Why? Morph, Enchantments, and Dredge! Oh My!
The 99 is nearly 50% creature based, and of those creatures there are Few 'PrimeTime' (Big Scary Must Remove), instead the deck is mostly small little synergy creatures. Of these most of them are only little utility creatures that really don't do much else. But EDH all about the haymaker? Well yes. So why play this deck? If you like planning your turns 3-5 ahead of time, playing aggressive, turning creatures sideways, and building a syngerstic field.
First thing you notice is the distinct lack of ramp, and the low to the ground curve. The result is a deck that is swinging and tempo'ing either by setting up or attacking. It requires you to be both aggressive and persistent. And it's for a player that wants to be playing turns ahead.
In many ways that makes it similar to combo Decks, however the reality it's more akin to YGO Style Decks. Which for on the appearance are combo Decks in the way somthing like affinity is. And that is the combo-style, of this deck. The Affinity.
They key difference while the deck has combo finisher elements (the most notable ones being Jarad/Thassa and Nighthowler/Bonehoard/Strength from the Fallen), its does not do reanimation. And is more akin to a playstyle of Dredge/Prized Amalgam in modern.
Strategy
The deck can be best described as NotVoltron. The core deck is present an aggro strategy for first 7-8ish turns of the game. This using Sidisi, Dredging, Morph creatures to take control of the game. In the deck core principles are protect Sidisi, no matter the cost. Once I have gotten 3-4 mill triggers off her and 6-8 Zombies, I can then shift to the alternate strategy. The first stage of the game (aggro) is to kill off Combo Player. If there are two, the one who uses creature first. Then the next stage is Sidisi Voltron or setup Jarad/Thassa/Herald/Lotleth Kill using Nighthowlers, Bonehoard, Golgari Grave or Strength. The game switches to draw/survival mode. And no more dredging either unless you have one half of combo in hand. Sense you cannot afford to mill both sides of the win conditions.
Worst case scenario however Jarad and GraveTroll are both recourrable win conditions for the fling strategy. The reason for first 4 turns of Sidisi'ing it must be emphasis is to kill off the player you would have harder time interacting with, and build up blocker and defenders. And of the combo-win pieces never be afraid to play any of them out.
The two exceptions are Jarad and Strength from the Fallen. Strength is a cheap combat trick and use it push a lone zombie over the edge, to get a kill. And Jarad only way to finish off players immune to combat or multiple players at once. And final piece, in your mulligan the only thing you are looking for is a turn 4 Sidisi. You want a morph as well. However the turn 4 Sidisi is the most important thing you are looking for.
Final point the third alternate win conditions; Noble Quary, Graf Harvest, Dictate and Kessig Cage. These provide a third route to victory in which if no boardwipe happens, you continue on the aggro plan. Quary prevents blocking once, Kessig swarms with 10-20 wolves and Harvest gives 6-10 zombies menace. And finally Dictate turns your tokens into kill spells. You repeatedly replenish your zombie count.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Not really early game is mostly just swinging Sidisi, which fuels creating large Howlers and similar cards while creating zombies. This means when I draw Howler or Hoard I can bestow/equip for a lethal one shot (using Thassa and Nylea to get damage in). In late game, Jarad, can sac anything which are normally one of three large things.
The zombies just happen over the course of the game.
Made some updates from my older decklist, overall I brought down the curve in the deck. Then I added some more win conditions or just big bodied creatures. Gitrog is the most notable of these. I will however it might come out for Sagu Crawler at some point. Sagu Morph allows me to slide in easier on curve and hexproof relavent for bestowing, and strength.
