Mainboard skullcrack seems infinitely worse than having 2 more ghouls..
Ghouls are only really helpful for the first 3 or 4 turns. Anything after that they're nearly useless.
I have enough zombies that I can bring back Gravecrawler without too much issue.
Mutavaults and Gravecrawlers are better sac outlets for Falkenrath
MD Skullcrack is something I was thinking about possibly changing out for more spot removal like 2x Ultimate Price, and 1x Searing Spear.
I do like MD Skullcrack since there has been a number of times its helped close out a game or prevent my opponent from getting back into a game.
Ghouls are only really helpful for the first 3 or 4 turns. Anything after that they're nearly useless.
I have enough zombies that I can bring back Gravecrawler without too much issue.
Mutavaults and Gravecrawlers are better sac outlets for Falkenrath
MD Skullcrack is something I was thinking about possibly changing out for more spot removal like 2x Ultimate Price, and 1x Searing Spear.
I do like MD Skullcrack since there has been a number of times its helped close out a game or prevent my opponent from getting back into a game.
"Only" the first 3-4 turns? You're playing Zombies, one of the most aggressive decks in the format. How many turns do you expect the game to go?
Been testing a lot with this list for a 5k this weekend.
4 Rakdos Cackler
4 Diregraf Ghoul
4 Knight of Infamy
4 Geralf's Messenger
4 Lifebane Zombie
4 Falkenrath Aristocrat
2 Thundermaw Hellkite
2 Tragic Slip
1 Dreadbore
4 Blood Crypt
4 Dragonskull Summit
3 Rakdos Guildgate
4 Cavern of Souls
8 Swamp