wins each time. Later I switched it and had my Sliver Overlord and my Nicol Bolas decks added to the mix. Even though my deck which was not a precon ended winning with a 35 5/5 Day of Dragons swing. The game was 3 hours long and had many different things happen. If you are able to say that one Mirri was able to hit that player that easily. They were doing it wrong and need to seriously read the cards with all the destruction I saw in my games with the other precons.
Right now I'm in the process of building a G/W version of Pod that can potentially pop out some of the Praetors. I also use Thundering Thanadon to get myself a 5th turn Elesh Norn or Sheoldred that way I can use the pod quickly for maximum results.
So far I haven't tested it in tournament but in the test games I did using Suture Priest and the Splicers I was able to restabilize after being brought down to lightning bolt damage range.
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Sword doesn't work though, as with undead alchemist out it would deal no damage and thus never actually work. Trepanation though is the best for this, not only is it when it is attacking it also is only 3 to drop 2 to equip and can potentially be fatal in one turn without the Alchemist if the person's deck is not cycled well.
You say that but Flashback in this set is only viable late game. Also with the tokens it adds, it becomes an issue of what to remove, as you have to exhile my alchemist or it will just come back in a turn or so with gravedigger, Ghoulraiser or the one coslting chant. Also every time I've used it it mills out their creatures which gives us the army we need and allows the zombies to stabilize even after days of judgement and blasphemous attack. But if you don't want to because your afraid of snapcaster mages and the currrent flashback metagame your call.
Mill seems to be the Zombies true powerhouse thought. With Alchemist not only do you destroy their deck, and get creatures, but it also exhiles their creature cards killing reanimation effects or gravedigger like ones. And since it's a spaced effect cards like Trepanation Blade or Curse of the Bloody Tome seem viable with it.
Werewolves have ways of being strong without much work
Reckless Waif for example, can change the game very quickly as most spells are not able to be dropped on turn one. Also if you skip playing spells for a turn your opponent has to constantly play two to even hold them off. The only issue i see with the Werewolves is their obvious weakness to rachet bomb.
So far I haven't tested it in tournament but in the test games I did using Suture Priest and the Splicers I was able to restabilize after being brought down to lightning bolt damage range.