No changes from Monday, Damnations and Horobi remain on order, and things can only go up uP UP when they get here!
Round 1 V Burn:
I pretty much have the game plan against burn down pact. Kill their guys and keep the pressure on. Recurrsion blanks their burn spells for removal, and yet they still need to do so in order to stay alive. You still lose to a hand of 7 bolts.
Game one I did this. Game two I played a Leyline.
1-0
Round 2 V Mill:
Whaaaaa? A mill deck? Game one he didn't hit ensnaring bridge so I outraced him. Game 2 I thoughtseize'd the ensnaring bridge so I could outrace him. His mills though were good, as he didn't hit any gravecrawlers. Lucky!
2-0
Round 3 V BW Tron He was late for game one, and we moved on to game two.
Game two gave me some early swings, and I guessed right on "Do I save this verdict for a Reality Smasher, or play something this turn?" I did, and he follows up with Thought-Knot Seer and Thoughtseize for a messenger and a Blasting Station. I finally push the Seer, and he's got a few Lingering Souls tokens but it's not enough when I stick an Obliterator.
3-0
Round 4V G Tron
Wait we can just draw? Why are we playing? (He would have won that game when a mana-low hand became a mana-none situation when Sundering Titan turned my mana base into just Cavern of Souls.)
3-0-1
Summary: My local meta is completley Tron and Shadow infested, and yet I dodged them both until the end. Damnation is on its way and I can't wait to replace expertise with something less conditional.
I'm playing solemnity in my zombie deck (among meseenger and butcher ghoul, blasting station and vicera seer and it's working really good ;)). Later If i can I'll share my list.
So first off I'm a little bummed that HOU gave us so little in terms of constructed-playable zombies after starting so strong with AMN. I know I was a little greedy to be holding my breath for a Carrion Feeder reprint
Ah well, moving on. I think the combo Zombie route is an intriguing space to explore even if it I'm not convinced it's the optimal build path. It's always nice to have an unfair "oops I win" option in a deck that otherwise has to play fair.
The biggest problem I see is that you need a way to tie everything together and add consistency, but BW doesn't offer much in the way of filtering or tutoring up your combo pieces. There's definitely Smuggler's Copter, and possibly a copy or two of Infernal Tutor. I think it might make sense to splash green for Commune with the Gods to hit both Messenger & Solemnity, but that'd miss Blasting Station as a sac outlet unless you move to Viscera Seer / Cartel Aristocrat. You could also splash blue instead of green for general filtering via Serum Visions or Strategic Planning.
Overall Solemnity is such a dead (3 CMC) card on its own that to justify running it I feel that you need to have a strong method for assembling the rest of the combo with decent reliability in the chance that you do draw it.
Today was the big day! After a month of grinding modern zombies over and over to prepare and racking up three tournament wins and countless games. And today: 1-3 drop.
Beat burn in three, and then lost to valakut in three. This deck has an embarrassing combo match. Ick. Ugh. Then lost to burn in three. That ended a streak nearly a month long. And then another match against valakut. This time with scapeshift. Both games I was in control. Both games they top deck scapeshift and it's instant game over.
Well back to legacy. At least combo in legacy has the decency to not give me any hope before slitting my throat.
I think the idea will be Dread Wander, Gravecrawler in play, can be discarded to lotleth troll (also slitherhead) and can all come back if needed or to feed Jarad when the time comes. Smuggler's Copter is another discard outlet for Jarad. Garruk Relentless to keep the pressure on with wolf tokens or flip to Veil-Cursed and fetch Geralf's for some 2dmg pinging
Im not sold on Smuggler Copter's yet and I'd probably replace it easily with Rancor. But I do like the look of Diregraf Colossus as another 3 drop along with Geralf's Messenger, but i dont want to flood the 3 drop spot. So Rancor is tempting me.
There's better at 2 than Smuggler's copter, like Relentless Dead and you can do better than that lich lord. If you want a big creature, there's Phyrexian Obliterator If you want a sacrifice outlet to target the face there's the more flexible Blasting station.
****herhead is cute but it's a small creature with a meh ability. If you wanted space for Rancor, that would be the place.
