Lol...indeed, i barely did it, and this primer is already outdate....thx LORD!
I guess we'll face alot of material to work with.
To those uninformed, Cemetery Reaper, a new zombie lord, is in M10.
@ Dumbledork: Nice Idea, i'll try to work around that.
Word. Let me know if you've got some plans, would be more than happy to initiate/contribute to posts concerning some sort of card-vs-card analysis. Again this may expose more strategy and less "let me post my zombie deck" so that we have more material to work with when it actually comes to putting decks together. Compare cyclers, discard engines, draw engines, sac outlets, lords, removal, grave eaters, zombie control, beatsticks on an individual basis.
So... to begin READ THE RUNES IS A GOOD CARD! I SWEAR! Haha ...no but really, let's try it out? Let me know.
Word. Let me know if you've got some plans, would be more than happy to initiate/contribute to posts concerning some sort of card-vs-card analysis. Again this may expose more strategy and less "let me post my zombie deck" so that we have more material to work with when it actually comes to putting decks together. Compare cyclers, discard engines, draw engines, sac outlets, lords, removal, grave eaters, zombie control, beatsticks on an individual basis.
So... to begin READ THE RUNES IS A GOOD CARD! I SWEAR! Haha ...no but really, let's try it out? Let me know.
Hey that'd be nice, if you can help, i just can thx!! Post your breakdown, and let people give their thoughts about it, once we get a final agreement (ok, it's always impossible, but at least most people agree, i add to the primer)
But no Read to Runes...lol, just the cards mentioned on the primer, and maybe some new stuff from M10 like the new lord, new removal and new discard spell.
I'm still testing burning zombies (they are doing really well right now, but still didn't get to the final list) and the Grixis Zombies (where i'm lying between W/B;, B/R; U/B/R, and still didn't figure out what list is the best, i'll post later here to open discussion)
Thx for the help!!
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
Still working on some of this card-by-card analysis. But in the meantime, I thought an interesting zombie combo to take a look at would be an infinity combo between:
This combo is enticing, and it seems you could work these cards into a zombie deck that normally plays as a zombie beat, with the optional kill of infinite sac to Rotlung Reanimator/Vengeful Dead being an option as well. Hmm... Does anyone have a deck like this? If not it is something I'd like to take some time and test/consider.
Still working on some of this card-by-card analysis. But in the meantime, I thought an interesting zombie combo to take a look at would be an infinity combo between:
This combo is enticing, and it seems you could work these cards into a zombie deck that normally plays as a zombie beat, with the optional kill of infinite sac to Rotlung Reanimator/Vengeful Dead being an option as well. Hmm... Does anyone have a deck like this? If not it is something I'd like to take some time and test/consider.
This sounds pretty cool! You could win as soon as that went out, and really just need artificial evolution, rotlung reanimator, sacrifice, and some other zombie to make it work. carrion feeder would become infinitely huge, vengeful would kill instantly, and deathgreeter would give infinite life. Also, there are other sacrifice cards that get infinitely large until end of turn that would also become very interesting.
I've never seem this combo out in any deck, but a 5 cards combo string is never that easy to pull off, since dealing with any of the 5 cards will breakdown everything.
I've tried to break through Crypt Champion, but it can't taget itself...too bad.
All my playgroup buddies and me are trying to breakdown more options for zombies builds, somethings popped up:
The zombie deck i have used consistently since i think it was Onslaught because zombies always have been and always will be my favorite creature type and over the years has changed only a little but right now this is what i run
4x Lords of the undead
4x Death Barons
3x noxious ghouls
3x Gempalm polluter
1x nantuko husk
1x grotesque hybrid
1x Shepard of rot
1x Gravespawn Sovereign
1x vengeful Dead
1x undead warchief
1x Korlash
1x Zombie trailblazer
1x soulless one
other spells
4x consume spirit
3x drain life
1x Hideous Laughter
1x gauntlets of power
1x coat of arms
1x Liliana vess
1x infest
1x patriarchs bidding
1x pestilence
land
22x swamps
2x cabal coffers
yeah that's my zombie deck and it is my go to deck when im play my friends because most of the play tribal elves in pretty much every game zombies come out on top.
Deck tagged to help people look at your deck. (61 cards, try to keep it at 60)
Advice:
I can see you have alot of singletons, which is never a good thing.
try to focus what your deck plans to do.
