Re: Ochre Jelly:
You can't go infinite with it like you're saying. You get the token at the beginning of the next end step.
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FetalTadpole posted a message on Mazirek, Kraul Death Priest - abusing the stack with a plethora of strategies!Posted in: Multiplayer Commander Decklists -
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user-12596766 posted a message on A Comprehensive List of Cube ArchetypesA Comprehensive List of Cube ArchetypesPosted in: Articles, Podcasts, and Guides
WARNING: This article is really, really long. But I hope it will be inspiring for those who read it, and that everyone who reads this changes at least one card in their Cube lists due to an idea they got from this article. Comments, criticism and corrections are of course very welcome.
One of the first things any new player learns (or needs to learn if he’s to find any success and enjoyment in the game), is that some Magic cards are more powerful than others. They have low mana costs for their effects, they do something few other cards in the game (or format) do, or they’re extremely versatile. So deckbuilding is just an exercise in determining which cards are the most powerful in any given format (a relatively easy exercise) and throw as many of them as our mana will allow into a deck, right? Luckily, this is not the case. Some relatively less powerful cards shine in combination with certain other cards, forming decks that are greater than the sum of their parts and that can go toe-to-toe with the decks playing the most powerful cards in the format. Such cards are said to have “synergy” with each other. The basic tension between power and synergy is at the heart of basically any Magic format.
Cube is no exception. While Cube originated from a desire to play Limited with the best (i.e. most powerful) cards in Magic’s history, when you combine cards from over 20 years’ worth of Magic sets, strange things happen and strong synergy-based decks come together. The next logical step, and one most Cube designers have taken a long time ago (although to different degrees), is to intentionally “seed” certain synergies into their lists. Whether it’s because a Cube designer wants to recreate and relive a beloved deck from some past or current format, or it’s with the aim of mimicking recent retail Limited formats, where some or all color combinations usually have fairly well-defined synergy-based strategies available to them, the end result is the same: drafters are incentivized to pay attention not just to the power levels of the cards in their packs, but also to any synergies those cards have with the cards already drafted (or even with cards they hope to open or get passed later in the draft!).
In this article I will use the term “archetype” to refer to a set of cards that share a certain synergy, or to a deck based around that particular synergy. I think this use is fairly commonplace in Cube discussions, but it’s important to note that it’s slightly different from the use of “archetype” in non-Cube Magic talk, where it has the meaning of “deck sharing similarities (and usually a number of cards) with other known decks, regardless of the deck in question being power-based or synergy-based”. In non-Cube Magic, one may refer to “the Blue-White Control archetype”, or the “Sligh/Red Aggro archetype”. For the purposes of this article, however, those are not descriptions of archetypes, but indicate that decks belong to a certain “theatre”. Decks in the same theatre can differ wildly from one another, but share a similar fundamental strategy, meaning they look to win the game in a similar way and in a similar amount of time (i.e. turns).
There are four theatres: aggro, control, midrange and combo.
An aggro deck uses creatures costing one to three mana backed up by some form of disruption and/or reach to reduce the opponent’s life total to zero in the early game (around turn five, ideally). A midrange deck relies mainly on creatures and planeswalkers costing from three to five mana, often played ahead of schedule due to mana acceleration and backed up by some card or board advantage engine to grind opponents out in the mid to late game. A control deck’s strengths are cheap interaction (blockers or spot removal spells), counterspells, mass removal and card drawing. It wants to win in the late game after answering all the opponent’s threats and dedicates only a few deck slots to actual victory conditions. A combo deck foregoes all or most interaction with the opponent in order to assemble a combination of cards that will win the game more or less on the spot, relatively early in the game.
Note that I consider combo to be a separate theatre, but an optional one. While decks using each of the three main strategies will come together almost automatically in each draft (although not necessarily an equal amount of each), the question of whether a combo deck is possible depends entirely on the particular Cube list in use and requires special attention of the Cube designer. It’s entirely possible to run a successful list without any combo support, but it’s also possible to support archetypes that play very similarly to combo decks in Constructed Magic and that cannot be usefully classified as aggro, control or midrange.
Archetypes and theatres exist side by side. Each deck belongs to a certain theatre (note that hybrids are possible) and may or may not belong to one or more archetypes. Some archetypes always play in the same theatre (Storm is always a combo deck), while others can be flexible (Tokens can be an aggro deck, a midrange deck, or even a combo deck in extreme circumstances).
