I like that list. I think he's missing an opportunity by not having Kozilek's Return in the side, but he did well and I didn't attend, so... lol
I'm kinda curious about Fatal Push. Without reliable Revolt, are there many good targets in standard? The only one that comes to mind is Grim Flayer, and 4 slots seems like poor choice when there's so few dangerous 2 drop creatures and you don't have a serious hold on turning on revolt.
I'm kinda curious about Fatal Push. Without reliable Revolt, are there many good targets in standard? The only one that comes to mind is Grim Flayer, and 4 slots seems like poor choice when there's so few dangerous 2 drop creatures and you don't have a serious hold on turning on revolt.
Heart of Kiran, Constrictor and Ballista I guess...
How bad is it for the deck when Cathartic Reunion gets countered? Worth any concern?
Bloodhall Priest (as like a 2 of, not 4) seems good. Worth checking out. Good instant speed threat via discard outlets. The ability sometimes is relevant as it is easy to become hellbent with this deck.
I had thoughts about incorporating Fevered Visions into this deck, but I just think its too sloppy and clunky. This deck usually has plenty to do with its mana and cards.
I think I'm going to just keep the fatal pushes in the side and go with 4 axe and 2 disintegration. Perhaps it is right to go with 3-3 split ... but I think those spells feel a lot stronger than fatal push against the field right now.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard : BR Zombies Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
How bad is it for the deck when Cathartic Reunion gets countered? Worth any concern?
Bloodhall Priest (as like a 2 of, not 4) seems good. Worth checking out. Good instant speed threat via discard outlets. The ability sometimes is relevant as it is easy to become hellbent with this deck.
I had thoughts about incorporating Fevered Visions into this deck, but I just think its too sloppy and clunky. This deck usually has plenty to do with its mana and cards.
I don't particularly care if Voice or Reunion gets countered. Don't get me wrong, it can be sucky to not get the 2 or 3 cards, but what I really care about is getting zombies in the GY. Normally, I'm only pitching zombies, Drownyard Temples or Fiery Tempers to it in the early game, so that makes it sting even less. In the later game, I find I'm normally throwing ETB tapped lands like Wandering Fumarole or Spirebluff Canal.
As far as Fevered Visions, I'd only add it in if you're already playing UR. If you're playing BR, I definitely wouldn't suggest adding blue to the deck to accommodate it. I don't know if people are still playing BRU zombies. I did back when SOI released, but when EMN came, I shifted to UR. I think most everyone who was playing Grixis zombies has shifted to Izzet or Rakdos.
Sorry to do 2 posts in a row, but I'm at work and bored and think I've stumbled across some discussion we don't seem to have touched on.
Has anyone tried Corrupted Grafstone? I've been running a higher casting cost version of the deck (URStitchwings and Masterpieces) in addition to having madness cards, and I run 4 each of Reunions and Voices. Thanks to the Reunions/Voices, I haven't been missing my land drops, but I've felt the deck can really use some ramp. I've been trying to think of ways to get some ramp in there because when I can revive a zombie and madness a Broken Concentration, it's a total blowout. I've been playing Drownyard Temples to maybe give me some ramp when I'm not spending my mana, but most of the time, it's all tied up until at least turn 6 or 7.
So for the last 2 hours, I've slotted in some Grafstones just to see how they play. As I'm at work, I haven't been able to do any real testing, just goldfishing on my app, but it's seemed really good so far. Turn 2 Grafstone/Turn 3 Reunion x 2 is insane. So far, having a start like that makes me feel like I'm hitting more Amalgams and hitting them faster. Even when I don't have a start that strong, having the extra mana means I'm able to get my Temples back faster, further ramping me and letting me do some crazy things. During one of my solitaire hands, on Turn 8, in addition to being nearly 30 cards deep into my deck, I was able to Reunion, then Voice, then bring back a Masterpiece (that came into play with 2 Amalgams) and madness cast a Broken Concentration (countering an imaginary spell lol). That's 12 mana. I felt like a green deck. Leading up to that, I had already been able to put a Stitchwing into play with an Amalgam and toss some burn. The extra ramp feels strong.
