I like the ability, but I wonder if this is too slow? I always saw the deck more aggro/combo than control, but this may fit the bill vs. other control decks. I like the card, but am having a hard time justifying what to remove.
@ el_pato
There is a more aggro list, that stays mono color for mana consistency and the ability to run more grotto. It accelerated the combo less so I always favored the UBbuild. Read the runes give the deck some extra draw that it really needs in the control match up. Plus, it nicely fuels the patriarch's bidding combo.
If you need help vs. slide deck, board out some cyclers and in stabilizer. This particular deck was tuned more for a goblins matchup (E.g., the 4x festering goblin and 2x infest main deck).
A couple additions since my last post. Let me know what you think of this list. Trying to keep old school vibe with ravager/disciple with a couple new tricks.
Excellent. That was fast, thank you. I will toss the Champ and Master in if I happen across them, not looking to invest so much right now. I'm missing clamp #4, but after flipping through my binder for the fourth I find my one Arcbound Ravager copy. He'll take the spot of shrapnel blast now.
Hello- Looking for some thoughts on my old affinity. I know Etched Champ and Master of Etherium, anything else? Wondering if clamps could be something like chromatic star or another fixer.
Even if I can't pull this trick with carrion feeder, I prefer the ability to choose the card vs my opponent picking. He makes cabal therapy a lot meaner.
Theme is sacrificial, based around abusing Gravecrawler and Bloodghast. This deck was on the backburner for awhile, then I saw a list called 'zombardment' that really got it going. What do you think? All the creatures are super hard to remove permanently and there are some really awesome combos here:
sooo..i call this deck Shoot 'Em In The Head because it's extremely relentless. lots of pumping up and lots of returning from the grave. i've been running this deck thanks to some help from you guys in this thread and it is BRUTAL. it's gotten to the point where nobody wants to play me if i'm playing this deck, and have multiple people telling me they're building decks to defeat this.
my favorite thing to do with this deck is hit people with Shepherd Of Rot and then Gempalm Polluter them...usually it can do upwards of 10 dmg+ before my attack phase lol.
anyway, this new block is out, and it's all vampires, zombies, skeletons and werewolves, and i've noticed some pretty slick cards like Cellar Door. i was wondering if there are any other beneficial cards like this to pump more zombies into the field
i'm thinking i want to get rid of the 2Death Baron (which are really only in there to keep me at 60 cards, and who doesn't mind a horde of deathtouch beef cakes) and put in 4 Cellar Doors in there and whatever cards i haven't seen from this block..that would put me at 62 cards
i really dig Cellar Door because i can use it on myself and potentially get a 2/2 that gets beefed up right away, as well as a creature i can pull out of the graveyard into my hand or play
This is good Mindfux, very similar to my own which I will post below. It goes for the late game is the major difference (with most creatures being 3+ mana). Maybe to support that, you could add so more late game re-animation to bring the hoard back. Also - Whats better than big zombies? Unblockable big zombies. If you are feeling like dropping the Death baron, you may try zombie master in it's place. Zombie master with a couple urborg, tomb of yawgmoth in the deck would make those zombies an even bigger threat. However, you've probably read me on here before: do not include death baron and zombie master in the same deck, this is a mistake many people do..
Overall, good stuff. Here is my zombie build that I've literally been playing since 2002 (very little has changed).
This deck has likewise become the bane of my friends circle - the undying zombie deck.. My deck also goes for a shepherd of rot/gempalm win, but it supports that strategy just a little more by running tons of quick drop zombies. You have a few sources of card advantage that just keep pumping out the zombies. Over time, you either widdle them away with rot/gempalm damage, or just stomp all over them with big zombies via Warchief. This deck has really stood the test of time... still quite devastating vs any decks and an instant port to multiplayer. Only change i would make there is swap chant for Living death.