Archetypes are also not to be confused with themes. A “theme” is a design choice with an overarching impact on the entire Cube, where many or even all of the individual cards are somehow related to the central theme. Themes can be gameplay-related (e.g. Tribal Cubes, Artifact Cubes, Multicolor Cubes, Creatureless Cubes (!)) or be based on flavor, storyline or even something like a particular artist. Archetypes differ from themes because they’re much narrower in scope: in a small (360-450) list, supporting an archetype can often be done by adding 5-10 archetype-specific cards, while introducing a particular theme will most likely entail a full Cube re-design.
The benefits of the archetype-based approach to Cube design are clear: the drafting process becomes more interesting, because it’s not just a matter of picking two (hopefully open) colors and then drafting the most powerful card in those colors that’s in each pack. Archetype-based decks are very satisfying to play (at least when they’re successful), as the drafter feels like he has created a small work of art (even though arguably the credit should go at least partly to the Cube designer). Archetypes also help to set one Cube apart from another, because whether a certain archetype is available depends on the subjective preferences of the Cube designer. Since finding the most powerful cards in each color is easy (relatively speaking), all Cubes would look alike if power level was the only criterion to decide on a card’s in- or exclusion.
However, archetype-based Cube design can be taken too far. Since cards that are included due to their synergies with other cards are by definition less powerful in a vacuum, drafters who are drafting a deck not based on that particular set of synergies will not be interested in those cards. Conversely, a player who is drafting a certain archetype will be less interested in any cards not working well in that archetype. In the extreme case, where a list has as many archetypes as there are drafters, and very few cards that are generally powerful, the decks will look the same draft after draft, and you might as well be playing Constructed at that point.
The solution to this issue is twofold: “anchor cards” and “cross-pollination”. “Anchor cards” are cards whose objective (i.e. archetype-independent) power level is high enough that their inclusion in the Cube can be justified based on that alone, but that get even better when played in a certain archetype. Restoration Angel is an anchor card for the Blink archetype, as is Tinker for the Artifacts archetype, and Siege-Gang Commander for the Tokens archetype. Using anchor cards, it’s possible to support archetypes without including too many cards that are useful only in that archetype.
“Cross-pollination” occurs when two different archetypes share certain similarities, or rely partly on the same set of cards, so that it’s possible to include elements of both in the same deck. Think of it as “synergy between synergies”. Examples are Tokens-Pox/Stax, and Storm-Spells Matter. A card that works well in multiple supported archetypes can earn its place in the Cube, even if its objective power level isn’t quite on par with that of other Cube cards.
Another pitfall to watch out for is scattering support cards for a single archetype over too many colors. You may have a couple of cards in all five colors that have awesome synergy, but if no deck can reliably cast all of those cards, the archetype will not be successful. It’s better to choose one or two colors for each archetype and only support the archetype within those colors. Note that some archetypes are deep enough that you can conceivably run cards for them in all five colors, for example Tokens and Blink.
In order to provide Cube managers with some ideas on which archetypes to support, I’ve compiled the following alphabetical list. It is meant to be comprehensive, meaning that some of the “archetypes” will be a bit “out there”, i.e. I don’t expect many Cube designers to include them. Of course, I’m bound to have missed some archetypes, so if you think of any others, please leave a comment to that effect and I will add them to the list.
For each archetype, I’ve listed the color(s) that are able to support it (main and secondary), its “anchor cards” (see above), some archetype-specific cards (i.e. cards you probably only want to include if you intend to support that archetype*), the “theatre(s)” the archetype can play in and any “cross-pollination” with other archetypes (see above). Note that this depends on Cube size. A card may well be a staple at 720 and “only” an archetype-support card at 360.
I’ve intentionally excluded from the list a number of powerful cards that nevertheless require a deck to be built around them in order to be effective. Examples are Moat, Upheaval, Doran, the Siege Tower and Isochron Scepter. These cards have very unique effects that are not available (at reasonable costs) on any other cards. At the same time it’s pretty obvious which cards work well together with them (you play Moat in a deck with fliers, Doran with creatures with higher toughness than power and Isochron Scepter with cheap instants - shocking, I know). I don’t think it’s very useful to consider these full-blown archetypes.
A final comment: while I hope any Cube designer can find some inspiration in this list, it’s mainly written for singleton, single-player, rares-allowed, unthemed (see above), Vintage-legal Cubes of any size. This is simply because I have little to no experience with other types of Cubes.
