Alright, I'm not actually recommending this, but a lot of your points feel like they match my Grimgrin deck, so I wanted to do some comparisons.
1) UB. You said you preferred it to be the core, which was why I thought Grimgrin fit in paricular for a comparison case.
2) No combat. Okay, fine my Grimgrin's casual goal is amass as many 2/2 Zombie tokens as possible (I collect those and had to use them somewhere) and theoretically you could just run all of them in combat, but let's face it's unrealistic primary plan. The actual plan is get as many of them as possible out at once and use Shepherd of Rot to win. But like all creature-reliant strategies, it's easily disrupted (but then again I'm in quite a fierce meta, almost anything can be disrupted anyway).
3) Oh boy, flavor-wise theft/clones are the theme of the deck (zombies are the functional half). I run thebigthree in the deck and even in the cases where there's nothing of value elsewhere to copy, Zombies is the one tribe that amplifies itself a whole more when multiplied. I generally resort my theft plans to be more of my answers to what the color combination has trouble answering past counters/bouncing though, using cards like Aura Thief for enchantments, since space gets tight once you squeeze zombies into the whole lot. As for drain, it's a side-theme at best (as mentioned, lack of space) that falls into the likes of Bontu's Monument and Gary. I do run Plague Belcher and Vengeful Dead and with Exquisite Blood you could turn it to drain, but I'd say the enchantment is too much of a trouble magnet for me to bother. I usually just run zombies into players/things with Whip of Erebos for lifegain separately.
4) Grimgrin is a sac outlet. Not the only one of course, but it's always more reassuring to have one in the Command Zone when relying on creature/token-based strategies. Zombie tribal recursion means it's often tempting to put him into the graveyard, but sometimes Rooftop Storm makes it preferable to just pay the tax only instead.
5) Well, I do have my sacrifice outlets to subvert anti-synergies from wipes (because cheaper wipes are almost always two-sided), but if one doesn't want to, we're in the colors of Cyclonic Rift, Plague Wind and In Garruk's Wake.
6) Here is where it digresses. UB alone isn't exactly the fastest of colors (you're going to need all the 2-mana rocks you can find basically for the color combination) and cheap mass removal as mentioned, isn't one-sided (but it'll hurt them more than you if they're aggro-fast anyway). Honestly, if you have elfball, ramp-eldrazi and chaos-crazy decks on the same table, it'll be nigh difficult to stay stabilized between all of them even with the tools packed into the decks since there's no guarantee you'll get to them in the correct phases... especially if you're the only answer on the board. You'll basically need to draw into early mass removal to cripple the elf decks early on and load up on counterspells to deal with the likes of ramping and chaos cards.
Just based on the digression on 6) alone I'd think one of those competitive Tasigur decks would work out better though. I'm no expert on the commander so I won't be recommending anything in particular (you can go find the Tasigur threads via the database instead), but I've witnessed variations of the decks in action myself that it feels like the correct choice here.
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1) UB. You said you preferred it to be the core, which was why I thought Grimgrin fit in paricular for a comparison case.
2) No combat. Okay, fine my Grimgrin's casual goal is amass as many 2/2 Zombie tokens as possible (I collect those and had to use them somewhere) and theoretically you could just run all of them in combat, but let's face it's unrealistic primary plan. The actual plan is get as many of them as possible out at once and use Shepherd of Rot to win. But like all creature-reliant strategies, it's easily disrupted (but then again I'm in quite a fierce meta, almost anything can be disrupted anyway).
3) Oh boy, flavor-wise theft/clones are the theme of the deck (zombies are the functional half). I run the big three in the deck and even in the cases where there's nothing of value elsewhere to copy, Zombies is the one tribe that amplifies itself a whole more when multiplied. I generally resort my theft plans to be more of my answers to what the color combination has trouble answering past counters/bouncing though, using cards like Aura Thief for enchantments, since space gets tight once you squeeze zombies into the whole lot. As for drain, it's a side-theme at best (as mentioned, lack of space) that falls into the likes of Bontu's Monument and Gary. I do run Plague Belcher and Vengeful Dead and with Exquisite Blood you could turn it to drain, but I'd say the enchantment is too much of a trouble magnet for me to bother. I usually just run zombies into players/things with Whip of Erebos for lifegain separately.
4) Grimgrin is a sac outlet. Not the only one of course, but it's always more reassuring to have one in the Command Zone when relying on creature/token-based strategies. Zombie tribal recursion means it's often tempting to put him into the graveyard, but sometimes Rooftop Storm makes it preferable to just pay the tax only instead.
5) Well, I do have my sacrifice outlets to subvert anti-synergies from wipes (because cheaper wipes are almost always two-sided), but if one doesn't want to, we're in the colors of Cyclonic Rift, Plague Wind and In Garruk's Wake.
6) Here is where it digresses. UB alone isn't exactly the fastest of colors (you're going to need all the 2-mana rocks you can find basically for the color combination) and cheap mass removal as mentioned, isn't one-sided (but it'll hurt them more than you if they're aggro-fast anyway). Honestly, if you have elfball, ramp-eldrazi and chaos-crazy decks on the same table, it'll be nigh difficult to stay stabilized between all of them even with the tools packed into the decks since there's no guarantee you'll get to them in the correct phases... especially if you're the only answer on the board. You'll basically need to draw into early mass removal to cripple the elf decks early on and load up on counterspells to deal with the likes of ramping and chaos cards.
Just based on the digression on 6) alone I'd think one of those competitive Tasigur decks would work out better though. I'm no expert on the commander so I won't be recommending anything in particular (you can go find the Tasigur threads via the database instead), but I've witnessed variations of the decks in action myself that it feels like the correct choice here.