Welcome back to magic and welcome to Modern!
Cool! At least I'm on the right track haha. Obliterator would be frikken sweet but I'm not too keen on spending $40 a pop Hence Garruk Relentless and Jarad at 4. I'm still checking out other options though. Copter was just a new card I liked, but I agree there could be better and I may just look into Relentless Dead, thanks for that option. Slitherhead and Lotleth Troll is neat for now, so i'm fine with Rancor for Copter swap out for now and then I'll look at probably swapping Slitherhead for Relentless Dead when I get a set. Cheers for the help and the welcome!
Just curious what people think of Tainted Wood instead of either Woodland Cemetery or Blooming Marsh (which are the two i'm looking to use). Looks like it checks for pretty much the exact same thing needing a swamp in play and gives either a Forest or Swamp or Colourless but for like $0.25 instead of around the $7 mark? Am I missing something with it?
Just curious what people think of Tainted Wood instead of either Woodland Cemetery or Blooming Marsh (which are the two i'm looking to use). Looks like it checks for pretty much the exact same thing needing a swamp in play and gives either a Forest or Swamp or Colourless but for like $0.25 instead of around the $7 mark? Am I missing something with it?
The tainted cycle isn't legal in modern. That includes tainted wood.
For GB at least.
Consider this: If this was the only type of land in your hand, how bad would things be?
Overgrown tomb? Shocklands are good because if you have nothing you can let them be tapped and can be fetched.
Blooming Marsh? Fastlands are always both your colors from turn one. Only draw back comes when you top-deck one to play a four-drop.
Verdant Catacomba? Fetchlands are expensive on the wallet, but invaluable in your deck.
Woodland Cemetery? The checklands are literal opposites of the fastlands: Only bad on early turns (Usually just turn one, unless your hand is just Check and/or fastlands)
Llanowar Wastes? Painlands get very costly very fast when you have so many mana symbols in your spells. At least they don't enter tapped.
Woah thanks for the awesome explanation! I had a look on metamox.com just before and it said legal in Modern but "Unplayed" which confused me more since it said that Tainted Peak is straight up illegal in Modern. It's a shame, i'd easily play them haha. Any chance of a similar rundow for BR Rakdos non-basic lands just to double check im running the right ones?
Woah thanks for the awesome explanation! I had a look on metamox.com just before and it said legal in Modern but "Unplayed" which confused me more since it said that Tainted Peak is straight up illegal in Modern. It's a shame, i'd easily play them haha. Any chance of a similar rundow for BR Rakdos non-basic lands just to double check im running the right ones?
In my explanation I tried to mention the cycles for easy googling but:
Blood Crypt is the shockland
Bleakcleave Cliffs is the fastland
Bloodstained Mire is the fetch
Dragonskull Summit is the check land.
I can't remember the pain land. All of these lands come in a ten-land cycle of each color combination, and they all have the same strengths and weaknesses (since they all are identical but with the colors changed)
Awesome, all good. I undestood what you meant, but after being out of the game for a few years and coming back into it, i was just double checking to ee if I havent missed any. Thanks for the explanations once again, much appreciated!
I can't remember the pain land. All of these lands come in a ten-land cycle of each color combination, and they all have the same strengths and weaknesses (since they all are identical but with the colors changed)
Check-lands and pain-lands each have their disadvantages. They are both pretty bad in multiples but it's difficult to say in general terms one is better than the other; there are many factors to consider.
It does seem fair to say they are the worst of the five types we are discussing here. In my view, neither are really worth playing in competitive decks now that the fast-land cycle is complete. There may be some two-color decks that still use one or the other and that's fine, I'm just a FNM jockey anyway so what do I know?
Thoughts on Hissing Quagmire? Good in Modern Golgari?
Lands that come into play tapped need to have a really good ability in order to be worth it. Turning into a 2/2 isn't such an ability. You'd rather spend your mana on anything else. Bringing back a Dread Wanderer, for example, is cheaper (since it only costs 3, where as animating costs 3 plus leaving the land untapped). You only have 21 lands, so you can't really afford to spend a turn not curving out.