Other nifty combos in this deck:
Carrion feeder + festering goblin
Graveborn muse + gempalm polluter
Unholy grotto + gempalm polluter
Shepherd of rot + maggot carrier (or all zombies for that matter, he's just more fun)
Oversold cemetery + fleshbag marauder
Unholy grotto + fleshbag
Fleshbag marauder + festering goblin
Carrion feeder + oversold cemetery
Gempalm polluter + cemetery
So, its similar in many ways, just attempts to be a tad more explosive with dark rituals and no CIPT lands... So, everyone drop your innistrad zombies and get with the times, onslaught zombies are still the way to be ^^
It depends. Simply - you drop your win condition when you can win with it. This will differ game by game. Vs aggro matchups? If you've got them down to 0 cards in hand and a couple guys on board, throw the creature down. Vs control? Maybe you want to wait for that counter. I don't really see what we're looking for exactly in this thread. Each game will be different and how that game plays out will determine when you drop your bombs. In general, yes - you want some sort of insurance in place to protect the threat. But, there are matchups where that may be different. If possible, titan drops with mana leak or some counter back up are ideal.
Sideboard will be added once finalized. I opted Skinrender main because little creatures seem to run rampant now adays. The ability to square off with a titan is also nice
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I like the ability, but I wonder if this is too slow? I always saw the deck more aggro/combo than control, but this may fit the bill vs. other control decks. I like the card, but am having a hard time justifying what to remove.
@ el_pato
There is a more aggro list, that stays mono color for mana consistency and the ability to run more grotto. It accelerated the combo less so I always favored the UBbuild. Read the runes give the deck some extra draw that it really needs in the control match up. Plus, it nicely fuels the patriarch's bidding combo.
If you need help vs. slide deck, board out some cyclers and in stabilizer. This particular deck was tuned more for a goblins matchup (E.g., the 4x festering goblin and 2x infest main deck).
4 Noxious Ghoul
4 Undead Warchief
4 Rotlung Reanimator
4 Carrion Feeder
4 Twisted Abomination
3 Festering Goblin
3 Withered Wretch
3 Gempalm Polluter
4 Smother
3 Patriarch's Bidding
2 Call to the Grave
// Land (22)
18 Swamp
4 Unholy Grotto
4 Cruel Revival
4 Infest
4 Stabilizer
2 Call to the Grave
1 Festering Goblin
12 Swamp
4 Polluted Delta
3 Island
2 Barren Moor
2 Grand Coliseum
2 Unholy Grotto
4 Noxious Ghoul
4 Putrid Raptor
4 Rotlung Reanimator
4 Festering Goblin
3 Twisted Abomination
3 Withered Wretch
2 Gempalm Polluter
4 Patriarch's Bidding
2 Read the Runes
2 Infest
2 Smother
1 Cruel Revival
3 Call to the Grave
3 Head Games
2 Smother
2 Infest
2 Gempalm Polluter
20 Swamp
4 Unholy grotto
// Zombs (23)
4 Carrion feeder
4 Rotlung reanimator
4 Undead warchief
3 Nantuko husk
3 Withered Wretch
3 Gempalm Polluter
2 Graveborn Muse
4 Smother
4 Duress
3 Grave pact
2 Oversold Cemetery
4 Carrion feeder
4 Festering goblin
4 Undead warchief
4 Gempalm polluter
4 Shepherd of rot
4 Fleshbag marauder
3 Maggot carrier
2 Graveborn muse
3 Grave pact
2 Oversold cemetery
// Mana (26)
4 Dark ritual
18 Swamp
4 Unholy grotto
4 ornithopter
4 memnite
4 frogmite
4 arcbound worker
4 arcbound ravager
4 disciple or the vault
3 myr enforcer
2 master of etherium
4 aether vial
4 thoughtcast
4 springleaf drum
3 cranial plating
// land (16)
4 vault of whispers
4 seat of the synod
4 darksteel citadel
3 great furnace
1 city of brass
4 Memnite
4 Signal Pest
4 Vault Skirge
4 Frogmite
4 Myr Enforcer
4 Thoughtcast
4 Cranial Plating
4 Springleaf Drum
3 Skullclamp
1 Shrapnel Blast
4 Great Furnace
4 Seat of the Synod
4 Darksteel Citadel
Even if I can't pull this trick with carrion feeder, I prefer the ability to choose the card vs my opponent picking. He makes cabal therapy a lot meaner.