What is your deck strategy?
there are some archetypes here on this primer, that might help you find a strategy for your deck, and then pick cards which fits better your deck strategy.
I'll describe some paths you can take when choosing a deck strategy, building it:
Around a general deck idea like: aggro (attacking with fast and powerful creatures), control (slowdown the board, avoiding any threats to come, and then unleashing your power), aggro/control (attacking with fast creatures but backing up with some protection for them), combo (some cards packed up to produce a game winning effect)...
Around a goal: milling your opponent, reducing his life from spells, letting your opponent without cards on hand, reviving creatures from grave...
Around a card, where you build your deck to favor the chosen card to work faster and better to win the game for you.
After you decide it, try to pack up cards that helps the strategy you defined, and naturally you'll drop many cards you've included previously.
tip: VS elves, if you don't get going fast, probably they'll be dominating the board. Cards like Infest/Gangrenous Zombies helps alot, specially with a little help from Dark Ritual, but then you can't rely onto singletons, since you must be sure to grab at least 1 copy when you're playing.
Hope being helpful.
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
Question: With a Zombie deck facing another tribal deck, if you were to Patriarch's Bidding late-game, and brought back a bunch of zombies, including a few Noxious Ghouls, would the other tribe get the -1/-1's? Or would be be coming in to play as the counters were applied, and they get a free pass?
Question: With a Zombie deck facing another tribal deck, if you were to Patriarch's Bidding late-game, and brought back a bunch of zombies, including a few Noxious Ghouls, would the other tribe get the -1/-1's? Or would be be coming in to play as the counters were applied, and they get a free pass?
The other tribe creatures will get the -1/-1 for each zombie that comes after the Ghoul drop if possible. (as long you're not in a mirror match), it works like a mass removal.
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
i can use the singletons because of my lords and the patriarch bidding which in most cases help distract my opponent while get my coffers or gauntlets and hit with a drain which at this point of the game they are usually down to easy drain for the win. that is how i win most of my games and like i said its just a casual deck. But i can see what you mean
@Anarkii: your in a cool route, but there are cards that don't fit the overall strategy of your deck inside it.
I'd out:
4 Putrid Raptor is an awsome beater, but all your deck are more controlish, with cards with not so fast or with great power, so it's a lost cards within your strategy.
4 Call to the Grave: when you reach that amount of mana to cast it, it won't matter that much, you must have faster answers like Nameless Inversion, a removal that you can take back with your Grottos/LotU.
4 Infest: i can see the need of it with your deck full of slow cards, but if you fix it and make it faster, you can use this slot to deal with major concerns.
3 Rotlung Reanimator: At 3 cmc you usually get really nice cards compared to this, like evasion and regeneration to all cards with Zombie Master, pump and deathtouch with Death Baron, and insane token production with Cemetery Reaper.
4 Distress: disruption. Grave hate (relic of progenitus), deck stallers (propaganda), Mass removal (Wrath of God) can't be dealed with this deck, so the key is removing cards from their hand.
4 Stromgald Crusader: evasion, pump, protection from white, when recieving the bonuses of the lords, becomes a bigger threat. Another alternative is Withered Wretch 2/2 for 2cmc, nice body, and also let you deal with grave decks. You can take your pick here.
I like it, but I would advise only playing 3 Graveborn Muse at most.
Unless you draw Loxystick or your removal, your opponents will just sit back and watch it kill you...
Believe me, my playgroup thought it was pretty funny when I died to my own that got a Pacifism :facepalm:.
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Currently running:
Standard GWUBant EnchantmentsUWG BR Dos Rakis RB UW Mill WU
in the 100 games or so that i played with it, it has only killed me once. and that's when i landed it early, and only drew into lands, or everything else got countered. I would feel comfortable having 3 down on the field at once. (nameless or Tendrials kills it auto, and theirs 8 things that heal. that's a lot.)
Graveborn makes this deck win, it needs to be 4 of. One of my favorite things is drawing like 10 cards a turn, and allways be abel to play everything to the point that i don't have to discard.