I can't remember the pain land. All of these lands come in a ten-land cycle of each color combination, and they all have the same strengths and weaknesses (since they all are identical but with the colors changed)
Check-lands and pain-lands each have their disadvantages. They are both pretty bad in multiples but it's difficult to say in general terms one is better than the other; there are many factors to consider.
It does seem fair to say they are the worst of the five types we are discussing here. In my view, neither are really worth playing in competitive decks now that the fast-land cycle is complete. There may be some two-color decks that still use one or the other and that's fine, I'm just a FNM jockey anyway so what do I know?
You're not wrong, they both should be avoided, but when your spells are Gravecrawler, Lotleth Troll, Geralf's Messenger, you will always have to get colored mana, and that adds up. In this deck one is clearly better, but in a different deck things could go a different way.
Good call. Especially in the mana base and ending up not curving out due to having the maybe forced option of hissing quagmire being drawn instead of Geralfs messenger or something more useful.
Some explanations:
-Bojuka Bog in the main is simply because I wanted to add another card to sideboard and think that It wouldn't bother me a single tap-land. Couldn't test it, because i didn't played it.
-I only run 1Relentless Dead and 1 Geralf's Messenger because I haven't bought them. My idea is 4 Relentless Dead (cutting the Aetherborns) and 2 Geralf's (cutting a 1-drop). I also want to add 1 Kalitas, Traitor of Ghet in the main.
-Yahenni, Undying Partisan seems weird, but it's really strong against decks that doesn't play Path to Exile. Since in monoblack I don't have access to Cartel Aristocrat, this works well and can get really huge.
I went 2-2 at Tuesday and 2-2 again at FNM. Won against EldraTron (2-0) and UW Control (2-1), lost against EldraTron (1-2, really bad mulligan at 2nd and Chalice + Grafdigger's at 3rd) and RG Dredgevine (0-2). At FNM, won against Grixis Shadow (2-1) and Jund Shadow (2-0), lost against Bant Eldrazi (0-2) and GR Ponza (0-2... this deck is just really weird).
I wanted to ask about the sideboard, since I think that it can improve a lot. My worst matchups are against super aggro decks and -I didn't play a lot against them, but for clock reasons I could imagine- combo. Since Tron doesn't seem a really bad problem, I think I will cut the Smallpox. But what other improvements can I make?
I have a slightly different GB Zombies deck that has been winning vs a few tier 1 decks. There is of course some budget options such as no Verdant Catacombs for now.
Commander GUR Maelstrom Wanderer BWU Sydri, Galvanic Genius BGB Meren of Clan Nel Toth WGW Nazahn, Revered Bladesmith RRR Feldon of the Third Path WWW Heliod, God of the Sun
It's a little more aggro than other lists in this thread and teeters on being a full on dredge/aristocrats but can still aggro out as a zombie even with none of the amazing graveyard value.
Round 1 V Lantern Control
Game 1: Aggro'd out and he had no bridge.
Game 2: Boarded in counterspells but didn't get to cast them when my one blue source was Ghost Quarter'd He did play the bridge and milled away all my answers.
Game 3: Two counterspells for two bridges. He brought in Leyline of Sanctity but it did nothing as I boarded out all my Brutalities
1-0
Round 2 V R/G vengevine
Game 1: He chained all of his draw spells into eachother but didn't get enough creatures to go along with them. A few timely removal spells by me and GG.
Game 2: I boarded in the leylines but never saw them. The turn before I could kill him he managed to get a good discard chain which got him his two vengevines backed up by a series of hollowed ones which I couldn't also deal with. Gravecrawlers and Bloodghasts can't block, afterall.
Game 3: He draw infinate lands and my super slow clunky hand didn't matter. Phew.
2-0.
Round 3 V Jund
Game 1: I was stuck on exactly one land with a hand that had multiple gravecrawlers, bloodghasts, and a lotleth troll to enable it all. But no land make it work. Five or so turns later a Lily of the last hope is killing Gravecrawlers and my lands are too late.
Game 2: I boarded in Abrupt decay and shaper's sanctuary, both of which came in handy. The sanctuary turns all of his efficent removal into liability first when he casts it and then again when the creature returns.