I think ramp is something we should look at, especially since Drownyard Temple and Corrupted Grafstone work so well with Reunions and Voices. I know in my deck, at the very least, I'll be able to activate my Wandering Fumaroles more easily lol. What do you all think?
I think I'm going to just keep the fatal pushes in the side and go with 4 axe and 2 disintegration. Perhaps it is right to go with 3-3 split ... but I think those spells feel a lot stronger than fatal push against the field right now.
So after gameday, I'm going to play 3 axe, 3 push, 1 disintegration main. I think having 4 neonates to turn push on makes sense, and I'm considering cutting to 2 reunions in order to squeeze in a mindbender instead of having it in the board. Was really happy with the deck though, made top 8 after 6 rounds and had a ton of fun doing it.
Couple of people told me they were playing a grixis emerge version of this deck ... is anyone doing that successfully? I don't see any results with it and it seems more clunky. The straight BR deck is quite efficient.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard : BR Zombies Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
From what I've noticed, since EMN everyone went from Grixis to either UR or BR. Grixis can give you both great emerge creatures, but the mana base is shaky since you have to hit turn 1 R, while also hitting BB and UU, or even triple color if you're emerging and reviving on the same turn.
So after gameday, I'm going to play 3 axe, 3 push, 1 disintegration main. I think having 4 neonates to turn push on makes sense, and I'm considering cutting to 2 reunions in order to squeeze in a mindbender instead of having it in the board. Was really happy with the deck though, made top 8 after 6 rounds and had a ton of fun doing it.
What convinced you to play 3 MD push over only SB push? Is it worth having to have 4 neonates in deck for? Neonate is a good card, but I am currently running a 3 Cryptbreaker 2 Neonate setup. Maybe that is not ideal though... That being said, Unlicensed Disintegration just feels so good when it works
Has anyone tried Corrupted Grafstone? I've been running a higher casting cost version of the deck (UR Stitchwings and Masterpieces) in addition to having madness cards, and I run 4 each of Reunions and Voices. Thanks to the Reunions/Voices, I haven't been missing my land drops, but I've felt the deck can really use some ramp. I've been trying to think of ways to get some ramp in there because when I can revive a zombie and madness a Broken Concentration, it's a total blowout. I've been playing Drownyard Temples to maybe give me some ramp when I'm not spending my mana, but most of the time, it's all tied up until at least turn 6 or 7.
I think that it is definitely worth playing around with, I had never thought of it. I am running an aggressive RB version, which I do not think Grafstone makes sense for... But in your list it seems very capable, and perhaps it could actually be the key to getting a grixis version to... emerge? If I have time I will try to play around with it!
So after gameday, I'm going to play 3 axe, 3 push, 1 disintegration main. I think having 4 neonates to turn push on makes sense, and I'm considering cutting to 2 reunions in order to squeeze in a mindbender instead of having it in the board. Was really happy with the deck though, made top 8 after 6 rounds and had a ton of fun doing it.
What convinced you to play 3 MD push over only SB push? Is it worth having to have 4 neonates in deck for? Neonate is a good card, but I am currently running a 3 Cryptbreaker 2 Neonate setup. Maybe that is not ideal though... That being said, Unlicensed Disintegration just feels so good when it works
Went 5-0 to easily win gameday today. Crushed 2 mardu vehicles lists, a more 1 drop heavy mardu aggro list, UR aggro and UB control.