1 Sidisi, Brood Tyrant
Creatures 48
Utility Creatures 22
1 Shambling Shell
1 Deathrite Shaman
1 Eternal Witness
1 Sewer Nemesis
1 Disciple of Bolas
1 Undead Gladiator
1 Golgari Brownscale
1 Nephalia Moondrakes
1 Jarad, Golgari Lich Lord
1 Golgari Thug
1 Wonder
1 Shadowborn Demon
1 Varolz, the scar-striped
1 Satyr Wayfinder
1 Lotleth Troll
1 Viscera Seer
1 Duskwatch Recruiter
1 Golgari Grave-Troll
1 Edric, Spymaster of Trest
1 Kessig Cagebreakers
1 Sylvok Replica
1 The Gitrog Monster
Morph Creatures 11
1 Nantuko Vigilante
1 Qarsi High Priest
1 Whisperwood Elemental
1 Deathmist Raptor
1 Willbender
1 Den Protector
1 Voidmage Apprentice
1 Stratus Dancer
1 Bane of the Living
1 Ainok Survivalist
1 Icefeather Aven
1 Nyx Weaver
1 Boon Satyr
1 Herald of Torment
1 Nighthowler
1 Eidolon of Blossoms
1 Noble Quarry
1 Pharika, God of Affliction
1 Nylea, God of the Hunt
1 Thassa, God of the Sea
1 Erebos, God of the Dead
1 Brain Maggot
1 Doomwake Giant
1 Baleful Eidolon
1 Hypnotic Siren
1 Courser of Kruphix
Enchantments 11
1 Sylvan Library
1 Trail of Mystery
1 Secret Plans
1 Dictate of Erebos
1 Strength from the Fallen
1 Sultai Ascendancy
1 Graf Harvest
1 Zombie Infestation
1 Vessel of Nascency
1 Sinister Concoction
1 Shadows of the Past
Artifact 1
1 Bonehoard
Instants/Sorcery 6
1 Kruphix's Insight
1 Sudden Reclamation
1 Extinguish All Hope
1 Life from the Loam
1 Grisly Salvage
1 Commune with the Gods
1 Zoetic Cavern
1 Geier Reach Sanitarium
1 Grim Backwoods
1 Breeding Pool
1 Overgrown Tomb
1 Watery Grave
1 Misty Rainforest
1 Windswept Heath
1 Polluted Delta
1 Evolving WIlds
1 Hinterland Harbor
1 Woodland Cemetery
1 Command Tower
1 Opulent Palace
1 Mana Confluence
1 Llanowar Wastes
1 Temple of Malady
1 Temple of Deceit
5 Island
5 Forest
5 Swamp
Why? Morph, Enchantments, and Dredge! Oh My!
The 99 is nearly 50% creature based, and of those creatures there are Few 'PrimeTime' (Big Scary Must Remove), instead the deck is mostly small little synergy creatures. Of these most of them are only little utility creatures that really don't do much else. But EDH all about the haymaker? Well yes. So why play this deck? If you like planning your turns 3-5 ahead of time, playing aggressive, turning creatures sideways, and building a syngerstic field.
First thing you notice is the distinct lack of ramp, and the low to the ground curve. The result is a deck that is swinging and tempo'ing either by setting up or attacking. It requires you to be both aggressive and persistent. And it's for a player that wants to be playing turns ahead.
In many ways that makes it similar to combo Decks, however the reality it's more akin to YGO Style Decks. Which for on the appearance are combo Decks in the way somthing like affinity is. And that is the combo-style, of this deck. The Affinity.
They key difference while the deck has combo finisher elements (the most notable ones being Jarad/Thassa and Nighthowler/Bonehoard/Strength from the Fallen), its does not do reanimation. And is more akin to a playstyle of Dredge/Prized Amalgam in modern.
Strategy
The deck can be best described as NotVoltron. The core deck is present an aggro strategy for first 7-8ish turns of the game. This using Sidisi, Dredging, Morph creatures to take control of the game. In the deck core principles are protect Sidisi, no matter the cost. Once I have gotten 3-4 mill triggers off her and 6-8 Zombies, I can then shift to the alternate strategy. The first stage of the game (aggro) is to kill off Combo Player. If there are two, the one who uses creature first. Then the next stage is Sidisi Voltron or setup Jarad/Thassa/Herald/Lotleth Kill using Nighthowlers, Bonehoard, Golgari Grave or Strength. The game switches to draw/survival mode. And no more dredging either unless you have one half of combo in hand. Sense you cannot afford to mill both sides of the win conditions.
Worst case scenario however Jarad and GraveTroll are both recourrable win conditions for the fling strategy. The reason for first 4 turns of Sidisi'ing it must be emphasis is to kill off the player you would have harder time interacting with, and build up blocker and defenders. And of the combo-win pieces never be afraid to play any of them out.
The two exceptions are Jarad and Strength from the Fallen. Strength is a cheap combat trick and use it push a lone zombie over the edge, to get a kill. And Jarad only way to finish off players immune to combat or multiple players at once. And final piece, in your mulligan the only thing you are looking for is a turn 4 Sidisi. You want a morph as well. However the turn 4 Sidisi is the most important thing you are looking for.
Final point the third alternate win conditions; Noble Quary, Graf Harvest, Dictate and Kessig Cage. These provide a third route to victory in which if no boardwipe happens, you continue on the aggro plan. Quary prevents blocking once, Kessig swarms with 10-20 wolves and Harvest gives 6-10 zombies menace. And finally Dictate turns your tokens into kill spells. You repeatedly replenish your zombie count.
I
------------------------
CerberusJund (Modern)GRB
Sidisi, Brood Tyrant Morphentress (Commander) GUB
I also play YGO (DragunFusion) and Hearthstone (Dragon Control Warrior)
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
The zombies just happen over the course of the game.
CerberusJund (Modern)GRB
Sidisi, Brood Tyrant Morphentress (Commander) GUB
I also play YGO (DragunFusion) and Hearthstone (Dragon Control Warrior)
CerberusJund (Modern)GRB
Sidisi, Brood Tyrant Morphentress (Commander) GUB
I also play YGO (DragunFusion) and Hearthstone (Dragon Control Warrior)