@ScionofGod: i guess your deck is quite slow, its all over 3 cmc, so 'til there, you do nothing but watch the other player play. (there are plenty decks that can reliablely win by 3-4th turn)
I believe your using too much slow draw engines: 4 Grave Defiler and 4 Graveborn Muse. Also, as mentioned by Maniac Requiem, without some control like Carrion Feeder, Graveborn is uncontrollable.
If you want to push Korlash, i believe retrieving cards from grave is better than trying to draw insanely. Buried Alive is a nice way to fetch 3 Korlash and bury them to later retrieval.
Twisted Abomination and Jhessian Zombies are nice ways to fetch swamps to help you hit all land drops, and all of them can be cycled on turn 2, and later they can be solid beaters to cast.
Hand control is kind of necessary, or grave hate / Armaggedon will just end your day. So 4-of Duress there (at least Distress)
Zombie Trailblazer can help your big Korlash go through defences, and also do some mana denial, screw opponent lands early on.
Take a look on Heir of the Zombies deck, that might bring you some thoughts, if you have any doubt about how it works, i'll be glad to help you.
If it's not the same route you want to take, or those advices don't help you or they're not clear enough, again, i'll be glad to help.
But what i can tell without extending myself is (if it's the same route):
-4 Cemetery Reaper (lords needs faster drops to improve them, so cut this)
-4 Festering Goblin (could be used, but there are better options)
-4 GravePact (don't help your beatdown, just slows you)
-2 Swamps
-1 Necropotence (won't help the beatdown)
-1 Yawgmoth's Will (won't help the beatdown)
-1 Damnation (slows you too)
+4 Stromgald Crusader (nice beater with evasion)
+4 Nameless Inversion (removal is needed to clean the path)
+4 Sign in Blood (card advantage)
+3 Zombie Master (evasion, and regen your beaters, tech with Tomb)
+2 Gempalm Polluter (final hadouken).
Deep explanation is on the related thread.
Hope being helpful in some degree you both (if you disagree or don't understand why i included, shot up and we argue about them).
Nice to see alot of people with their zombie decks active, hope to help you all Beatdown your friends asses!!
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
in the 100 games or so that i played with it, it has only killed me once. and that's when i landed it early, and only drew into lands, or everything else got countered. I would feel comfortable having 3 down on the field at once. (nameless or Tendrials kills it auto, and theirs 8 things that heal. that's a lot.)
Graveborn makes this deck win, it needs to be 4 of. One of my favorite things is drawing like 10 cards a turn, and allways be abel to play everything to the point that i don't have to discard.
4 of them in the deck is a bit much, and more than 1 on the field is suicide. Its an incredible card, yes, but you need to have your own answers to it at all times.
Halted: How do you feel about using Sign in Blood over Night's Whisper? I know they're almost physically identical, but should we have a preference?
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Currently running:
Standard GWUBant EnchantmentsUWG BR Dos Rakis RB UW Mill WU
Halted: How do you feel about using Sign in Blood over Night's Whisper? I know they're almost physically identical, but should we have a preference?
If you run mono-b, Sign in Blood is better, because you're able to do a final 2 to your opponent (never before final strike, or the extra cards can change the game).
If you run a multicolor build, then i'd stick with Night's Whisper, just because it becomes a more reliable cast.
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
4 in my deck isnt enouth, wish i could run more. Its a multiplayer deck, so its not to slow for my meta. I have 2 of the best search cards in the game. and with 8 cards in the deck that can kill muse any time its good. I nvr have to kill it uselty, and i usely end the game with 5-10 cards in my deck and over 60 life.
Forgive the wall of text, please. I can't really condense this information. Spoiler tag should help, eh?
I've been browsing this section for quite some time and finally decided to make a post. I've looked over many of the deck ideas and builds and gone over how they seem to work.
With that, I've been introduced to a couple of cards that make me tingle with excitement: Traumatize and Necromancer's Covenant.
So, I built a deck around those two cards, to put some zombies in the field long enough for me to sack a player's deck and then spawn a mass of shambling zombie doom. Worked exceedingly well. Scared my fellow players to the point of nearly banning me from using the deck.
However, eventually they all managed to build decks of various types that have now become quite efficient at removing me as a threat with this deck. Some are fast spawners. Some fly. Some are other tribe decks. Some are heavy with removal.
So, I would like to offer my cards and my reasoning for having them or wanting to remove them, and ask for any assistance.
