General: I really like Black and Green, and I think this guy is pretty awesome. All of the other Zombie enhancers can augment him in a very positive way.
Lords: These all affect all Zombies in a positive way, so I figured they were auto-includes as they all also help my General.
Zombies: These are all the Zombies I thought seemed like the cream of the crop. Need the most work here.
Spells: These aren't too disimillar from the below group, just thought I'd split them up a bit.
Artifacts/Enchantments: These are mostly just good cards in these colors that I figured should be played.
Tribal: These are cards that aren't Zombie specific, but I can say "Zombie" when I play them and they should improve my game.
Ramp: I know there's a lot of good green stuff I could put here, just not sure what would be best for this deck. I have some minor stuff in the zombie section as well
Equipment: I thought that focusing on Trample might be a good plan for my general
Updated with a stripped down list of cards. Looking for ways to improve its fun and effectiveness in Multiplayer, while keeping it on theme for Zombies!
The idea behind the deck is to kill with General Damage, using the zombie improvement cards to assist in keeping Skullbriar nice and big - and be able to sac him in response to tuck effects to keep him from losing his counters.
I'm probably too heavy on creatures, and I'm sure there's a lot of equipment cards that would be good to add instead.
I'd love some help with the deck makeup now - is there anything that I'm just doing wrong with this?
1 Skullbriar, the Walking Grave
Creatures
Lords(6):
1 Undead Warchief
1 Noxious Ghoul
1 Lord of the Undead
1 Death Baron
1 Cemetery Reaper
1 Zombie Master
Zombies(37):
1 Glissa, the Traitor
1 Golgari Rotwurm
1 Llanowar Dead
1 Putrid Leech
1 Shambling Shell
1 Vulturous Zombie
1 Nim Replica
1 Gempalm Polluter
1 Geth, Lord of the Vault
1 Gravespawn Sovereign
1 Helldozer
1 Nefashu
1 Twisted Abomination
1 Corpse Harvester
1 Creakwood Ghoul
1 Eastern Paladin
1 Gravedigger
1 Korlash, Heir to Blackblade
1 Phyrexian Scuta
1 Skinrender
1 Soulless One
1 Western Paladin
1 Fleshbag Marauder
1 Nantuko Husk
1 Phylactery Lich
1 Phyrexian Crusader
1 Phyrexian Ghoul
1 Quagmire Druid
1 Undead Gladiator
1 Zombie Trailblazer
1 Boneknitter
1 Plaguebearer
1 Shepherd of Rot
1 Skinthinner
1 Stromgald Crusader
1 Withered Wretch
1 Quest for the Gravelord
1 Putrefy
1 Malestrom Pulse
1 Call to the Grave
1 Vigor Mortis
1 Beacon of Unrest
Artifacts/Enchantments(3):
1 Phyrexian Arena
1 Oversold Cemetery
1 Phyrexian Reclamation
Tribal(6):
1 Brass Herald
1 Cover of Darkness
1 Door of Destinies
1 Patriarch's Bidding
1 Steely Resolve
1 Coat of Arms
Ramp(2):
1 Golgari Signet
1 Sol Ring
Equipment(2):
1 Nim Deathmantle
1 Loxodon Warhammer
Lands(38):
18 Swamp
8 Forest
1 Urborg, Tomb of Yawgmoth
1 Bayou
1 Gilt-Lead Palace
1 Llanowar Wastes
1 Overgrown Tomb
1 Tainted Wood
1 Twilight Mire
1 Verdant Catacombs
1 Command Tower
1 Cabal Coffers
1 Unholy Grotto
1 Volrath's Stronghold
Notes on what I was thinking with these cards:
General: I really like Black and Green, and I think this guy is pretty awesome. All of the other Zombie enhancers can augment him in a very positive way.
Lords: These all affect all Zombies in a positive way, so I figured they were auto-includes as they all also help my General.
Zombies: These are all the Zombies I thought seemed like the cream of the crop. Need the most work here.
Spells: These aren't too disimillar from the below group, just thought I'd split them up a bit.
Artifacts/Enchantments: These are mostly just good cards in these colors that I figured should be played.
Tribal: These are cards that aren't Zombie specific, but I can say "Zombie" when I play them and they should improve my game.
Ramp: I know there's a lot of good green stuff I could put here, just not sure what would be best for this deck. I have some minor stuff in the zombie section as well
Equipment: I thought that focusing on Trample might be a good plan for my general
Lands: I think this is fairly standard?
I'd love input and advice!
The idea behind the deck is to kill with General Damage, using the zombie improvement cards to assist in keeping Skullbriar nice and big - and be able to sac him in response to tuck effects to keep him from losing his counters.
I'm probably too heavy on creatures, and I'm sure there's a lot of equipment cards that would be good to add instead.
I'd love input and advice!