"Christ promised the resurrection of the dead. I just thought he had something a little different in mind."
.... Herschel Greene
Another piece of artistic genius from Ace5301 over at "Ace of Spades" Studio.
Soldier - "Sir, the line is crumbling, we have to have reinforcements now."
Captain - "Don't talk crazy, son. We've got this under control. I saw the vanguard crush their main force over an hour ago. Half their force is dead."
Soldier - "I saw that too, sir..... but...."
Captain - "So what's the problem?"
Soldier - "Sir...... they keep coming back."
My latest Zombie Tribal deck. Since I'm a huge fan of playing with dead things, I built a Dralnu, Lich Lord zom deck a long time ago, it eventually got taken apart for other things. Then I moved onto Glissa, the Traitor zoms. It just wasn't very satisfying. This build is turning out to be more fun so far, and appears that it will be my permanent Zombie Tribal deck.
How does it play/win?
Lots of playing, dying, re-playing going on. It mainly wins in one of three ways.
1) Commander damage with a huge, pumped Grimgrin
2) Alpha Strike with lots of zoms
3) Opponents losing life when lots of zoms leave play because of Vela the Night-Clad, Blood Artist, Vengeful Dead, or Diregraf Captain. Cycling Gempalm Polluter before they die is another variation/option.
There are a few cool combos and a big finisher or two as backup plans. There is a ton of interesting synergies going on.
I recently finished a game by cycling Gempalm Polluter with 16 zoms in play, then saccing 15 of them to Grimgrin while Vengeful Dead was in play.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be fun to pilot or to play against and interactive.
4) Have multiple paths to victory.
5) Have lots of cool interactions and synergy.
6) Play out differently every game to keep it fun over a long time.
7) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
8) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
Don't forget that with Endless Ranks of the Dead, you control both triggers, so you decide how they go on the stack. Let Stairwell resolve first so there are more zoms in play for Ranks. You get to keep the Ranks tokens.
Before the end of the turn, take advantage of all the zom tokens that are about to die with things like:
"Don't Fear the Reaper" by Blue Oyster Cult
"Dead Man's Party" by Oingo Boingo
"All You Zombies" by Hooters
"Welcome To My Nightmare" by Alice Cooper
"Zombie" by the Cranberries
"Living Dead Girl" by Rob Zombie
Some of the cards i think are cut worthy are some of the lords as they generally don't do much for you in the long run. (i have tested this a lot, but it might be different in your meta). You can look at my deck in my signature for any ideas.
Coffin Queen is awesome (but one should always have a sac outlet at the ready just in case).
Patriarch's Bidding is great but i find that Zombie Apocalypse can work better regardless of the fact that it cost 1 more mana and the creatures ETB tapped. And seriously who doesn't want to kill all humans?
Hey there Blackjack. I've seen a couple of your decklists before and they, including this one, are all pretty awesome. I've been playing Grimgrin as my head ever since he was released, and working with this kind of deck there's a good chance that you can run out of steam in the middle to late game areas. Here are some suggestions that may or may not help.
These aren't so hard to cast, with the possible exception of CC having a CMC of 4, while also including double blue. The upside to these cards, aside from the obvious card draw, is that it also fills your graveyard for more recursion. Even better if you decide to kick Probe to have an opponent discard to feed stuff like Coffin Queen.
And my favorite inclusion to this card draw package... Unfulfilled Desires! It's a controllable Phyrexian Arena that you have to pay one for, but it helps when you have a bunch of crap in your hand, or want to discard something like Filth in a pinch.
How helpful has Archdemon of Unx been? How have you been getting enough non-zombies to keep him alive or is the plan to hope for Nim Deathmantle to already be out on the field?
I'm taking him out. I thought it would be a cute combo with deathmantle (and Rise from the Grave which I already took out), but it's just too unreliable, it's been useless so far. Meh, it was worth a try
First thanks so much for all of your posts I always enjoy your decks and the writing style you use to put the posts together... I have a quick question on this deck, why no protection for grimgrin? Do you not go for general damage strikes? Seems like Swiftfoot Boots and Lightning Greaves, maybe even Draksteel Plate would all be very useful.