For the purposes of this post, deck size isn't as important to me as the deck's ability to own the board. I played it with 80 at its peak, reduced to 60 in order to try to be more efficient later, and now am pretty much at a loss.
Cemetery Reaper: Who doesn't want another lord type card in play? Also, for a medium cost I can drain graveyards for more zombies.
Death Baron: The pluses are nice. Deathtouch is mandatory, I think.
Diabolic Tutor: I figured this card would allow me some deck efficiency, letting me search for whatever I need at the time.
Disentomb: This was a failsafe for me, to bring back zombies I wanted that didn't have the lower cost (or any) regenerate by the time they died.
Gravedigger: Much like Disentomb, I'd save these guys until either I had to play them or I had zombies I wanted returned from the graveyard.
Kathari Remnant: Unfortunately, flyers for zombie decks are thin. Green isn't one of the colors I wanted to work with, so that limited me to the ungodly expensive Aphetto Vulture. Then I found this card. Still costly, but it's a skeleton so it gets Death Baron's buff. Also allows me to play the next card in my library that's of equal cost or lower.
Lord of the Undead: Pluses and a medium cost Disentomb. Sort of removes the need for Disentomb, doesn't it?
Necomancer's Covenant: Now this is the trump card. Pretty much an I-win button when played after Traumatize. A 2/2 zombie for every creature in target graveyard? All zombies get lifelink? Tasty.
Sewn-Eye Drake: Another flyer, and with a good attack. Haste helps too, since by the time it'd come out I'd need the attack. Zombie, so it gets the bonuses.
Soulless One: Why not have this card? It counds all zombies, in play or in graveyards, as its power base. That's insane. Especially after a good Traumatize and Necromancer's Covenant. But, even before then it's a strong card for a 4 cost.
Tainted Field: Since Necromancer's Covenant needs a W to play, why not cover my bases and have that white do black for me until I need it?
Tainted Isle: Same as above, except for the Traumatize.
Traumatize: Target player puts half their deck into the graveyard. Half a deck closer to drawing dead, but the real treat is firing off Necromancer's Covenant later.
Zombie Cannibal: Most of my players don't dig in their graveyards, so the ability on this card is fairly moot. However, a 1/1 zombie for B is nice, quick, and clean. With the lords on the board, it can quickly become a powerhouse in its own right.
Zombie Master: I hear this is redundant, since all he grants is a cheap regen (just a B), and swampwalk. But with either Zombie Trailblazer or with Urborg, Tomb of Yawgmoth on the board, swampwalk is my ticket to feeding my zombies some player flesh.
Zombie Trailblazer: For BBB this card isn't all that attractive to me. Well, it was until Tomb of Yaw crossed my path. Now, I figure I can do away with the Trailblazers altogether and just be sure I play the Tomb. Diabolic Tutor can do that for me in the midgame.
Aether Vial: Now this seems like it might help the mid-cost cards. Just put counters on it for the first 4 turns and then let it sit, granting a free 4 cost card per turn (provided you have one to play). Could do without this card, in the end.
Call to the Grave: Is this nasty or what? I'm the only zombie deck (for now). No cards in the deck that aren't zombies (except the skele-birds). And with the lords now being zombie type cards, they're protected.
Dark Ritual: A nice card to give you a boost on those mid- to high-cost cards. My luck is such that I'll pull these when I'm mana flooded.
Grave Defiler: At first this seemed awesome. Who doesn't like a chance at free zombies (expect for my opponents)? Then a realized they aren't free. They are just in your hand. You still have to have the mana to play them and you still have to discard if you have more than 7 cards at EOT. I think I could do without this card.
Undead Warchief: +2/+1 to all zombies. Nice. All zombie spells cost 1 less? Bank. Makes Aether Vial sort of a hinge, though. His cost pretty much means that by the point I get him out I can already get all the others out. That's alright, though, because the 1 less means 1 more I can save for regens.
Urborg, Tomb of Yawgmoth: I first saw this card a month ago and at that time I thought it meant all my lands. Oh no. It's ALL lands. Holy zombie Christ, this means that even that mono-white deck is going to be smelling my zombie breath up real close when paired with Zombie Master.
Vengeful Dead: Another card that just screams zombie nightmare. Whenever this card or another zombie (my precious zombies) are sent to the graveyard, my opponents take a damage. Now they will wince each time they kill one of my zombies. Damnd if you do, damned if you don't.
