Since the mana costs are relatively high (8 of four mana and 8 of three mana) the Dark Confidant is replaced for a really powerfull draw mechanism: Graveborn Muse. As a way to counterbalance the life loss we have the jittes (which are also a very versatile option for aggro) and the Carrion Feeder to sacrifice the muse when needed.
The Withered Wretch is usefull against Tarmogoyfs and may be a way to slow down Ichorid and Reanimate decks. It is also a 2/2 zombie that hits the table for two and that can be powered by the reaper, the baron and the warchief.
If four Merfolk Sovereign, four Merrow Reejerey and four Lord of Atlantis are the fish way to declare war, the Zombie deck list response needs to be that agressive at least.
ok...your curve is really low, yet you're running some of the worst of the lords here. lord of the undead recurs zombies. that's good. undead warchief reduces costs by 1 adds 2/1, and costs 4...I don't think it's good enough to run here. most of your early drops cost B or BB and that won't be effected by it. you're running urborg, tomb of yawgmoth. why in bloody heck aren't you running zombie master? It gives you the ability to do what the fish do, but you can give it no matter what. also, it makes your creatures slightly more resilient. despite everything that could give you an upper hand or at least an even chance in black, you're not running any of it. why aren't you running hymn to tourach, duress, or thoughtseize? you're also not running any creature removal, which is bad. at least consider smother or diabolic edict. graveborn muse is good, but do you really want to see more than one? I'd cut one here. 3 is enough, and you can get it bad pretty easily. why death baron? is your meta mostly aggro? it's good there, and that's about it. you're running 6 rituals. are they better than aether vial, which takes massive advantage of a low curve? I'd consider the goblins rishadan port and wasteland package which gives them a nice nasty control game. you don't have as many essentially free tutors, but you've got some other nasty things you can do, such as ruin a control or combo decks day. if you want to play suicide aggro zombies, then maybe you'd consider gempalm polluter, as it makes a pretty solid finisher. If you decide to go with a black/white list, then tidehollow sculler and stillmoon cavalier are darned good additions, especially the stillmoon out of the board. green gives you putrid leech, which is especially sound in a heavy aggro strat. either way, there are lots of options, an dyou're not running all of the best ones. good luck with the deck. I'd love to see tribal zombies do well.
Ok. Thanks. I´m currently playing a classic monoblack aggro (4 sinkhole, 4 duress, 3 thoughtsieze, 4 hymn to tourach, 4 smother...) and I was planning to work on something different that could work as the kithkin or goblin hoarde without being focused on the disruption.
Since there is no competitive zombie list (or at least I don´t know one) I am willing to take a try under the idea of making it massively creature based.
Would you consider that it is strictly needed the "control" part in order to make it "aggro-control" as the competitive merfolks (FoW, coursecather)?
That list, as you suggest, would be something like:
3 Withered Wretch
3 Graveborn Muse
3 Death Baron
3 Undead Warchief
2 Zombie Master
3 Lord of the Undead
3 Aether Vial
2 Umezawa's Jitte
4 Hymn to Tourach
About the card choices I guess you are right, the cemetery reaper is cutted and in replace I add the Lord of the Undead and the Master (which I still consider a subprime option because it does not pump them but i recognize that comboing with Urborg works really nicely).
The Aether Vial could be a good addition but we lose the option of explosive turn one dark ritual + thoughtsieze and Hymn to Tourach.
Rollback Post to RevisionRollBack
Mono Blue Control
didn't realize that zombie master did not pump. that said, it makes a very solid evasion enabler if you can tutor it up. the reason I suggested as I did was that every other single effective tribal aggro I know of in legacy adds massive disruption. goblins have wasteland+rishadan port, aggro elves often run winter orb and I think some also run root maze. merfolk has tons of counterspells on top of a potential 12 lords that all do pump..that makes it pretty good. then there are your various stompy builds that also use disruption. I'd almost cut the undead warchief (they just cost far too much) for maybe your dark rits and the jump knight from coldsnap is far too useful not to include.....maybe something that can function while disrupting, ie the rishadan port goblins build. the biggest problem is that they can play free creatures while it's much harder for zombies to do so. now, the late game is far better, but you have to get there first. and as a sidenote, maybe engineered plague in the sideboard for other tribal matches?