Game 3: Similar to game one, but this time I had 2 lands and all my spells cost 3. He took care of my early plays and an ult from lilly later I can finally cast my first Geralf's messenger. 22 land decks are susceptible to variance.
2-1
Round 4 V Living End
Game 1: With no graveyard hate I get to aggro him before he casts living end, and then finish him after he does cast living end because lol, everyone is back! Came close though as he chained 3 living ends until he finally had a better boardstate then I did but by then it was too late.
Game 2: I have T-0 leyline, he doesn't. He tries to cast living end to stay alive and Lotleth Troll throws an obliterator and a messenger into the graveyard. His free wrath costs him four life and only removes one total power from the board.
3-1 Final.
Goodluck everyone!
could be cool to synergize diregraf captain, plague belcher, wayward servant and anathemancer
The deck he posted can Aggro and disrupt. Zombies can't really do both. It has the Sculler but not the Meddling mage. It's missing both Thalias to slow down combo decks. His deck was basically hatebears, but he noticed that all the bears were Humans.
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And fatal push. You can push targeting any creature, but it only destroys them if they're cmc 2(4) or less.
4 Gravecrawler
4 Dread Wanderer
4 Relentless Dead
1 Blood Artist
4 Geralf's Messenger
2 Plague Belcher
2 Diergraf Captain
1 Horobi, Death's Wail
//15 Spells
3 Thoughtseize
4 Fatal Push
4 Geth's Verdict
2 Blasting Station
2 Yahenni's Expertise
9 Swamp
1 Island
4 Waterey Grave
4 Polluted Delta
3 Darkslick Shores
1 Cavern of Souls
4 Leyline of Sanctity
3 Leyline of the Void
4 Ceremonious Rejection
3 Countersqual
1 Inquisition of Kozeliek
No changes from Monday, Damnations and Horobi remain on order, and things can only go up uP UP when they get here!
Round 1 V Burn:
I pretty much have the game plan against burn down pact. Kill their guys and keep the pressure on. Recurrsion blanks their burn spells for removal, and yet they still need to do so in order to stay alive. You still lose to a hand of 7 bolts.
Game one I did this. Game two I played a Leyline.
1-0
Round 2 V Mill:
Whaaaaa? A mill deck? Game one he didn't hit ensnaring bridge so I outraced him. Game 2 I thoughtseize'd the ensnaring bridge so I could outrace him. His mills though were good, as he didn't hit any gravecrawlers. Lucky!
2-0
Round 3 V BW Tron
He was late for game one, and we moved on to game two.
Game two gave me some early swings, and I guessed right on "Do I save this verdict for a Reality Smasher, or play something this turn?" I did, and he follows up with Thought-Knot Seer and Thoughtseize for a messenger and a Blasting Station. I finally push the Seer, and he's got a few Lingering Souls tokens but it's not enough when I stick an Obliterator.
3-0
Round 4V G Tron
Wait we can just draw? Why are we playing? (He would have won that game when a mana-low hand became a mana-none situation when Sundering Titan turned my mana base into just Cavern of Souls.)
3-0-1
Summary: My local meta is completley Tron and Shadow infested, and yet I dodged them both until the end. Damnation is on its way and I can't wait to replace expertise with something less conditional.
CREATURES: 28
- Lord of the Accursed
- Relentless Dead
- Blood Scrivener
- Diregalf Ghoul
- Grave Crawler
- Dread Wanderer
- Cryptbreaker
SUPPORT: 12
- Graft Harvest
- Shamble Back
- Vial Rebirth
RESOURCES: Swamp [x20]
CONSIDERING: Dolman Gate
YOUTUBE CHANNEL: GOBOTS
Ah well, moving on. I think the combo Zombie route is an intriguing space to explore even if it I'm not convinced it's the optimal build path. It's always nice to have an unfair "oops I win" option in a deck that otherwise has to play fair.
The biggest problem I see is that you need a way to tie everything together and add consistency, but BW doesn't offer much in the way of filtering or tutoring up your combo pieces. There's definitely Smuggler's Copter, and possibly a copy or two of Infernal Tutor. I think it might make sense to splash green for Commune with the Gods to hit both Messenger & Solemnity, but that'd miss Blasting Station as a sac outlet unless you move to Viscera Seer / Cartel Aristocrat. You could also splash blue instead of green for general filtering via Serum Visions or Strategic Planning.