Really happy with the list currently. I ended up dropping to one key, which was definitely the right move. Reunion is gross, it really shined for me today. The reason I added more push MD is the low mana cost allows removal of early threats without taking a turn off from the main gameplan. 4 neonate is the only way to go imo ... it is the card that enables T2 haunted dead into double amalgam hands ... and I don't think there are really any decks that can beat that, especially if you can follow it up with any removal spell. I didn't miss the UDs at all. Maybe they're needed against GB / Jund? I think push kills MOST of the same stuff i you can sac a neonate to turn it on.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard : BR Zombies Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
I also won my Game Day with this deck. Went 4-0, not a very competitive meta but there were BG and mardu vehicles like everywhere else. My list was very similar to the one from SCG Richmond posted above, the main difference being the Fatal Pushes which I didn't play. I'm not completely sold on removing Unlicensed Disintegration altogether as I think the incidental damage is huge against planeswalkers, but I admit I should have played some number of Fatal Push.
On a side note, I do agree that 4x Insolent Neonate are mandatory. T2 Haunted Dead into 1-2 amalgams is huge, and even without the amalgams that's the only way to enable T3 Distended Mindbender, which is GG against some decks.
The more I'm playing Corrupted Grafstone the more I'm liking it. I think you're right about it not fitting in BR versions. I tried throwing together a BR with Grafstone and it didn't really workout. I don't know if it's because BR is more aggro while UR is more mid-range (imperfect descriptions) or if because UR has more open slots to be able to fit in full play sets of Voices and Reunions. It does seem they're much much worse if you have them in your opening hands without Voices and Reunions.
You may be right that is the best way to make Zombie Emerge work in Grixis. I'm pretty happy with my UR, so maybe I'll make that my new project.
I am interested to know what is the SB plan for all the 4x Neonate lovers, because I usually cut them post SB: if they don't enable the early haunted into amalgams they have a very low impact in the game.
I also found myself siding them out in most of my games in my UR build back when I still had Stitchwing Skaab included. When I swapped them out for Cathartic Reunion (or Tormenting Voice, I can't remember which was in and which was out at the time), the deck felt much better. Sure I was giving up the oh-so-good T1-Neonate/T2-Skaab (or T2-Haunted Dead if you're in BR), but digging deeper into my deck gave me much more consistency in finding a self reviver when I didn't have one and getting down to finding my Amalgams.
Incidentally, in my UR build, since I was no longer tied to having T1-Neonate/T2-Skaab, I dropped Skaab in favor of Geralf's Masterpiece, and that has been great. I love having the much bigger, much heartier and much more impactful creature. I know there's not a black zombie equivalent, but there should've been! lol
I am interested to know what is the SB plan for all the 4x Neonate lovers, because I usually cut them post SB: if they don't enable the early haunted into amalgams they have a very low impact in the game.
Maybe I'm doing it wrong but I think I've never sided them out altogether.
I think it matters what version you're playing and how you play. If you're playing more of a mid-range game, Neonate send less important. If you're playing more aggressively, they're probably more relevant.
Either way, to me they always feel better in the early turns and way worse later.
I am seeing discussion on Grafstone and Masterpiece and would like to know what I would replace to change up my regular version of the deck (list here)
So, the main advantage I've noticed to running the UR version of this deck is you can run full playsets of Tormenting Voice and Cathartic Reunion and that digs through A LOT of your deck really really fast (as far as standard is concerned). I think that lends more flexibility to deckbuilding than if you couldn't draw up that many cards that fast. You will see a higher percentage of your cards than other decks will. For Example: I have Collective Defiance as a 3-of in my deck. According to my app, that tells me I have a 39.1% chance of seeing it by my 3rd turn. However, if I cast a turn 2 Reunion, then I've drawn 5 cards instead of 2, which according to my app takes it to a 49.5% chance of seeing it by turn 3.
Because of that, there are a lot of cards that don't need to be 4-ofs in the deck. Cards that come to mind to me are ones like Fevered Visions. I can't understate how much I love this card. It draws extras. It deals damage. It's just plain great! My game plan, however, is never to burn my opponent out with F.V. If it gets some damage in, that's great, but mostly I use it to get me 2-3 cards per turn, so I can keep facilitating my Zombies. As such, I only run 2 (and a lot of the time, I end up discarding 1. Typically I only ever use 1 in play. If I'm in a position to play both, I do, though).