I may very well put one or two equips in once Gatecrash releases (I'm putting off official deck changes 'til then). I didn't originally since, equal to Grimgrins usefulness as a beater, is the mass swarm of zoms the deck can generate and then do it's killing with mass dmg + Gempalm Polluter and Vengeful Dead style shenanigans. I didn't want to use up the card slots for equips.
Since I've been able to play the deck a few more times now, I'm going to make a few cuts and may free up enough slots to warrant an equip inclusion or two.
I still haven't completely scoured the Gatecrash spoiler for cards that would be good in here, if you spot any hidden tech, let me know.
Yeah, cool trick. I used this in one of my old zom decks. I used Buried Alive and corpse connoisseur to fetch him. Ah, if only Haakon said "zombies" instead of "knights". Still, he's always in the back of my mind.
Here's how it works with Knight-Captain of Eos:
KC in play with the 2 tokens he brought. Sac the two tokens to Ashnods which puts in the pool. Now sac KC himself to the altar. in pool, using of it to bring KC back with Deathmantle. Now you're at your starting state and up in the pool. Repeat for as many times as you need to kill the table with an Exsanguinate.
NOW THAT YOU'VE GOT INIF-MANA: It's time to get infi-tokens.
Just sac off KC and one token instead of both tokens, and use the 4 mana that generates to return KC to play on the Deathmantle. Now you're even on mana and +1 token. Repeat.
Keep up the good work! Grimgrin was my first Commander and has alway been a lot of fun, even in the beginning when my deck was terrible
Thanks, man. This one is still pretty rough, I think it'll get considerably better with the upcoming batch of changes. So far, it's been a lot of fun, but just not quite deadly enough. I'm getting too many decks, so they're individually getting a lot less play/testing because of it. I guess I'll just have to pick up the pace on playing edh games a little
Of those Fatestitcher is the only one I have interest in as it can be used in other ways with the other lords out an I am really trying to keep my deck on theme...
Thornbite Staff - Its already pretty darn easy to untap him and this card does little for the deck other than with grimgrin, one dimensional. Intruder Alarm - See above Blade of the Bloodchief - Doesnt really help him stick around and its already really easy to get counters on him... maybe this one would be worth throwing in to test. Bitterblossom - Shoot man when isn't this good in a deck... like ever.
Those are my thoughts at least...
The reason why I like the shroud/hexproof equips is that they can also be used to protect combo pieces not just our smiling commander.
For my own deck I plan to use Grimgrin a little more than Blackjack seems to, but at the same time its not my sole plan. If I really focus on using him the whole table will make sure I never get a chance too (I run in a removal heavy meta...)
I want the ability to have multiple paths to victory; Grimgrin, Pseudo-combo, Zombie beats
Yeah, I haven't really focused much on commander damage, but I'm going to go a bit heavier that way with the new changes. I've won more just by using him as a sac outlet with Vengeful Dead or Diregraf Captain in play.
In the interest of provoking continued discussion because I am very interested in this general I will post my current list as it stands. I am interested in making a few more tweaks to it... Right now it favors mass removal over spot removal.
Definitely taking out Corpse Dance now. It's my favorite recursion spell ever, but this deck doesn't really abuse etb abilities like my others and doesn't have nearly as many sac outlets to get around the exile clause with any consistency.
I'll be finalizing my changes and updating the list within a day or so. Tough decisions.
Metamorph is an upgrade to sculpting steel because it can be artifacts or creatures and can be cast for the same cost if needed...
Plague Wind is 9 mana.... 9 freaking mana I deserve to win for that amount on one spell, so I changed it to tutor for X. Diabolic Revelation will win me the game if I am not disrupted, that being said I will watch it closely to make sure it doesn't become the, "lets combo asap" card it could be.
Finally Vess came in for Syphon Mind because she gets me what I want, can also mess others up, and in a rare ultimate is pretty sweet. Looking at maybe Liliana of the veil as well.
Your deck looks similar to mine too. Have you tried running Cruel Revival? It's removal and recursion at the same time! Sure it has a cmc of 5, but that's easy in EDH. Also, why not also use Liliana of the Dark Realms as mana fix? Keep up the good work.