Quick brew I've been messing with. I've seen plenty of attempts at this over the past few years, but I don't see any recent lists. I've gone back after GRN released because Creeping Chill is pretty neat.
The deck can be quite fast, but it's exceptionally resilient. I'm kind of surprised that there isn't a recursive zombie lord that is remotely playable - because then gravecrawler for bloodghast is an easy swap.
I really like dream twist, and thought scour is great for hitting an early dredge if you luck into an imp.
This is slower than the typical modern dredge lists, but you can board into plenty of blue interaction to deal with opposing decks. I like that I can leave mana up for a negate or something similar to deal with sideboard cards if they aggresively mulligan for them or just fire off the skaab abilities if they don't do anything worth countering.
thought scour feels weakish in testing, but I'm not sure what I'd cut for it. Here is a preliminary sideboard plan, but again this is all super rough draft.
Basically feels pretty decent in testing against anything midrange or control because of the combat tricks. On the draw, probably trim some number of thought scour/think twice for interaction. Wound/Darkblast for creature/combo decks. Truth as a catch all to draw towards against RIP if they stick it before you get traction. KCI/Tron/Affinity all seem too resilient/fast so rejection is overloaded so I can just hit the first 1-2 payoff spells and get beats in to close the game out. Probably needs some grave hate of some sort.
I'm not super interested in deal with storm, as the match just feels awful and I'd rather just deal with a bad match up then jam 4 damping sphere like everyone else.
I've considered a grixis mana base for the faithless looting, cathartic reunion, kozilek's return, Wretched Gryff, Elder Deep-Fiend build (riff off the UR zombie standard deck during EDM) but it feels kind of slow. I've also considered just jamming 4 elder deep fiends in the side to just convert to a flash creature and get around crap like terminus by rebinning my team and then reanimating it after it resolves.
Anyway, any feed back is welcome. Deck is fun and it seems like it's finally FNM ready thanks to creeping chill. Looking to tweak and tighten and I'm starting to hit a wall with ideas.
I tried snapcaster mage in goldfishing and didn't love it, I rarely hit more than 3-4 mana. mission briefing seems good, so I may try that instead. Being able to play at mostly instant speed via these mill spells or activating my stitchwings has been great.
I'm considering a golgari thug or two for the additional dredge so that I can get more oomph T1 off dream twist/thought scours.
Not gonna lie, missing life from the loam a lot. Not sure it's worth the splash but I'm often stuck between dredging or drawing to try and hit land drops after 2. Gonna try 21 lands with another salvage maybe.
4 watery grave
2 darkslick shores
1 dakmor salvage
5 island
4 swamp
4 narcomoeba
4 bloodghast
4 stinkweed imp
4 prized amalgam
2 stitchwing skaab
3 advanced stitchwing
3 thought scour
1 collective brutality
1 think twice
4 creeping chill
The deck can be quite fast, but it's exceptionally resilient. I'm kind of surprised that there isn't a recursive zombie lord that is remotely playable - because then gravecrawler for bloodghast is an easy swap.
I really like dream twist, and thought scour is great for hitting an early dredge if you luck into an imp.
This is slower than the typical modern dredge lists, but you can board into plenty of blue interaction to deal with opposing decks. I like that I can leave mana up for a negate or something similar to deal with sideboard cards if they aggresively mulligan for them or just fire off the skaab abilities if they don't do anything worth countering.
thought scour feels weakish in testing, but I'm not sure what I'd cut for it. Here is a preliminary sideboard plan, but again this is all super rough draft.
sideboard idea:
4 negate
2 necrotic wound
4 ceremonious rejection
4 darkblast
1 echoing truth
Basically feels pretty decent in testing against anything midrange or control because of the combat tricks. On the draw, probably trim some number of thought scour/think twice for interaction. Wound/Darkblast for creature/combo decks. Truth as a catch all to draw towards against RIP if they stick it before you get traction. KCI/Tron/Affinity all seem too resilient/fast so rejection is overloaded so I can just hit the first 1-2 payoff spells and get beats in to close the game out. Probably needs some grave hate of some sort.
I'm not super interested in deal with storm, as the match just feels awful and I'd rather just deal with a bad match up then jam 4 damping sphere like everyone else.
I've considered a grixis mana base for the faithless looting, cathartic reunion, kozilek's return, Wretched Gryff, Elder Deep-Fiend build (riff off the UR zombie standard deck during EDM) but it feels kind of slow. I've also considered just jamming 4 elder deep fiends in the side to just convert to a flash creature and get around crap like terminus by rebinning my team and then reanimating it after it resolves.
Anyway, any feed back is welcome. Deck is fun and it seems like it's finally FNM ready thanks to creeping chill. Looking to tweak and tighten and I'm starting to hit a wall with ideas.
I'm considering a golgari thug or two for the additional dredge so that I can get more oomph T1 off dream twist/thought scours.
Not gonna lie, missing life from the loam a lot. Not sure it's worth the splash but I'm often stuck between dredging or drawing to try and hit land drops after 2. Gonna try 21 lands with another salvage maybe.
Draft My Cube!