4 Carrion feeder
4 Bloodghast
4 Blood artist
4 Geralf's messenger
3 Mesmeric fiend
3 Skullclamp
4 Tragic slip
4 Cabal therapy
4 Inquisition of kozilek
1 Liliana of the veil
1 Grim discovery
4 Verdant catacombs
4 Marsh flats
12 Swamp
This is good Mindfux, very similar to my own which I will post below. It goes for the late game is the major difference (with most creatures being 3+ mana). Maybe to support that, you could add so more late game re-animation to bring the hoard back. Also - Whats better than big zombies? Unblockable big zombies. If you are feeling like dropping the Death baron, you may try zombie master in it's place. Zombie master with a couple urborg, tomb of yawgmoth in the deck would make those zombies an even bigger threat. However, you've probably read me on here before: do not include death baron and zombie master in the same deck, this is a mistake many people do..
Overall, good stuff. Here is my zombie build that I've literally been playing since 2002 (very little has changed).
20 Swamp
3 Unholy grotto
1 Urborg, tomb of yawgmoth
4 Dark ritual
// Zombies (30)
4 Festering goblin
4 Carrion feeder
4 Maggot carrier
4 Gempalm polluter
4 Undead warchief
4 Shepherd of rot
4 Fleshbag marauder
2 Graveborn muse
1 Oversold cemetery
1 Ghoulcaller's chant
1 Innocent blood
This deck has likewise become the bane of my friends circle - the undying zombie deck.. My deck also goes for a shepherd of rot/gempalm win, but it supports that strategy just a little more by running tons of quick drop zombies. You have a few sources of card advantage that just keep pumping out the zombies. Over time, you either widdle them away with rot/gempalm damage, or just stomp all over them with big zombies via Warchief. This deck has really stood the test of time... still quite devastating vs any decks and an instant port to multiplayer. Only change i would make there is swap chant for Living death.
Other nifty combos in this deck:
9 Island
6 Swamp
4 Drowned catacomb
4 Darkslick shores
2 Ghost quarter
2 Nephalia drownyard
4 Snapcaster mage
3 Grave titan
1 Consecrated sphinx
1 Frost titan
// Spells (24)
4 Mana leak
4 Dissipate
4 Doomblade
4 Think twice
3 Forbidden alchemy
2 Wring flesh
1 Negate
1 Geth's verdict
1 Black sun's zenith
Start playing 27 lands folks. It's better ;]
It depends. Simply - you drop your win condition when you can win with it. This will differ game by game. Vs aggro matchups? If you've got them down to 0 cards in hand and a couple guys on board, throw the creature down. Vs control? Maybe you want to wait for that counter. I don't really see what we're looking for exactly in this thread. Each game will be different and how that game plays out will determine when you drop your bombs. In general, yes - you want some sort of insurance in place to protect the threat. But, there are matchups where that may be different. If possible, titan drops with mana leak or some counter back up are ideal.
8 Islands
6 Swamps
4 Drowned Catacombs
4 Darkslick Shores
2 Ghost Quarter
2 Nephalia Drownyard
// Creatures (9)
3 Grave Titan
3 Snapcaster Mage
2 Skinrender
1 Consecrated Sphinx
1 Karn Liberated
// Spells (22)
4 Think Twice
4 Mana Leak
4 Dissipate
3 Forbidden Alchemy
2 Black Sun's Zenith
2 Doom Blade
2 Tribute to Hunger
1 Negate
1 Surgical Extraction
1 Wring Flesh
Sideboard will be added once finalized. I opted Skinrender main because little creatures seem to run rampant now adays. The ability to square off with a titan is also nice