In your list, I don't think Elder Deep-Fiend and Kozilek's Return have to be 4-ofs. I play 2 and 3, respectively, in the sideboard and it seems to be fine. The most I'd go is 3 and 3.
If you dropped 2 Visions, 1 EDF and 1 K's Return, that would be the 4 slots you need for Corrupted Grafstone.
As for Geralf's Masterpiece, it's kind of a different situation. I don't run full-time emerge, so in my list Masterpiece seems to play better than Stitchwing Skaab because having actual toughness makes it a heartier creature for not dying to every creature in combat and every removal. In an emerge situation though, emerging off a creature that only costs you 2 cards to come back is always going to be better than using one that costs you 3 because toughness doesn't come into play. That isn't to say you need all 4 Skaabs because you have Advanced Stitchwings you can emerge off of, and technically you only really need 1 2-card zombie to handle all of your emerge needs. I don't know the right number. I know you definitely want 4 Advanced. I don't know if you want 1 Skaab:3 Masterpiece or 2:2, but I'd start with 2:2 and if I was getting access to good emerge targets, I'd bring in more Masterpieces.
Not a lot of luck. I got started and was able to get the best of the discard-to-return zombies in there: Haunted Dead and Advanced Stitchwing, and I was able to get both emergers: Elder Deep-Fiend and Distended Mindbender, but after adding in the filler cards with full playsets of Reunion and Voices, the Corrupted Grafstones to ramp/fix and the extra lands to accommodate the 3 colors, I really felt like there wasn't much in the way of utility left. It seems to get more creatures in play, which is cool, but it felt like it didn't have enough ways to stay alive to make that happen. I have to make cuts before I have anything I feel like I can bring to the forums, and after that, I feel like it might end up too watered down...
One huge problem that I didn't like was how tight the mana base had to be on color fixing. Ally color dual lands are just terrible in my opinion. It takes so much to get them working in a 3-color configuration that you don't leave a lot of room for anything else. That means limited Sanctum of Ugin and no Drownyard Temple or any other utility lands.
In the end, it just feels like what Grixis can do can be strong, but what it takes to make it work dilutes it so much that you're better off running Rakdos or Izzet. I personally feel Izzet is going to be the strongest Zombie Emerge because instant speed flashback on Kozilek's Return is just so incredibly strong. I'm not done playing with Grixis, I just am not having a lot of optimism.
Makes sense Ronnie... If Grixis zombies can't find the support even with Grafstone, I agree that BR or UR are the ways to go. Any new lists/old lists showing results anywhere? I am taking a BR amalgam list to GP New Jersey, but only plan on playing the standard constructed side events, not the main event. I'll post my list soon.
4 Cryptbreaker
1 Distended Mindbender
4 Haunted Dead
3 Insolent Neonate
4 Prized Amalgam
3 Voldaren Pariah
9 Swamp
4 Foreboding Ruins
4 Smoldering Marsh
2 Key to the City
4 Fatal Push
4 Fiery Temper
2 Lightning Axe
3 Cathartic Reunion
2 Kalitas, Traitor of Ghet
2 Chandra, Torch of Defiance
2 Collective Brutality
2 Lost Legacy
2 Release the Gremlins
4 Transgress the Mind
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
I'm kinda curious about Fatal Push. Without reliable Revolt, are there many good targets in standard? The only one that comes to mind is Grim Flayer, and 4 slots seems like poor choice when there's so few dangerous 2 drop creatures and you don't have a serious hold on turning on revolt.
Heart of Kiran, Constrictor and Ballista I guess...
Bloodhall Priest (as like a 2 of, not 4) seems good. Worth checking out. Good instant speed threat via discard outlets. The ability sometimes is relevant as it is easy to become hellbent with this deck.
I had thoughts about incorporating Fevered Visions into this deck, but I just think its too sloppy and clunky. This deck usually has plenty to do with its mana and cards.
3 Fatal Push
2 Lightning Axe
1 Unlicensed Disintegration
I like having some variety among these three, I'm just trying to decide how to balance them.