Description: This archetype makes use of cards that get better the more artifacts there are in your deck. It uses mana rocks to power out expensive artifacts ahead of schedule and creates card advantage through its artifact-based planeswalkers and recursion elements. This archetype can be especially powerful in Powered Cubes, due to the presence of “jewelry”, i.e. cheap (read: broken) artifact mana like the Moxen, Sol Ring and Mana Vault.
Main Color(s): Blue
Secondary Color(s): Black, Red
Anchor Cards: Tinker, Sundering Titan, Myr Battlesphere
Archetype-specific Cards: Tezzeret the Seeker, Tezzeret, Agent of Bolas, Goblin Welder, Thirst for Knowledge, Metalworker, Lodestone Golem, Mindslaver, Tolarian Academy, Academy Ruins, Mishra’s Workshop, Karn, Silver Golem
Theatre(s): Control, Combo
Cross-pollination: Reanimator (both play big robots and ways to get them into play early, via the graveyard or otherwise), Wildfire (both like mana rocks), Time Vault Combo (which could be considered a sub-archetype of Artifacts, but gets it own entry because it’s both unique and somewhat controversial).
PS: I should note that many more cards exist that care about Artifacts, including but not limited to cards with the Affinity and Metalcraft keywords, Esperzoa and M15 role players Shrapnel Blast and Ensoul Artifact. While it is certainly possible to Cube with such cards, it will typically require a larger artifact section than Cubes would normally run and therefore turn the Cube into an Artifact-themed one.
Description: A very broad archetype that abuses the many powerful creatures with enters-the-battlefield (ETB) effects that have been printed over the years. Named for the card Momentary Blink, it aims to re-use those ETB effects by either temporarily exiling the creature in question or by bouncing and replaying it. Since almost all Cubes run creatures with ETB effects, often in all five colors, this is a commonly supported archetype.
Main Color(s): White, Blue
Secondary Color(s): All five
Anchor Cards: Restoration Angel, Flickerwisp
Archetype-specific Cards: Crystal Shard, Erratic Portal, Stonecloaker, Cloudshift, Parallax Wave, Waterfront Bouncer, Momentary Blink, Venser, the Sojourner, Kor Skyfisher, Galepowder Mage, Brago, King Eternal
Theatre(s): Aggro, Midrange, Control
Cross-pollination: Rec/Sur/Pod (both like creatures with ETB effects), Tokens (several creatures create one or more tokens when entering the battlefield).Description: As the name implies, this archetype is based around the Devotion mechanic from Theros block, specifically Thassa, God of the Sea and Master of Waves. These cards are extraordinarily powerful when you have sufficient permanents with multiple Blue mana symbols on them. It’s popular among Cube managers looking for a way to provide Blue with an aggressive strategy. It could conceivably be expanded into a Merfolk Tribal archetype using cards like Lord of Atlantis and Master of the Pearl Trident, although I’ve never seen that done.
Main Color(s): Blue
Secondary Color(s): None
Anchor Cards: None (possibly Opposition)
Archetype-specific Cards: Thassa, God of the Sea, Master of Waves, Coralhelm Commander, Aether Adept, Kira, Great Glass-Spinner, Teferi, Mage of Zhalfir, Nightveil Specter
Theatre(s): Aggro, Midrange
Cross-pollination: Tokens (via Master of Waves), Top-of-Deck Matters (via Thassa’s Scry ability).Description: If a deck reaches a critical mass of burn spells, it starts functioning more as a combo deck than as an aggro deck. The difference between a red aggro deck and a burn deck is that the former is creature-based and predominantly uses its burn spells to clear away blockers, and only aims them at the opponent’s head if that will immediately end the game. The latter plans on using one-shot effects (spells or creatures from the Ball Lightning-family) to reduce the opponent’s life total to zero as quickly as possible, while ignoring the board. The difference between the two decks is often one of degree, meaning that it’s debatable if Burn is to be considered a distinct archetype. I chose to include it here because there are quite a number of frequently-played Cube cards that only really make sense if the “Burn-style” is specifically supported.