Overall Solemnity is such a dead (3 CMC) card on its own that to justify running it I feel that you need to have a strong method for assembling the rest of the combo with decent reliability in the chance that you do draw it.
EDIT: Maybe a mainboard something like this...
4x Bloodstained Mire
3x Blooming Marsh
3x Cavern of Souls
1x Concealed Courtyard
1x Godless Shrine
4x Marsh Flats
1x Overgrown Tomb
1x Plains
2x Swamp
1x Urborg, Tomb of Yawgmoth
4x Dread Wanderer
4x Gravecrawler
3x Viscera Seer
2x Butcher Ghoul
3x Tidehollow Sculler
4x Wayward Servant
4x Geralf's Messenger
2x Plague Belcher
1x Gurmag Angler
2x Solemnity
Artifact (2)
2x Smuggler's Copter
Sorcery (9)
4x Thoughtseize
4x Commune with the Gods
1x Infernal Tutor
4x Bloodstained Mire
2x Blooming Marsh
3x Cavern of Souls
2x Concealed Courtyard
1x Godless Shrine
4x Marsh Flats
1x Overgrown Tomb
2x Swamp
1x Temple Garden
1x Urborg, Tomb of Yawgmoth
2x Verdant Catacombs
3x Dread Wanderer
4x Gravecrawler
4x Viscera Seer
2x Butcher Ghoul
3x Tidehollow Sculler
4x Wayward Servant
4x Geralf's Messenger
2x Plague Belcher
4x Commune with the Gods
Instant (4)
4x Collected Company
Enchantment (3)
3x Solemnity
Beat burn in three, and then lost to valakut in three. This deck has an embarrassing combo match. Ick. Ugh. Then lost to burn in three. That ended a streak nearly a month long. And then another match against valakut. This time with scapeshift. Both games I was in control. Both games they top deck scapeshift and it's instant game over.
Well back to legacy. At least combo in legacy has the decency to not give me any hope before slitting my throat.
4 Dread Wanderer
4 Slitherhead
4 Gravecrawler
4 Geralf's Messenger
4 Lotleth Troll
4 Smuggler's Copter (Or Rancor)
2 Jarad, Golgari Lich Lord
4 Abrupt Decay
4 Inquisition of Kozilek
Planeswalker
4 Garruk Relentless
Land
2 Forest
12 Swamp
4 Woodland Cemetery
4 Blooming Marsh
3 Bile Blight
3 Golgari Charm
3 Hero's Downfall
3 Nihil Spellbomb
3 Ultimate Price
I think the idea will be Dread Wander, Gravecrawler in play, can be discarded to lotleth troll (also slitherhead) and can all come back if needed or to feed Jarad when the time comes. Smuggler's Copter is another discard outlet for Jarad. Garruk Relentless to keep the pressure on with wolf tokens or flip to Veil-Cursed and fetch Geralf's for some 2dmg pinging
Im not sold on Smuggler Copter's yet and I'd probably replace it easily with Rancor. But I do like the look of Diregraf Colossus as another 3 drop along with Geralf's Messenger, but i dont want to flood the 3 drop spot. So Rancor is tempting me.
Thoughts???
****herhead is cute but it's a small creature with a meh ability. If you wanted space for Rancor, that would be the place.
Welcome back to magic and welcome to Modern!
The tainted cycle isn't legal in modern. That includes tainted wood.
The non-basic lands you'll want, in order, are:
For GB at least.
Consider this: If this was the only type of land in your hand, how bad would things be?
Overgrown tomb? Shocklands are good because if you have nothing you can let them be tapped and can be fetched.
Blooming Marsh? Fastlands are always both your colors from turn one. Only draw back comes when you top-deck one to play a four-drop.
Verdant Catacomba? Fetchlands are expensive on the wallet, but invaluable in your deck.
Woodland Cemetery? The checklands are literal opposites of the fastlands: Only bad on early turns (Usually just turn one, unless your hand is just Check and/or fastlands)
Llanowar Wastes? Painlands get very costly very fast when you have so many mana symbols in your spells. At least they don't enter tapped.