Thoughts?
I think I'm going to just keep the fatal pushes in the side and go with 4 axe and 2 disintegration. Perhaps it is right to go with 3-3 split ... but I think those spells feel a lot stronger than fatal push against the field right now.
Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
EDH : Active Decks
BUGrimgrin Tribal ZombiesBU | WGRUril, the MiststalkerWGR | XKozilek, Butcher of TruthX
My Trade List
As far as Fevered Visions, I'd only add it in if you're already playing UR. If you're playing BR, I definitely wouldn't suggest adding blue to the deck to accommodate it. I don't know if people are still playing BRU zombies. I did back when SOI released, but when EMN came, I shifted to UR. I think most everyone who was playing Grixis zombies has shifted to Izzet or Rakdos.
Has anyone tried Corrupted Grafstone? I've been running a higher casting cost version of the deck (UR Stitchwings and Masterpieces) in addition to having madness cards, and I run 4 each of Reunions and Voices. Thanks to the Reunions/Voices, I haven't been missing my land drops, but I've felt the deck can really use some ramp. I've been trying to think of ways to get some ramp in there because when I can revive a zombie and madness a Broken Concentration, it's a total blowout. I've been playing Drownyard Temples to maybe give me some ramp when I'm not spending my mana, but most of the time, it's all tied up until at least turn 6 or 7.
So for the last 2 hours, I've slotted in some Grafstones just to see how they play. As I'm at work, I haven't been able to do any real testing, just goldfishing on my app, but it's seemed really good so far. Turn 2 Grafstone/Turn 3 Reunion x 2 is insane. So far, having a start like that makes me feel like I'm hitting more Amalgams and hitting them faster. Even when I don't have a start that strong, having the extra mana means I'm able to get my Temples back faster, further ramping me and letting me do some crazy things. During one of my solitaire hands, on Turn 8, in addition to being nearly 30 cards deep into my deck, I was able to Reunion, then Voice, then bring back a Masterpiece (that came into play with 2 Amalgams) and madness cast a Broken Concentration (countering an imaginary spell lol). That's 12 mana. I felt like a green deck. Leading up to that, I had already been able to put a Stitchwing into play with an Amalgam and toss some burn. The extra ramp feels strong.
I think ramp is something we should look at, especially since Drownyard Temple and Corrupted Grafstone work so well with Reunions and Voices. I know in my deck, at the very least, I'll be able to activate my Wandering Fumaroles more easily lol. What do you all think?
So after gameday, I'm going to play 3 axe, 3 push, 1 disintegration main. I think having 4 neonates to turn push on makes sense, and I'm considering cutting to 2 reunions in order to squeeze in a mindbender instead of having it in the board. Was really happy with the deck though, made top 8 after 6 rounds and had a ton of fun doing it.
Couple of people told me they were playing a grixis emerge version of this deck ... is anyone doing that successfully? I don't see any results with it and it seems more clunky. The straight BR deck is quite efficient.
Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
EDH : Active Decks
BUGrimgrin Tribal ZombiesBU | WGRUril, the MiststalkerWGR | XKozilek, Butcher of TruthX
My Trade List
What convinced you to play 3 MD push over only SB push? Is it worth having to have 4 neonates in deck for? Neonate is a good card, but I am currently running a 3 Cryptbreaker 2 Neonate setup. Maybe that is not ideal though... That being said, Unlicensed Disintegration just feels so good when it works
I think that it is definitely worth playing around with, I had never thought of it. I am running an aggressive RB version, which I do not think Grafstone makes sense for... But in your list it seems very capable, and perhaps it could actually be the key to getting a grixis version to... emerge? If I have time I will try to play around with it!
Went 5-0 to easily win gameday today. Crushed 2 mardu vehicles lists, a more 1 drop heavy mardu aggro list, UR aggro and UB control.
