I also took a stab at this deck last week. It's not the deck I intend to play, so I haven't put any testing on it, but it has some elements I think could help you.
Taking advantage of Awoken Horror I've stuck with horror creatures as piece of my control, blocking, finishing and deck digging pie.
I decided to go add in Blighted Cataract and Skyline Cascade as land based control and card drawing. It's mono-blue control. I can afford ETB tapped lands and 4 colorless lands.
Otherwise, it's a pretty straightforward Blue control. Counter, control, then flip Thing in the Ice EOT and beat face. Extra special bonus if you can fish Geralf's Masterpiece out on that same EOT.
I also took a stab at this deck last week. It's not the deck I intend to play, so I haven't put any testing on it, but it has some elements I think could help you.
Taking advantage of Awoken Horror I've stuck with horror creatures as piece of my control, blocking, finishing and deck digging pie.
I decided to go add in Blighted Cataract and Skyline Cascade as land based control and card drawing. It's mono-blue control. I can afford ETB tapped lands and 4 colorless lands.
Otherwise, it's a pretty straightforward Blue control. Counter, control, then flip Thing in the Ice EOT and beat face. Extra special bonus if you can fish Geralf's Masterpiece out on that same EOT.
Interesting zombie deck! But since I want to play Rise from the Tides, I must have as much spells as I can muster. I believe counter/cantrip combo is the best way to get my graveyard filled with instant/sorceries and also enable me to have answers for after I play my zombie win-con.
I also can't use many lands without being basics due to Engulf the Shore. The 2 Mage-ring Network usually do their job to gather mana very very well so I hardly need anything else. Lastly, I find Confirm Suspicions very very slow, albeit might be useful late game... sadly, if you draw it early game you will be very sad. I decided to put 1 on my main deck, though, it might be a life saver late game.
Edit - Added 2 Drowner of Hope, since I feel it`s more useful even in the aggro match-up (since now I have 3 blockers, and I can sacrifice at instant speed for tapping their stronger attackers). Against control, they either waste 3 cards on 1 (gaining me advantage) or waste one of their mass-removal, leaving less chance for them to use them on my zombies from Rise from the Tides
I'm not sure a 6 mana creature is going to help you in the agro match up. And in the control match up, you can probably expect them to just kill the Drowner and not worry too much about the Scions.
I'm not sure a 6 mana creature is going to help you in the agro match up. And in the control match up, you can probably expect them to just kill the Drowner and not worry too much about the Scions.
Oh, but I had Sphinx of the Final Word and Oblivion Sower. This is because I don't trust having only 4 Rise from the Tides as a win-con. Some games the card never shows even after turn 6. So I needed more win-cons. There are few I can choose in the 5-6 mana range. Sphinx is 7, but normally worth it (if I can get 7 lands), but ONLY against control. Drowner of Hope, however, can be useful both match-ups as a staller or an attacker, and also serve as a win-con if my opponent has few cards in their hands/table to deal with it. Don't forget I have 16 counters. And game 2, black-control will VERY LIKELY side out most of their single-target spells for utility, so it will be much harder to kill it game 2 (Languish doesnt kill all and if they target the 5/5, I can still kill them slowly with 2 dmg a turn).
Reason - no Sidisi's in my local shop, plus I believe Grip will do the job without being an useless card on Game 1 against control-type decks (since it`s still a draw). Plus it`s an instant that builds Tides.
21x Island
3x Mage-Ring Network
Cantrip (6)
4x Anticipate
2x Epiphany at the Drownyard
Counters (12)
4x Clash of Wills
4x Scatter to the Winds
4x Void Shatter
4x Engulf the Shore
4x Grip of the Roil
4x Adverse Conditions
Win-Cons (6)
3x Thing in the Ice
3x Rise from the Tides
Side Deck (15)
2x Crush of Tentacles
1x Sphinx of the Final Word
2x Drowner of Hope
4x Send to Sleep
4x Invasive Surgery
2x Negate
4 Thing in the Ice
3 Forgotten Creation
3 Geralf's Masterpiece
4 Stitched Mangler
4 Comparative Analysis
2 Confirm Suspicions
4 Overwhelming Denial
4 Scatter to the Winds
4 Void Shatter
2 Jace, Unraveler of Secrets
Lands 26
4 Blighted Cataract
18 Island
4 Skyline Cascade
I also took a stab at this deck last week. It's not the deck I intend to play, so I haven't put any testing on it, but it has some elements I think could help you.
Taking advantage of Awoken Horror I've stuck with horror creatures as piece of my control, blocking, finishing and deck digging pie.
I decided to go add in Blighted Cataract and Skyline Cascade as land based control and card drawing. It's mono-blue control. I can afford ETB tapped lands and 4 colorless lands.
Otherwise, it's a pretty straightforward Blue control. Counter, control, then flip Thing in the Ice EOT and beat face. Extra special bonus if you can fish Geralf's Masterpiece out on that same EOT.
Interesting zombie deck! But since I want to play Rise from the Tides, I must have as much spells as I can muster. I believe counter/cantrip combo is the best way to get my graveyard filled with instant/sorceries and also enable me to have answers for after I play my zombie win-con.
I also can't use many lands without being basics due to Engulf the Shore. The 2 Mage-ring Network usually do their job to gather mana very very well so I hardly need anything else. Lastly, I find Confirm Suspicions very very slow, albeit might be useful late game... sadly, if you draw it early game you will be very sad. I decided to put 1 on my main deck, though, it might be a life saver late game.
Thanks for the suggestions!
Oh, but I had Sphinx of the Final Word and Oblivion Sower. This is because I don't trust having only 4 Rise from the Tides as a win-con. Some games the card never shows even after turn 6. So I needed more win-cons. There are few I can choose in the 5-6 mana range. Sphinx is 7, but normally worth it (if I can get 7 lands), but ONLY against control. Drowner of Hope, however, can be useful both match-ups as a staller or an attacker, and also serve as a win-con if my opponent has few cards in their hands/table to deal with it. Don't forget I have 16 counters. And game 2, black-control will VERY LIKELY side out most of their single-target spells for utility, so it will be much harder to kill it game 2 (Languish doesnt kill all and if they target the 5/5, I can still kill them slowly with 2 dmg a turn).
Reason - no Sidisi's in my local shop, plus I believe Grip will do the job without being an useless card on Game 1 against control-type decks (since it`s still a draw). Plus it`s an instant that builds Tides.
Edit2 - Added Compelling Deterrence and Negate to the SD. We need something that let us deal with planewalkers and Virulent Plague if we don't counter them.
Edit3 - Cut down Rise from the Tides to 3. Upped Thing in the Ice to 3. Took out 2 Overwhelming Denial for 2 Grip of the Roil