In my explanation I tried to mention the cycles for easy googling but:
Blood Crypt is the shockland
Bleakcleave Cliffs is the fastland
Bloodstained Mire is the fetch
Dragonskull Summit is the check land.
I can't remember the pain land. All of these lands come in a ten-land cycle of each color combination, and they all have the same strengths and weaknesses (since they all are identical but with the colors changed)
Sulfurous Springs
Check-lands and pain-lands each have their disadvantages. They are both pretty bad in multiples but it's difficult to say in general terms one is better than the other; there are many factors to consider.
It does seem fair to say they are the worst of the five types we are discussing here. In my view, neither are really worth playing in competitive decks now that the fast-land cycle is complete. There may be some two-color decks that still use one or the other and that's fine, I'm just a FNM jockey anyway so what do I know?
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Lands that come into play tapped need to have a really good ability in order to be worth it. Turning into a 2/2 isn't such an ability. You'd rather spend your mana on anything else. Bringing back a Dread Wanderer, for example, is cheaper (since it only costs 3, where as animating costs 3 plus leaving the land untapped). You only have 21 lands, so you can't really afford to spend a turn not curving out.
You're not wrong, they both should be avoided, but when your spells are Gravecrawler, Lotleth Troll, Geralf's Messenger, you will always have to get colored mana, and that adds up. In this deck one is clearly better, but in a different deck things could go a different way.
19 Swamp
1 Bojuka Bog
Creatures:
4 Gravecrawler
3 Diregraf Ghoul
2 Cryptbreaker
3 Bloodsoaked Champion
1 Relentless Dead
3 Gifted Aetherborn
4 Bloodghast
3 Blood Artist
2 Blood Scrivener
2 Diregraf Colossus
1 Geralf's Messenger
1 Yahenni, Undying Partisan
2 Smuggler's Copter
2 Blasting Station
2 Go for the Throat
3 Victim of Night
1 Geth's Verdict
1 Dark Salvation
2 Dragon's Claw
1 Bontu's Last Reckoning
1 Killing Wave
3 Duress
1 Lost Legacy
1 Ratchet Bomb
1 Pithing Needle
1 Nihil Spellbomb
2 Viscera Seer
2 Smallpox
Some explanations:
-Bojuka Bog in the main is simply because I wanted to add another card to sideboard and think that It wouldn't bother me a single tap-land. Couldn't test it, because i didn't played it.
-I only run 1Relentless Dead and 1 Geralf's Messenger because I haven't bought them. My idea is 4 Relentless Dead (cutting the Aetherborns) and 2 Geralf's (cutting a 1-drop). I also want to add 1 Kalitas, Traitor of Ghet in the main.
-Yahenni, Undying Partisan seems weird, but it's really strong against decks that doesn't play Path to Exile. Since in monoblack I don't have access to Cartel Aristocrat, this works well and can get really huge.
I went 2-2 at Tuesday and 2-2 again at FNM. Won against EldraTron (2-0) and UW Control (2-1), lost against EldraTron (1-2, really bad mulligan at 2nd and Chalice + Grafdigger's at 3rd) and RG Dredgevine (0-2). At FNM, won against Grixis Shadow (2-1) and Jund Shadow (2-0), lost against Bant Eldrazi (0-2) and GR Ponza (0-2... this deck is just really weird).
I wanted to ask about the sideboard, since I think that it can improve a lot. My worst matchups are against super aggro decks and -I didn't play a lot against them, but for clock reasons I could imagine- combo. Since Tron doesn't seem a really bad problem, I think I will cut the Smallpox. But what other improvements can I make?
*Budget reasons, I'll run Collective Brutality and Damnation in the future.
Thanks, and sorry for my english.
3x Abrupt Decay
2x Fatal Push
Lands:
2x Blood Crypt
2x Bloodstained Mire
2x Blooming Marsh
2x Forest
4x Polluted Delta
4x Swamp
2x Watery Grave
2x Overgrown Tomb
2x Wooded Foothills
4x Cryptbreaker
4x Diregraf Colossus
4x Gravecrawler
2x Haunted Dead
3x Plague Belcher
4x Prized Amalgam
Sorceries:
2x Inquisition of Kozilek
4x Collective Brutality
3x Liliana of the Veil
Artifacts:
3x Smuggler's Copter
GURB Grixis/Jund Shadow
RBG Dredge
xUx U Ballista Tron
Commander
GUR Maelstrom Wanderer
BWU Sydri, Galvanic Genius
BGB Meren of Clan Nel Toth
WGW Nazahn, Revered Bladesmith
RRR Feldon of the Third Path
WWW Heliod, God of the Sun
3 Diregraf Ghoul
1 Cryptbreaker
4 Dread Wanderer
4 Gravecrawler
4 Bloodghast
3 Lotleth Troll
4 Geralf's Messenger
1 Diregraf Captain
3 Plague Belcher
3 Prized Amalgam
2 Phyrexian Obliterator
3 Fatal Push
3 Collective Brutality
//Land
3 Watery Grave
3 Overgrown Tomb
4 Verdant Catacombs
4 Polluted Delta
2 Bloodstained Mire
6 Swamp
4 Leyline of the Void
2 Counterqual
3 Ceremonious Rejection
1 Abrupt Decay
3 Shapers' Sanctuary
2 Damnation
It's a little more aggro than other lists in this thread and teeters on being a full on dredge/aristocrats but can still aggro out as a zombie even with none of the amazing graveyard value.
Round 1 V Lantern Control
Game 1: Aggro'd out and he had no bridge.
Game 2: Boarded in counterspells but didn't get to cast them when my one blue source was Ghost Quarter'd He did play the bridge and milled away all my answers.
Game 3: Two counterspells for two bridges. He brought in Leyline of Sanctity but it did nothing as I boarded out all my Brutalities
1-0
Round 2 V R/G vengevine
Game 1: He chained all of his draw spells into eachother but didn't get enough creatures to go along with them. A few timely removal spells by me and GG.
Game 2: I boarded in the leylines but never saw them. The turn before I could kill him he managed to get a good discard chain which got him his two vengevines backed up by a series of hollowed ones which I couldn't also deal with. Gravecrawlers and Bloodghasts can't block, afterall.
Game 3: He draw infinate lands and my super slow clunky hand didn't matter. Phew.
2-0.
Round 3 V Jund
Game 1: I was stuck on exactly one land with a hand that had multiple gravecrawlers, bloodghasts, and a lotleth troll to enable it all. But no land make it work. Five or so turns later a Lily of the last hope is killing Gravecrawlers and my lands are too late.
Game 2: I boarded in Abrupt decay and shaper's sanctuary, both of which came in handy. The sanctuary turns all of his efficent removal into liability first when he casts it and then again when the creature returns.
Game 3: Similar to game one, but this time I had 2 lands and all my spells cost 3. He took care of my early plays and an ult from lilly later I can finally cast my first Geralf's messenger. 22 land decks are susceptible to variance.
2-1
Round 4 V Living End
Game 1: With no graveyard hate I get to aggro him before he casts living end, and then finish him after he does cast living end because lol, everyone is back! Came close though as he chained 3 living ends until he finally had a better boardstate then I did but by then it was too late.
Game 2: I have T-0 leyline, he doesn't. He tries to cast living end to stay alive and Lotleth Troll throws an obliterator and a messenger into the graveyard. His free wrath costs him four life and only removes one total power from the board.
3-1 Final.
Goodluck everyone!
Something Like this?
4x Grave Cralwer
4x Dread Wanderer
2x Gurmag Angler
4x Relentless Dead
4x Diregraf Captain
4x Geralf's Messenger
3x Diregraf Colossus
4x Tidehallow Sculler
4x Wayward Servant
2x Cryptbreaker
3x Aether Vial
4x Ancient Ziggurut
4x Unclaimed Territory
4x Cavern of Souls
3x Polluted Delta
2x Swamp
1x Overgrown Tomb
1x Watery Grave
3 Withered Wretch
4 Fleshbag MAruarder
3 Plague Belcher
3 Lifebane Zombie
2 Thoughtseize