Really happy with the list currently. I ended up dropping to one key, which was definitely the right move. Reunion is gross, it really shined for me today. The reason I added more push MD is the low mana cost allows removal of early threats without taking a turn off from the main gameplan. 4 neonate is the only way to go imo ... it is the card that enables T2 haunted dead into double amalgam hands ... and I don't think there are really any decks that can beat that, especially if you can follow it up with any removal spell. I didn't miss the UDs at all. Maybe they're needed against GB / Jund? I think push kills MOST of the same stuff i you can sac a neonate to turn it on.
Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
EDH : Active Decks
BUGrimgrin Tribal ZombiesBU | WGRUril, the MiststalkerWGR | XKozilek, Butcher of TruthX
My Trade List
On a side note, I do agree that 4x Insolent Neonate are mandatory. T2 Haunted Dead into 1-2 amalgams is huge, and even without the amalgams that's the only way to enable T3 Distended Mindbender, which is GG against some decks.
You may be right that is the best way to make Zombie Emerge work in Grixis. I'm pretty happy with my UR, so maybe I'll make that my new project.
Incidentally, in my UR build, since I was no longer tied to having T1-Neonate/T2-Skaab, I dropped Skaab in favor of Geralf's Masterpiece, and that has been great. I love having the much bigger, much heartier and much more impactful creature. I know there's not a black zombie equivalent, but there should've been! lol
Maybe I'm doing it wrong but I think I've never sided them out altogether.
Either way, to me they always feel better in the early turns and way worse later.
I am seeing discussion on Grafstone and Masterpiece and would like to know what I would replace to change up my regular version of the deck (list here)
Because of that, there are a lot of cards that don't need to be 4-ofs in the deck. Cards that come to mind to me are ones like Fevered Visions. I can't understate how much I love this card. It draws extras. It deals damage. It's just plain great! My game plan, however, is never to burn my opponent out with F.V. If it gets some damage in, that's great, but mostly I use it to get me 2-3 cards per turn, so I can keep facilitating my Zombies. As such, I only run 2 (and a lot of the time, I end up discarding 1. Typically I only ever use 1 in play. If I'm in a position to play both, I do, though).
In your list, I don't think Elder Deep-Fiend and Kozilek's Return have to be 4-ofs. I play 2 and 3, respectively, in the sideboard and it seems to be fine. The most I'd go is 3 and 3.
If you dropped 2 Visions, 1 EDF and 1 K's Return, that would be the 4 slots you need for Corrupted Grafstone.
As for Geralf's Masterpiece, it's kind of a different situation. I don't run full-time emerge, so in my list Masterpiece seems to play better than Stitchwing Skaab because having actual toughness makes it a heartier creature for not dying to every creature in combat and every removal. In an emerge situation though, emerging off a creature that only costs you 2 cards to come back is always going to be better than using one that costs you 3 because toughness doesn't come into play. That isn't to say you need all 4 Skaabs because you have Advanced Stitchwings you can emerge off of, and technically you only really need 1 2-card zombie to handle all of your emerge needs. I don't know the right number. I know you definitely want 4 Advanced. I don't know if you want 1 Skaab:3 Masterpiece or 2:2, but I'd start with 2:2 and if I was getting access to good emerge targets, I'd bring in more Masterpieces.
I hope that's helpful.
One huge problem that I didn't like was how tight the mana base had to be on color fixing. Ally color dual lands are just terrible in my opinion. It takes so much to get them working in a 3-color configuration that you don't leave a lot of room for anything else. That means limited Sanctum of Ugin and no Drownyard Temple or any other utility lands.
In the end, it just feels like what Grixis can do can be strong, but what it takes to make it work dilutes it so much that you're better off running Rakdos or Izzet. I personally feel Izzet is going to be the strongest Zombie Emerge because instant speed flashback on Kozilek's Return is just so incredibly strong. I'm not done playing with Grixis, I just am not having a lot of optimism.
http://www.mtgtop8.com/event?e=14690&f=ST This competitive league is 1 UR Zombie list over 7 BG Constrictor
http://www.mtgtop8.com/event?e=14732&f=ST Competitive League with a more diverse Top 8