So, including mana, what do you guys suggest I put in my Ultimate Zombie Deck of Zombie Doom?
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http://forums.mtgsalvation.com/showthread.php?p=4011321&posted=1#post4011321
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I guess we'll face alot of material to work with.
To those uninformed, Cemetery Reaper, a new zombie lord, is in M10.
@ Dumbledork: Nice Idea, i'll try to work around that.
Word. Let me know if you've got some plans, would be more than happy to initiate/contribute to posts concerning some sort of card-vs-card analysis. Again this may expose more strategy and less "let me post my zombie deck" so that we have more material to work with when it actually comes to putting decks together. Compare cyclers, discard engines, draw engines, sac outlets, lords, removal, grave eaters, zombie control, beatsticks on an individual basis.
So... to begin READ THE RUNES IS A GOOD CARD! I SWEAR! Haha ...no but really, let's try it out? Let me know.
Hey that'd be nice, if you can help, i just can thx!! Post your breakdown, and let people give their thoughts about it, once we get a final agreement (ok, it's always impossible, but at least most people agree, i add to the primer)
But no Read to Runes...lol, just the cards mentioned on the primer, and maybe some new stuff from M10 like the new lord, new removal and new discard spell.
I'm still testing burning zombies (they are doing really well right now, but still didn't get to the final list) and the Grixis Zombies (where i'm lying between W/B;, B/R; U/B/R, and still didn't figure out what list is the best, i'll post later here to open discussion)
Thx for the help!!
+some other zombie in play
This combo is enticing, and it seems you could work these cards into a zombie deck that normally plays as a zombie beat, with the optional kill of infinite sac to Rotlung Reanimator/Vengeful Dead being an option as well. Hmm... Does anyone have a deck like this? If not it is something I'd like to take some time and test/consider.
This sounds pretty cool! You could win as soon as that went out, and really just need artificial evolution, rotlung reanimator, sacrifice, and some other zombie to make it work. carrion feeder would become infinitely huge, vengeful would kill instantly, and deathgreeter would give infinite life. Also, there are other sacrifice cards that get infinitely large until end of turn that would also become very interesting.
I've tried to break through Crypt Champion, but it can't taget itself...too bad.
All my playgroup buddies and me are trying to breakdown more options for zombies builds, somethings popped up:
Zombies Stealers: Bone Dancer + Zombie Trailblazer (or Zombie Master/Urborg evasion outlet) (Coffin Queen might also fits the grave creature stealing theme)
Anti-Tribal Zombies: Walking Desecration + Caltrops / Hissing Miasma (vs tribal decks)
All very, very casual builds, and build to face up creature based decks, but might take interest from some people.
Those are pretty good ideas, Asylum.
4x Lords of the undead
4x Death Barons
3x noxious ghouls
3x Gempalm polluter
1x nantuko husk
1x grotesque hybrid
1x Shepard of rot
1x Gravespawn Sovereign
1x vengeful Dead
1x undead warchief
1x Korlash
1x Zombie trailblazer
1x soulless one
other spells
4x consume spirit
3x drain life
1x Hideous Laughter
1x gauntlets of power
1x coat of arms
1x Liliana vess
1x infest
1x patriarchs bidding
1x pestilence
land
22x swamps
2x cabal coffers
yeah that's my zombie deck and it is my go to deck when im play my friends because most of the play tribal elves in pretty much every game zombies come out on top.
4x Lords of the undead
4x Death Barons
3x noxious ghouls
3x Gempalm polluter
1x nantuko husk
1x grotesque hybrid
1x Shepard of rot
1x Gravespawn Sovereign
1x vengeful Dead
1x undead warchief
1x Korlash
1x Zombie trailblazer
1x soulless one
4x consume spirit
3x drain life
1x Hideous Laughter
1x gauntlets of power
1x coat of arms
1x Liliana vess
1x infest
1x patriarchs bidding
1x pestilence
22x swamps
2x cabal coffers
Deck tagged to help people look at your deck. (61 cards, try to keep it at 60)
Advice:
I can see you have alot of singletons, which is never a good thing.
try to focus what your deck plans to do.