Main Color(s): Red
Secondary Color(s): None
Anchor Cards: Sulfuric Vortex, Hellspark Elemental
Archetype-specific Cards: Lava Spike, Skullcrack, Smash to Smithereens, Flames of the Blood Hand, Pulse of the Forge, Eidolon of the Great Revel, Hell’s Thunder, Blistering Firecat, Ball Lightning, Chandra’s Phoenix, Chandra’s Spitfire, Fireblast, Shrine of Burning Rage, Vexing Devil
Theatre(s): Aggro, Combo
Cross-pollination: Spells Matter (making sure your burn spells do something apart from reducing your opponent’s life total helps quite a bit, and Blue card drawing or filtering lets you find more burn spells).Description: Tons of individual cards and several entire mechanics (Unleash, Evolve, Graft, Heroic, Bloodthirst, Modular, Scavenge, Undying, Monstrosity …) across all five colors use +1/+1 counters. While cards that specifically care about +1/+1 counters have existed for a long time, the archetype recently got a shot in the arm due to the printing of the Outlast mechanic in Khans of Tarkir. It’s still not a commonly supported archetype, and I don’t necessarily expect that to change, but the potential is there for Cube designers willing to try.
Main Color(s): Green, White
Secondary Color(s): All five
Anchor Cards: Ajani Goldmane, Kalonian Hydra, Curse of Predation
Archetype-specific Cards: Ainok Bond-Kin, Abzan Falconer, High Sentinels of Arashin, Archangel of Thune, Ajani, Caller of the Pride, Ajani Steadfast, Doubling Season, Cytoplast Root-Kin, Plaxcaster Frogling, Fathom Mage, Master Biomancer, Renegade Krasis, Phantom Centaur, Ajani, Mentor of Heroes, Exava, Rakdos Blood Witch, Forgotten Ancient, Spike Feeder, Spike Weaver, Anafenza, the Foremost, Ghave, Guru of Spores
Theatre(s): Aggro, Midrange
Cross-pollination: Voltron (putting +1/+1 counters on evasive/unkillable/double-striking guys is useful), Lifegain (via Archangel of Thune and Ajani’s Pridemate), Tokens (via Doubling Season and Archangel of Thune, among others).Description: There was a Cycling archetype in the recent MTGO-only Vintage Masters draft format. It was based around Astral Slide and Lightning Rift, two powerful cards from Onslaught Limited and the Constructed formats using that set. Since there are a couple of Cycling cards in most (larger) lists already, and including a few more doesn’t carry a particularly heavy cost due to the nature of the mechanic (especially true for the Onslaught cycle lands - Secluded Steppe and friends), it could be tempting to try to introduce the archetype to Cube. Unfortunately, with only two real build-around cards, which do absolutely nothing without the cyclers, I’m not very optimistic about this archetype’s chances.
Main Color(s): Red, White
Secondary Color(s): All five
Anchor Cards: None
Archetype-specific Cards: Astral Slide, Lightning Rift, Fluctuator, Eternal Dragon, Krosan Tusker, Edge of Autumn, Wild Dogs, Decree of Justice, Akroma’s Vengeance, Renewed Faith, Starstorm, Slice and Dice, Miscalculation, Cloud of Faeries, Complicate, Secluded Steppe, Drifting Meadow, Forgotten Cave, Smoldering Crater, Tranquil Thicket, Slippery Karst, Lonely Sandbar, Remote Isle, Barren Moor, Polluted Mire, Undead Gladiator
Theatre(s): Midrange, Control
Cross-pollination: Blink (via Astral Slide), Lands (cycle lands work well with Life from the Loam)
Description: Black can be a difficult color to find a clear identity for in Cube. The most commonly supported archetypes in the color (Pox/Stax and Reanimator) have some unique issues (a heavy reliance on BB- and BBB-costing spells, and a need to include a relatively high number of relatively narrow cards, respectively), which may make them not to everyone’s taste. Dedicated support for a Discard archetype may be an option for Cube designers in that situation. Black has an abundance of playable discard spells (the very best of which are almost certainly in your list already), as well as various cards that punish the opponent further for discarding or get bonuses based on the opponent’s hand size. If you want to go really deep, you could even try to emulate the old Megrim combo decks with cards like Underworld Dreams, Fate Unraveler, Memory Jar, Wheel of Fortune, Incendiary Command, Chandra Ablaze and Windfall.
Main Color(s): Black
Secondary Color(s): Blue, Red (mainly for the Combo aspect)
Anchor Cards: Liliana of the Veil, Hymn to Tourach, Hypnotic Specter, Mind Twist
Archetype-specific Cards: Stupor, Raven’s Crime, Wrench Mind, Ravenous Rats, Mardu Skullhunter, Liliana’s Specter, Abyssal Specter, Abyssal Nocturnus, Guul Draz Specter, Nezumi Shortfang, Headhunter, Silent Specter, