Zombardment's strategy is a type of rock deck in that it uses cheap recurring creatures and spells to put a constant pressure clock on your opponent and stripping their hand of their plans, responses, and threats. Originally conceived by Sam Black, it is a combo at heart, and has a touch of aggro and uses it's graveyard to an extent, where if your graveyard is disturbed you should be able to keep going.
With the introduction of Gravecrawler and Bloodghast, recursion is incredible and the free sac damage offered in the deck is a great way to finish the game. The card base allowed in Legacy offers a wide variety of strategies, making each deck a guessing game for opponents and hard to sideboard against. Due to the combo-aggro nature of this deck, sideboarding should not be concerned with hating out grave hate. Instead it should be concerned with how to better attack games 2 and 3 and to disrupt their end game against you. Let them destroy what is just a benefit to our deck and not th heart.
Card Choices Cabal Therapy The premier discard card in our deck. Not to be overlooked or under utilized. In an experienced players deck, this card can shred opponents hands leaving them hopeless and scrambling for answers. An auto 4.
Gravecrawler 1 of 2 reasons why this deck can function and do what it does. Sac'd to Therapy if you whiffed the first time, sac'd to Carrion Feeder for big beats, sac'd to Bombardment for ping damage. A combination with a Blood Artist on the field can spell D-O-O-M for your opponent. While only being a small creature, his rock like status by reanimating are what make him golden.
Goblin Bombardment The lynch pin to your main win condition. While you always want to see this card every game, you don't want a 4 of. It does nothing by itself, so early game sight in multiples can slow you down and cause you a loss or mulligan.
Faithless Looting A pseudo draw card because 19 of our cards can work from the grave or our hands. Anything you pitch helps activate Shaman and with flashback we technically never lost the cards, essentially drawing 2 cards for R. A dream play is pitching 2 Bloodghasts turn 2 and then Landfall. While graveyard hate can seem to be a great shut down, the beats from your small creatures can finish the game. Graveyard is an added benefit and not the full strategy.
Lingering Souls It provides 4 creatures, 4 damage via Goblin Bombardment if you can't attack and 8 if you can. Spamming flying chumps for cheap isn't bad either, all the while being a bad target for counters. This card also allows for blockers, which this deck lacks since Feeder, Gravecrawler, and Bloodghast can't.
Bitterblossom This is another card that spams damage, attackers, blockers, and counters for Carrion Feeder. It is extremely powerful and should be heavily considered when building your deck and there is not much of an aggressive meta. In this regard, we are the aggressor the life loss is negligent.
Tidehollow Sculler Another way for you to invade their hand and keep the beats coming. The best trick you can do with this is kill it in response to its EtB trigger to permanently exile the card. Yes, read that again. It also activates Gravecrawler. The downside to him being that he can't attack if they have blockers, but he provides 2-for 1 card advantage. With experience players, he can allow for complex game plays that could lead you to victory if played correctly
Thoughtseize Another one mana hand attack that stops all threats before they become threats. In this deck, it is second to Cabal Therapy and should rarely be overlooked. If you are new to the format, let alone with this deck, this would probably be your premier discard spell over Cabal Therapy. The 2 life loss is the only downside, but the fact that you will never whiff is great. This card, or any more discard, does put the deck into mid range territory though, so keep that in mind while counting the amount of discard into your decks.
Lightning Bolt Red's most efficient removal and direct damage spell. Any deck playing red should consider this spell at all times. With the amount of fetchlands this deck runs, red sources are never far behind and many decks runs creatures with less than 3 toughness. Using this card is highly dependent upon your build as well. If you have built this to be more aggressive, then this efficient removal or reach spell could be what you're looking for.
Carrion Feeder Your Tarmogoyf for the deck. He provides beats and activation for Blood Artist if you run that package. But possibly the weakest point in our strategy however, and will probably be your sided out choice. He provides combat shenanigans, as well as providing answers to the random Bridge decks.
Dark Confidant This card doesn't need much of an explanation, but I will anyway. He draws you cards for one life most of the time, practically a 2-mana Phyrexian Arena while providing a body to beat with. Since you have many ways to sacrifice him before he kills you is another major plus to him. Playing him main board or side is a tough decision, so keep in mind he dies very quickly and removal is usually waiting for him and not used on our other creatures. Remember the flavor text on him as well: "Greatness, at any cost."
Deathrite Shaman This deck can benefit from an accelerator to keep up with the unfair decks, while keeping a solid clock with the fair decks. It helps to hose graveyard using decks and mirrors, with providing a small bit of life gain while shrinking Tarmogoyf. The major downside being he needs to sit around for a full turn before use and he taps, making him much shower than scavenging ooze, but not forcing us to splash green if all we want is the clock. The abundance of fetchlands will always allow us to accel. Also allows you to get around Solitary Confinement and Leyline of Sanctity.
Blood Artist This card brings a shock to your opponents system every time they block. While he can't attack, he does provide a body to block and ping with Bombardment, and can keep opposing aggro at bay with the life gain and provides sudden wins out of nowhere. Not a 4-of since he can't attack, but can be kept in mind when building your deck. Downside being that it does nothing against Leyline of Sanctity and Solitary Confinement.
Zealous Persecution A card that has been overlooked, but the added +1 damage for an alpha strike in swarm mode is beastly. It can wipe your opponent's board if they're playing Goblins, Elves, and Affinity, kills Mother, Dryad Arbor, Hierarch, multiple Delvers, non-Threshold Mongoose, SCM, along with many more creatures.
Humility This deck can really abuse this card, but is generally only brought in against Show decks. Your creatures have the added benefit of coming back from the graveyard while your opponents don't. It doesn't shut off Gravecrawler's and Bloodghast's ability to come back from dying because they are cards and not creatures in the graveyard. Counters on Carrion Feeder are still there as well. Turning Griselbrand and Emrakul into 1/1s against Show and Tell and Reanimator is huge. RUG can't deal with it if it lands and Zealous becomes a game winner. This card also allows you to block if need be.
Matchup versus RUG. RUG, as always, is a tricky one. We put the matchup at 55-45 in favor of RUG
If you resolve a Goblin Bombardment and a Lingering Souls, you win. Problem is, that's no easy task. Our Deathrites are big in combating their mana denial plan, but they have 6+ ways to remove deathrite. We usually can't play around daze,let alone pierce and they can save FoW for our key spells. We often find ourselves without the correct mana color, do to stifle or wasteland.
The good news is, we're just as aggro as they are. If Carrion feeder ever gets to be a 4/4 theirs not much they can do to remove him. Tarmogoyf gives us big big problems, but we can deal with him.
For the matches I was siding out swords and bringing in zealous, but now i think that's wrong. Swords is vital for tarmogoyf, and zealous really only hits unflipped delver or small mongooses, and a good player will have counters up before those hit the table, also you should side out tidehollow.
Your plan is to resolve a Lingering Souls. That is the single biggest card in the matchup. Otherwise, do your best to pick off delver with bombardment. This is the only matchup where i side out tidehollow, but resolving our 2 drops through daze and having them stick is no easy task. You would rather have gravecrawler or feeder. Tangentially, tidehollow tends to make their goyfs bigger.
It's tough to put a number on this one. I won preboard games 2-1, and lost post board 3-0. Still, we agreed that it was a very close matchup, and i didnt draw a cabal therapy or resolve a lingering souls in any of those matches, and never drew multiple souls. The sample size was way to small to make fast conclusions, but we put it at 55-45 in favor of RUG. Alot depends on bolt vs. DRS and Pierce vs. Lingering souls.
Pithing Needle is non-awful VS. Sneak and Tell variants, though dead against Omni-Tell Variants. I don't know if I would board it in though.
Reanimator
In our favor. Your discard should target their enablers like Careful Study, Entomb, and Hapless Researcher. Their hands are soft to discard once you know what you have to do and quickly beat.
Maverick
Esper Stoneblade
This deck is a close one and tight play is needed to win. Aside from your normal T1 discard, save at least one for their tutored equipment. Jitte must stay off the board, or it is game over. Batterskull can be held at bay with sac outlets from Bombardment or Feeder, but Jitte is the number one enemy. Bloodghast and Bob are going to be all stars in this match up. Game 2 watch out for Surgical Extraction and Engineered Plague. Board in your remaining Decay or Disenchant, maybe a Pithing Needle and all of your Dark Confidant. Board out a Feeder or 2 and a Lingering Souls or 2.
Jund (60/40)/(40/60) depending on Punishing Fire
This match-up is slightly in your favor if they are a version without Punishing Fire, and slightly in their favor if they are a version with Punishing fire. Your hand destruction does a lot against them, and your recursive creatures help to blank their suite of removal, however if they get the fire engine online then they can do a lot against your board, considering every creature in the deck is killed by it. Even with punishing fire they still have a lot of dead cards against you, Liliana in particular is pretty dead against you.
The matchup needs testing, but we settled on 60-40 in favor of punishing Jund, perhaps ever more favorable for them. However, Zombardment is likely favored versus regular jund.
Against Punishing Jund, G1 all depends on assembling a grove of the burnwillows with a punishing fire. After that is assembled, there's not much zombies can do. Tidehollow is easily removed. The best counter to punishing fire is bombardment, but Jund plays 4-6 answers (abrupt decay/maelstrom pulse) maindeck.
This was against the list that won scg atlanta 3 weeks ago (piloted by Tony Chu).
G2 Punishing Jund can bring in 3 engineered plague, 2 tormod's crypts, and perhaps most importantly, can side out all 4 liliana of the veils. I don't think I need to explain why liliana sucks. Also, any player worth their salt names spirits with engineered plague, taking out both ghast and lingering souls. The keys to beating Jund: make them discard engineered explosives. Have a pithing needle for their DRS. Drop a perish on them. Hope they don't get their fire/willow engine online.
Luckily Punishing Jund is terrible against combo, so if combo is rampant, this deck will be a minority, if there at all.
The idea behind this one is direct damage through burn, pings, and Messenger. I wish I could fit in a little more hand disruption, but I just can't see where to fit it in.
The version that uses green also uses dark ritual to send vengevines and bloodghasts into the yard as early as possible to overwhelm the opponent. I believe it was called "Living Dead Girl" by the person I heard it from. I am brewing a list for out as well, but I'm out of town for right now and won't post something so long from a phone.
I do understand how Lingering soul is good, but is it that good ? I'am mean it's true that you're not making any card disadvantage but it's still only some 1/1 token, that could champ a knight of the Reliquary or deal a few damage... I havn't play the deck yet but there is some part that really annoy me, and lingering soul is one of them.
Maverick seems to be a really bad match up she's the same thread as she could be against RUG.
I really think the deck as a strong potential but the first draft appeared recently and i believe that some card a questionable.
Is white solely for Lingering Souls and green for Vengevine/Basking Rootwalla?
I think this deck is interesting after hearing how Sam Black did at the recent GP I am willing to give this deck some testing, should Phyrexian Altar/Carrion Feeder combo be added to the list to infinite with a Blood Artist out for the win?
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
I feel like this deck has proven itself as a good deck and the mods should think about moving it...
I think I am going to begin building it. It looks like a lot of fun, and isn't expensive to build. I do like the idea of Unearth, but other than messenger what is really worth Unearthing?
Also I am not a huge fan of Hymn to Tourach in this deck... I think more targeted discard is better.
I squeezed a Stoneblade package into the BRW version of this deck. My question is if anyone thinks this creates redundancy: i.e. making the deck better against what its already good at instead of shoring up its bad matchups. The package is 5 cards (3 stoneforge mystics, 1 jitte, 1 SoFaI), and works really well with the mana. I love throwing jitte on an expendable gravecrawler or bloodghast.
The mana works great, but i basically made room in the deck by shaving cards here and there from sam black's list. If people are interested I'll be here to discuss it more.
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YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Also, what's your thoughts on nether traitor as an alternative to bloodghast? with 2 out you get the same effect as a gravecrawler + another zombie.
The only problem I see is that unlike bloodghast it costs mana to do... I guess thats okay since sometimes yyou dont have a land to drop, but bloodghast has an extra point of power, and a T1 Faithless discarding 2 ghasts into a T2 lands drop is pretty damn good.
Definitely seems that Sam Black's list should be starting point after GP Atlanta and if it Top8's again should move to established. Blood Artist and Cabal Therapy should be part of the core deck.
Now new cards- Disciple of Bolas? Mana cost is probably too high but saccing a giant Carrion Feeder would be sweet and give some extra late game. Vile Rebirth for sideboard?
Modern- porting too Modern - losses - Cabal Therapy, Carrion Feeder, Bitterblossom and Goblin Bombardment. Land- Undiscovered Paradise / Duals Sideboard- Perish and Vindicate.
Potential adds- Disciple of Bolas, Liliana 2.0, Falkenrath Aristocrat, Gatekeeper of Malakir, Furnace Celebration. Not sure which discard to replace Therapy would be best since the sac on Cabal Therapy helps so much. Probably Inquisition vs Thoughtseize or just going with Liliana. Bitterblossom- not sure- Lingering Souls but not sure if splashing white is worth it. Zombie Infestation- bad if you don't have Gravecrawlers or Bloodghasts in hand. Land effect for Bloodghast similar to Undiscovered Paradise? Don't know- more card draw potential with Disciple of Bolas or move Bob to main. More lands drawn and may not need a similar land. But u could try a bounce land I suppose. Shocks for duals obv.
May copy this thread over to Modern but thought if you are playing a legacy version this may be something you are thinking about.
A modern version is tough because you lose your sac effects that help to give you reach. At that point it becomes a beatdown deck with some hand disruption. Disciple of Bolas may be playable as a one of maybe? Kind of like how Nic Fit plays a one of Skeletal Scrying for reach this might play a One of Disciple perhaps?
What would you guys think of Teysa, Orzhov Scion? Pretty much all our cannon fodder is black, so it doubles the damage with each sacrifice/gives flying beaters. Also, the exile ability may be relevant against show and tell and other fatties such as kotr, tarmo, tombstalker, etc.
Back to Legacy - The beauty in the Sam Black version is the speed it comes down with. I think the Lingering Souls are definitely a necessity, they give you great reach, are resistant to countermagic, and the tokens can throw down crucial chump blocks and then be sacced elsewhere for a greater purpose.
Teysa seems synergistic, but I think the prevalence of efficient removal in Legacy might hurt her usefulness here. She requires careful play and a bit of set up to get her engine going...not much unlike Goblin Bombardment, I guess.
Hmmm. I Don't believe that Teysa deserves a slot in the deck in a vacuum, but I think that she's synergistic enough to pull her weight as a one of.
I wouldn't play more than 1 because she costs 3 mana.
Teysa + 1/2 of lingering souls = Sword to plowshares.
Teysa + gravecrawler + Crypty = spirit factory (and more exiling)
Whereas gravcrawler crypty and Goblinbombardment are redundant, Teysa gives you BBB exile target griselbrand.
One thing whack about teysa is that she doesn't give you anything when she herself dies. Overall I'd put one of her in just cause she's flavorful, and I like it when cool legends are even remotely playable.
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YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
I like bombardment better since it's free to activate. You already want lots of black mana to recurr gravecrawler, having to pay R and B each time is a big issue. It also doesn't work with bloodghast.
So I've been tinkering with this deck and I can't believe there hasn't been a build with Grave pact in it yet. I currently run 2 copies and I'm considering going to 3.
Once it hits the table, your opponent can expect to never have a creature stick in play again.
I like this deck quite a bit. The few changes I would do is change IoK to Thoughtseize, drop Bombardment down to 3 and Bitterblossom to 2, unless you constantly have a creature in play to sac to it, and change Extirpate to surgical Extraction. I really wish I thought of Bitterblossom in the deck. What do you bring Vindicate in against?
Banner courtesy of Megabug
Zombardment's strategy is a type of rock deck in that it uses cheap recurring creatures and spells to put a constant pressure clock on your opponent and stripping their hand of their plans, responses, and threats. Originally conceived by Sam Black, it is a combo at heart, and has a touch of aggro and uses it's graveyard to an extent, where if your graveyard is disturbed you should be able to keep going.
With the introduction of Gravecrawler and Bloodghast, recursion is incredible and the free sac damage offered in the deck is a great way to finish the game. The card base allowed in Legacy offers a wide variety of strategies, making each deck a guessing game for opponents and hard to sideboard against. Due to the combo-aggro nature of this deck, sideboarding should not be concerned with hating out grave hate. Instead it should be concerned with how to better attack games 2 and 3 and to disrupt their end game against you. Let them destroy what is just a benefit to our deck and not th heart.
Base of the deck
4 Bloodghast
3 Lingering Souls
4 Faithless Looting
4 Cabal Therapy
3 Goblin Bombardment
9 Black based Fetchlands
Card Choices
Cabal Therapy The premier discard card in our deck. Not to be overlooked or under utilized. In an experienced players deck, this card can shred opponents hands leaving them hopeless and scrambling for answers. An auto 4.
Gravecrawler 1 of 2 reasons why this deck can function and do what it does. Sac'd to Therapy if you whiffed the first time, sac'd to Carrion Feeder for big beats, sac'd to Bombardment for ping damage. A combination with a Blood Artist on the field can spell D-O-O-M for your opponent. While only being a small creature, his rock like status by reanimating are what make him golden.
Bloodghast See Gravecrawler.
Goblin Bombardment The lynch pin to your main win condition. While you always want to see this card every game, you don't want a 4 of. It does nothing by itself, so early game sight in multiples can slow you down and cause you a loss or mulligan.
Faithless Looting A pseudo draw card because 19 of our cards can work from the grave or our hands. Anything you pitch helps activate Shaman and with flashback we technically never lost the cards, essentially drawing 2 cards for R. A dream play is pitching 2 Bloodghasts turn 2 and then Landfall. While graveyard hate can seem to be a great shut down, the beats from your small creatures can finish the game. Graveyard is an added benefit and not the full strategy.
Lingering Souls It provides 4 creatures, 4 damage via Goblin Bombardment if you can't attack and 8 if you can. Spamming flying chumps for cheap isn't bad either, all the while being a bad target for counters. This card also allows for blockers, which this deck lacks since Feeder, Gravecrawler, and Bloodghast can't.
Bitterblossom This is another card that spams damage, attackers, blockers, and counters for Carrion Feeder. It is extremely powerful and should be heavily considered when building your deck and there is not much of an aggressive meta. In this regard, we are the aggressor the life loss is negligent.
Tidehollow Sculler Another way for you to invade their hand and keep the beats coming. The best trick you can do with this is kill it in response to its EtB trigger to permanently exile the card. Yes, read that again. It also activates Gravecrawler. The downside to him being that he can't attack if they have blockers, but he provides 2-for 1 card advantage. With experience players, he can allow for complex game plays that could lead you to victory if played correctly
Thoughtseize Another one mana hand attack that stops all threats before they become threats. In this deck, it is second to Cabal Therapy and should rarely be overlooked. If you are new to the format, let alone with this deck, this would probably be your premier discard spell over Cabal Therapy. The 2 life loss is the only downside, but the fact that you will never whiff is great. This card, or any more discard, does put the deck into mid range territory though, so keep that in mind while counting the amount of discard into your decks.
Lightning Bolt Red's most efficient removal and direct damage spell. Any deck playing red should consider this spell at all times. With the amount of fetchlands this deck runs, red sources are never far behind and many decks runs creatures with less than 3 toughness. Using this card is highly dependent upon your build as well. If you have built this to be more aggressive, then this efficient removal or reach spell could be what you're looking for.
Carrion Feeder Your Tarmogoyf for the deck. He provides beats and activation for Blood Artist if you run that package. But possibly the weakest point in our strategy however, and will probably be your sided out choice. He provides combat shenanigans, as well as providing answers to the random Bridge decks.
Dark Confidant This card doesn't need much of an explanation, but I will anyway. He draws you cards for one life most of the time, practically a 2-mana Phyrexian Arena while providing a body to beat with. Since you have many ways to sacrifice him before he kills you is another major plus to him. Playing him main board or side is a tough decision, so keep in mind he dies very quickly and removal is usually waiting for him and not used on our other creatures. Remember the flavor text on him as well: "Greatness, at any cost."
Deathrite Shaman This deck can benefit from an accelerator to keep up with the unfair decks, while keeping a solid clock with the fair decks. It helps to hose graveyard using decks and mirrors, with providing a small bit of life gain while shrinking Tarmogoyf. The major downside being he needs to sit around for a full turn before use and he taps, making him much shower than scavenging ooze, but not forcing us to splash green if all we want is the clock. The abundance of fetchlands will always allow us to accel. Also allows you to get around Solitary Confinement and Leyline of Sanctity.
Blood Artist This card brings a shock to your opponents system every time they block. While he can't attack, he does provide a body to block and ping with Bombardment, and can keep opposing aggro at bay with the life gain and provides sudden wins out of nowhere. Not a 4-of since he can't attack, but can be kept in mind when building your deck. Downside being that it does nothing against Leyline of Sanctity and Solitary Confinement.
Zealous Persecution A card that has been overlooked, but the added +1 damage for an alpha strike in swarm mode is beastly. It can wipe your opponent's board if they're playing Goblins, Elves, and Affinity, kills Mother, Dryad Arbor, Hierarch, multiple Delvers, non-Threshold Mongoose, SCM, along with many more creatures.
Humility This deck can really abuse this card, but is generally only brought in against Show decks. Your creatures have the added benefit of coming back from the graveyard while your opponents don't. It doesn't shut off Gravecrawler's and Bloodghast's ability to come back from dying because they are cards and not creatures in the graveyard. Counters on Carrion Feeder are still there as well. Turning Griselbrand and Emrakul into 1/1s against Show and Tell and Reanimator is huge. RUG can't deal with it if it lands and Zealous becomes a game winner. This card also allows you to block if need be.
Top 16 SCG Open
http://magic.tcgplayer.com/db/deck.asp?deck_id=1062244
Top 4 SCG Open
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=50379
First place International Qualifier
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=50322
Top 8 GP
http://www.starcitygames.com/magic/legacy/24423-GP-Atlanta-Top-8-With-Zombies.html
Top 8 MOCS
http://www.thecouncil.es/tcdecks/deck.php?id=8921&iddeck=65182
Second place 8º Torneo Lliga Catalana Legacy Castelldefels
http://www.thecouncil.es/tcdecks/deck.php?id=8886&iddeck=64926
More here:
http://www.thecouncil.es/tcdecks/tipo.php?archetype=Zombardment&format=Legacy
http://www.thecouncil.es/tcdecks/tipo.php?archetype=Walking%20Dead&format=Legacy
Successful Lists
Top 8 GP Atlanta - Sam Black
4 Bloodghast
4 Carrion Feeder
4 Gravecrawler
3 Tidehollow Sculler
2 Bitterblossom
4 Cabal Therapy
4 Faithless Looting
3 Goblin Bombardment
4 Lingering Souls
4 Thoughtseize
1 Tragic Slip
3 Bloodstained Mire
2 Marsh Flats
3 Polluted Delta
3 Scrubland
2 Swamp
1 Undiscovered Paradise
3 Verdant Catacombs
2 Dark Confidant
1 Darkblast
2 Disenchant
2 Go for the Throat
2 Perish
2 Pithing Needle
3 Surgical Extraction
1 Vindicate
TheCursedOne -First Place IQ
2 Carrion Feeder
4 Deathrite Shaman
4 Tidehollow Sculler
4 Bloodghast
4 Faithless Looting
4 Cabal Therapy
2 Lightning Bolt
2 Goblin Bombardment
2 Zealous Persecution
4 Lingering Souls
4 Scrubland
1 Bayou
4 Verdant Catacombs
4 Marsh Flats
1 Bloodstained Mire
2 Swamp
2 Mutavault
1 Undiscovered Paradise
1 Urborg, Tomb of Yawgmoth
1 Humility
2 Pithing Needle
4 Leyline of Sanctity
1 Zealous Persecution
2 Engineered Explosives
3 Nihil Spellbomb
Top 4 SCG 10/27/12
4 Bloodghast
4 Carrion Feeder
4 Deathrite Shaman
4 Gravecrawler
3 Goblin Bombardment
1 Abrupt Decay
4 Cabal Therapy
4 Faithless Looting
4 Lingering Souls
4 Thoughtseize
3 Badlands
2 Bayou
2 Bloodstained Mire
3 Marsh Flats
2 Polluted Delta
2 Scrubland
1 Undiscovered Paradise
3 Verdant Catacombs
1 Meekstone
1 Pithing Needle
2 Tormod's Crypt
2 Dark Confidant
2 Oblivion Ring
1 Abrupt Decay
1 Darkblast
2 Disenchant
1 Zealous Persecution
2 Perish
Match ups
* In progress
RUG Delver
Show and Tell
Reanimator
In our favor. Your discard should target their enablers like Careful Study, Entomb, and Hapless Researcher. Their hands are soft to discard once you know what you have to do and quickly beat.
Maverick
Esper Stoneblade
This deck is a close one and tight play is needed to win. Aside from your normal T1 discard, save at least one for their tutored equipment. Jitte must stay off the board, or it is game over. Batterskull can be held at bay with sac outlets from Bombardment or Feeder, but Jitte is the number one enemy. Bloodghast and Bob are going to be all stars in this match up. Game 2 watch out for Surgical Extraction and Engineered Plague. Board in your remaining Decay or Disenchant, maybe a Pithing Needle and all of your Dark Confidant. Board out a Feeder or 2 and a Lingering Souls or 2.
UW Miracles
BUG Control
Jund
Videos
Genesis Wave
https://www.youtube.com/watch?v=NXWUvZN2MHU&feature=youtube_gdata_player
Sneak & Show
https://www.youtube.com/watch?v=H7vFL9i1KG8&feature=youtube_gdata_player
Reanimator
http://m.youtube.com/watch?feature=plpp&v=kzT34mtb0xg
http://m.youtube.com/watch?feature=plpp&v=WL72R6blvJM
http://m.youtube.com/watch?feature=plpp&v=ZXAgxZtkvJ8
Ad Nauseam, UW Miracles @ 56:00, Goblins 1:40:00
http://www.twitch.tv/darkest_mage/b/330855062
SCG: Open/IQ - Sam Black 5:00:00, 7:57:00, 9:22:00, 10:40:00 feat Goblins, BUG Agent, Lands, BUG Delver
http://www.twitch.tv/scglive/b/348665524
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
4 Carrion Feeder
4 Bloodghast
3 Dark Confidant
3 Geralf's Messenger
3 Goblin Bombardment
4 Lightning Bolt
3 Tragic Slip
4 Faithless Looting
2 Price of Progress
4 Hymn to Tourach
3 Lingering Souls
4 Marshflats
4 Arid Mesa
1 Undiscovered Paradise
2 Badlands
1 Scrubland
1 Plateau
1 Swamp
1 Plains
1 Mountain
2 Pithing Needle
2 Swords to Plowshares
1 Vindicate
2 Thoughtseize
3 Disenchant
1 Massacre
2 Faerie Macabre
2 Tormod's Crypt
The idea behind this one is direct damage through burn, pings, and Messenger. I wish I could fit in a little more hand disruption, but I just can't see where to fit it in.
4 Birds of Paradise
4 Bloodghast
2 Carrion Feeder
4 Gravecrawler
4 Putrid Imp
4 Vengevine
2 Liliana of the Veil
3 Buried Alive
1 Darkblast
4 Faithless Looting
1 Life from the Loam
3 Punishing Fire
1 Raven's Crime
2 Badlands
2 Bayou
2 Bloodstained Mire
1 Forest
3 Grove of the Burnwillows
1 Mountain
1 Swamp
1 Taiga
3 Verdant Catacombs
1 Volrath's Stronghold
2 Wooded Foothills
Maverick seems to be a really bad match up she's the same thread as she could be against RUG.
I really think the deck as a strong potential but the first draft appeared recently and i believe that some card a questionable.
I think this deck is interesting after hearing how Sam Black did at the recent GP I am willing to give this deck some testing, should Phyrexian Altar/Carrion Feeder combo be added to the list to infinite with a Blood Artist out for the win?
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
I think I am going to begin building it. It looks like a lot of fun, and isn't expensive to build. I do like the idea of Unearth, but other than messenger what is really worth Unearthing?
Also I am not a huge fan of Hymn to Tourach in this deck... I think more targeted discard is better.
The mana works great, but i basically made room in the deck by shaving cards here and there from sam black's list. If people are interested I'll be here to discuss it more.
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
Also, what's your thoughts on nether traitor as an alternative to bloodghast? with 2 out you get the same effect as a gravecrawler + another zombie.
Edit: Wait, i meant turn 4 wins. Also, would blasting station be viable for non-red decks? Colorless damage seems nice.
The only problem I see is that unlike bloodghast it costs mana to do... I guess thats okay since sometimes yyou dont have a land to drop, but bloodghast has an extra point of power, and a T1 Faithless discarding 2 ghasts into a T2 lands drop is pretty damn good.
Now new cards- Disciple of Bolas? Mana cost is probably too high but saccing a giant Carrion Feeder would be sweet and give some extra late game. Vile Rebirth for sideboard?
Modern- porting too Modern - losses - Cabal Therapy, Carrion Feeder, Bitterblossom and Goblin Bombardment. Land- Undiscovered Paradise / Duals Sideboard- Perish and Vindicate.
Potential adds- Disciple of Bolas, Liliana 2.0, Falkenrath Aristocrat, Gatekeeper of Malakir, Furnace Celebration. Not sure which discard to replace Therapy would be best since the sac on Cabal Therapy helps so much. Probably Inquisition vs Thoughtseize or just going with Liliana. Bitterblossom- not sure- Lingering Souls but not sure if splashing white is worth it. Zombie Infestation- bad if you don't have Gravecrawlers or Bloodghasts in hand. Land effect for Bloodghast similar to Undiscovered Paradise? Don't know- more card draw potential with Disciple of Bolas or move Bob to main. More lands drawn and may not need a similar land. But u could try a bounce land I suppose. Shocks for duals obv.
May copy this thread over to Modern but thought if you are playing a legacy version this may be something you are thinking about.
Back to Legacy - The beauty in the Sam Black version is the speed it comes down with. I think the Lingering Souls are definitely a necessity, they give you great reach, are resistant to countermagic, and the tokens can throw down crucial chump blocks and then be sacced elsewhere for a greater purpose.
Teysa seems synergistic, but I think the prevalence of efficient removal in Legacy might hurt her usefulness here. She requires careful play and a bit of set up to get her engine going...not much unlike Goblin Bombardment, I guess.
-MTG Salvation.
I wouldn't play more than 1 because she costs 3 mana.
Teysa + 1/2 of lingering souls = Sword to plowshares.
Teysa + gravecrawler + Crypty = spirit factory (and more exiling)
Whereas gravcrawler crypty and Goblinbombardment are redundant, Teysa gives you BBB exile target griselbrand.
One thing whack about teysa is that she doesn't give you anything when she herself dies. Overall I'd put one of her in just cause she's flavorful, and I like it when cool legends are even remotely playable.
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
4 Bloodghast
4 Carrion Feeder
4 Gravecrawler
1 Bitterblossom
4 Goblin Bombardment
4 Cabal Therapy
4 Faithless Looting
4 Lingering Souls
4 Inquisition of Kozilek
3 Lightning Bolt
3 Badlands
4 Bloodstained Mire
4 Marsh Flats
3 Scrubland
1 Undiscovered Paradise
1 Mountain
2 Darkblast
3 Extirpate
3 Vindicate
2 Disenchant
1 Duress
2 Perish
1 Deathmark
1 Nihil Spellbomb
Legacy:
UGRB 4 color cascade
EDH/Commander:
BWG Teneb, the Harvester
I like bombardment better since it's free to activate. You already want lots of black mana to recurr gravecrawler, having to pay R and B each time is a big issue. It also doesn't work with bloodghast.
Once it hits the table, your opponent can expect to never have a creature stick in play again.
My Kamigawa cube.
My Mirage Cube
I like this deck quite a bit. The few changes I would do is change IoK to Thoughtseize, drop Bombardment down to 3 and Bitterblossom to 2, unless you constantly have a creature in play to sac to it, and change Extirpate to surgical Extraction. I really wish I thought of Bitterblossom in the deck. What do you bring Vindicate in against?