What is your deck strategy?
there are some archetypes here on this primer, that might help you find a strategy for your deck, and then pick cards which fits better your deck strategy.
I'll describe some paths you can take when choosing a deck strategy, building it:
Around a general deck idea like: aggro (attacking with fast and powerful creatures), control (slowdown the board, avoiding any threats to come, and then unleashing your power), aggro/control (attacking with fast creatures but backing up with some protection for them), combo (some cards packed up to produce a game winning effect)...
Around a goal: milling your opponent, reducing his life from spells, letting your opponent without cards on hand, reviving creatures from grave...
Around a card, where you build your deck to favor the chosen card to work faster and better to win the game for you.
After you decide it, try to pack up cards that helps the strategy you defined, and naturally you'll drop many cards you've included previously.
tip: VS elves, if you don't get going fast, probably they'll be dominating the board. Cards like Infest/Gangrenous Zombies helps alot, specially with a little help from Dark Ritual, but then you can't rely onto singletons, since you must be sure to grab at least 1 copy when you're playing.
Hope being helpful.
11 [APL] Swamp (1)
2 [PLC] Urborg, Tomb of Yawgmoth
3 [MOR] Mutavault
2 [ON] Unholy Grotto
2 [TO] Cabal Coffers
// Creatures
3 [ON] Festering Goblin
2 [CS] Stromgald Crusader
3 [ALA] Death Baron
3 [EVE] Stillmoon Cavalier
3 [10E] Lord of the Undead
2 [M10] Cemetary Reaper
3 [10E] Graveborn Muse
3 [TSB] Undead Warchief
4 [DVD] Dark Ritual
4 [DS] AEther Vial
2 [BOK] Umezawa's Jitte
2 [MR] Loxodon Warhammer
3 [MM] Snuff Out
3 [PLC] Damnation
Any suggestions?
The other tribe creatures will get the -1/-1 for each zombie that comes after the Ghoul drop if possible. (as long you're not in a mirror match), it works like a mass removal.
18 Swamp
4 Carrion Feeder
4 Festering Goblin
3 rotlung reanimator
3 gempalm polluter
4 Putrid Raptor
4 Undead Warchief
4 Lord of the Undead
4 infest
4 dark ritual
This is the list I've been meaning to try out. Suggestions would be highly appreciated.
I'd out:
4 Putrid Raptor is an awsome beater, but all your deck are more controlish, with cards with not so fast or with great power, so it's a lost cards within your strategy.
4 Call to the Grave: when you reach that amount of mana to cast it, it won't matter that much, you must have faster answers like Nameless Inversion, a removal that you can take back with your Grottos/LotU.
4 Infest: i can see the need of it with your deck full of slow cards, but if you fix it and make it faster, you can use this slot to deal with major concerns.
3 Rotlung Reanimator: At 3 cmc you usually get really nice cards compared to this, like evasion and regeneration to all cards with Zombie Master, pump and deathtouch with Death Baron, and insane token production with Cemetery Reaper.
Add:
4 Nameless Inversion: recursive creature destruction, no more to say.
4 Distress: disruption. Grave hate (relic of progenitus), deck stallers (propaganda), Mass removal (Wrath of God) can't be dealed with this deck, so the key is removing cards from their hand.
4 Stromgald Crusader: evasion, pump, protection from white, when recieving the bonuses of the lords, becomes a bigger threat. Another alternative is Withered Wretch 2/2 for 2cmc, nice body, and also let you deal with grave decks. You can take your pick here.
3 Graveborn Muse: she gives you alot of cards, and when she starts to bug you, sacrifice her to Carrion Feeder.
3x Unholy Grotto
2x Urborg, Tomb of Yawgmoth
3x Cabal Coffers
12x swamps
Zombies: 20
4x Korlash, Heir to blackblade
4x Lord of the Undead
4x Grave defiler
4x Graveborn Muse
4x Stillmoon Cavalier
4x Tendrils of Corruption
4x Nameless Inversion (also a zombie)
2x Plague Wind
2x Corrupt
other
2x Loxodon Warhammer
1x Vampiric Tutor
1x Demonic Tutor
4x Dark Ritual
Its a multi-player deck, its fun.
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o
Check out the mono Blue Clan
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I like it, but I would advise only playing 3 Graveborn Muse at most.
Unless you draw Loxystick or your removal, your opponents will just sit back and watch it kill you...
Believe me, my playgroup thought it was pretty funny when I died to my own that got a Pacifism :facepalm:.
Standard
GWUBant EnchantmentsUWG
BR Dos Rakis RB
UW Mill WU
Legacy
RGoblinsR
Graveborn makes this deck win, it needs to be 4 of. One of my favorite things is drawing like 10 cards a turn, and allways be abel to play everything to the point that i don't have to discard.
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I believe your using too much slow draw engines: 4 Grave Defiler and 4 Graveborn Muse. Also, as mentioned by Maniac Requiem, without some control like Carrion Feeder, Graveborn is uncontrollable.
If you want to push Korlash, i believe retrieving cards from grave is better than trying to draw insanely. Buried Alive is a nice way to fetch 3 Korlash and bury them to later retrieval.
Twisted Abomination and Jhessian Zombies are nice ways to fetch swamps to help you hit all land drops, and all of them can be cycled on turn 2, and later they can be solid beaters to cast.
Hand control is kind of necessary, or grave hate / Armaggedon will just end your day. So 4-of Duress there (at least Distress)
Zombie Trailblazer can help your big Korlash go through defences, and also do some mana denial, screw opponent lands early on.
Take a look on Heir of the Zombies deck, that might bring you some thoughts, if you have any doubt about how it works, i'll be glad to help you.
@Enigma: Seems that you want a beatdown deck with Lords, a similar deck i've just talked about with other user RyanHayes96 in this link: http://forums.mtgsalvation.com/showthread.php?t=171595.
If it's not the same route you want to take, or those advices don't help you or they're not clear enough, again, i'll be glad to help.
But what i can tell without extending myself is (if it's the same route):
-4 Cemetery Reaper (lords needs faster drops to improve them, so cut this)
-4 Festering Goblin (could be used, but there are better options)
-4 GravePact (don't help your beatdown, just slows you)
-2 Swamps
-1 Necropotence (won't help the beatdown)
-1 Yawgmoth's Will (won't help the beatdown)
-1 Damnation (slows you too)
+4 Stromgald Crusader (nice beater with evasion)
+4 Nameless Inversion (removal is needed to clean the path)
+4 Sign in Blood (card advantage)
+3 Zombie Master (evasion, and regen your beaters, tech with Tomb)
+2 Gempalm Polluter (final hadouken).
Deep explanation is on the related thread.
Hope being helpful in some degree you both (if you disagree or don't understand why i included, shot up and we argue about them).
Nice to see alot of people with their zombie decks active, hope to help you all Beatdown your friends asses!!
4 of them in the deck is a bit much, and more than 1 on the field is suicide. Its an incredible card, yes, but you need to have your own answers to it at all times.
Halted: How do you feel about using Sign in Blood over Night's Whisper? I know they're almost physically identical, but should we have a preference?
Standard
GWUBant EnchantmentsUWG
BR Dos Rakis RB
UW Mill WU
Legacy
RGoblinsR
If you run mono-b, Sign in Blood is better, because you're able to do a final 2 to your opponent (never before final strike, or the extra cards can change the game).
If you run a multicolor build, then i'd stick with Night's Whisper, just because it becomes a more reliable cast.
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Forgive the wall of text, please. I can't really condense this information. Spoiler tag should help, eh?
I've been browsing this section for quite some time and finally decided to make a post. I've looked over many of the deck ideas and builds and gone over how they seem to work.
With that, I've been introduced to a couple of cards that make me tingle with excitement: Traumatize and Necromancer's Covenant.
So, I built a deck around those two cards, to put some zombies in the field long enough for me to sack a player's deck and then spawn a mass of shambling zombie doom. Worked exceedingly well. Scared my fellow players to the point of nearly banning me from using the deck.
However, eventually they all managed to build decks of various types that have now become quite efficient at removing me as a threat with this deck. Some are fast spawners. Some fly. Some are other tribe decks. Some are heavy with removal.
So, I would like to offer my cards and my reasoning for having them or wanting to remove them, and ask for any assistance.
For the purposes of this post, deck size isn't as important to me as the deck's ability to own the board. I played it with 80 at its peak, reduced to 60 in order to try to be more efficient later, and now am pretty much at a loss.
Cemetery Reaper: Who doesn't want another lord type card in play? Also, for a medium cost I can drain graveyards for more zombies.
Death Baron: The pluses are nice. Deathtouch is mandatory, I think.
Diabolic Tutor: I figured this card would allow me some deck efficiency, letting me search for whatever I need at the time.
Disentomb: This was a failsafe for me, to bring back zombies I wanted that didn't have the lower cost (or any) regenerate by the time they died.
Gravedigger: Much like Disentomb, I'd save these guys until either I had to play them or I had zombies I wanted returned from the graveyard.
Kathari Remnant: Unfortunately, flyers for zombie decks are thin. Green isn't one of the colors I wanted to work with, so that limited me to the ungodly expensive Aphetto Vulture. Then I found this card. Still costly, but it's a skeleton so it gets Death Baron's buff. Also allows me to play the next card in my library that's of equal cost or lower.
Lord of the Undead: Pluses and a medium cost Disentomb. Sort of removes the need for Disentomb, doesn't it?
Necomancer's Covenant: Now this is the trump card. Pretty much an I-win button when played after Traumatize. A 2/2 zombie for every creature in target graveyard? All zombies get lifelink? Tasty.
Sewn-Eye Drake: Another flyer, and with a good attack. Haste helps too, since by the time it'd come out I'd need the attack. Zombie, so it gets the bonuses.
Soulless One: Why not have this card? It counds all zombies, in play or in graveyards, as its power base. That's insane. Especially after a good Traumatize and Necromancer's Covenant. But, even before then it's a strong card for a 4 cost.
Tainted Field: Since Necromancer's Covenant needs a W to play, why not cover my bases and have that white do black for me until I need it?
Tainted Isle: Same as above, except for the Traumatize.
Traumatize: Target player puts half their deck into the graveyard. Half a deck closer to drawing dead, but the real treat is firing off Necromancer's Covenant later.
Zombie Cannibal: Most of my players don't dig in their graveyards, so the ability on this card is fairly moot. However, a 1/1 zombie for B is nice, quick, and clean. With the lords on the board, it can quickly become a powerhouse in its own right.
Zombie Master: I hear this is redundant, since all he grants is a cheap regen (just a B), and swampwalk. But with either Zombie Trailblazer or with Urborg, Tomb of Yawgmoth on the board, swampwalk is my ticket to feeding my zombies some player flesh.
Zombie Trailblazer: For BBB this card isn't all that attractive to me. Well, it was until Tomb of Yaw crossed my path. Now, I figure I can do away with the Trailblazers altogether and just be sure I play the Tomb. Diabolic Tutor can do that for me in the midgame.
Aether Vial: Now this seems like it might help the mid-cost cards. Just put counters on it for the first 4 turns and then let it sit, granting a free 4 cost card per turn (provided you have one to play). Could do without this card, in the end.
Call to the Grave: Is this nasty or what? I'm the only zombie deck (for now). No cards in the deck that aren't zombies (except the skele-birds). And with the lords now being zombie type cards, they're protected.
Dark Ritual: A nice card to give you a boost on those mid- to high-cost cards. My luck is such that I'll pull these when I'm mana flooded.
Grave Defiler: At first this seemed awesome. Who doesn't like a chance at free zombies (expect for my opponents)? Then a realized they aren't free. They are just in your hand. You still have to have the mana to play them and you still have to discard if you have more than 7 cards at EOT. I think I could do without this card.
Undead Warchief: +2/+1 to all zombies. Nice. All zombie spells cost 1 less? Bank. Makes Aether Vial sort of a hinge, though. His cost pretty much means that by the point I get him out I can already get all the others out. That's alright, though, because the 1 less means 1 more I can save for regens.
Urborg, Tomb of Yawgmoth: I first saw this card a month ago and at that time I thought it meant all my lands. Oh no. It's ALL lands. Holy zombie Christ, this means that even that mono-white deck is going to be smelling my zombie breath up real close when paired with Zombie Master.
Vengeful Dead: Another card that just screams zombie nightmare. Whenever this card or another zombie (my precious zombies) are sent to the graveyard, my opponents take a damage. Now they will wince each time they kill one of my zombies. Damnd if you do, damned if you don't.
So, including mana, what do you guys suggest I put in my Ultimate Zombie Deck of Zombie Doom?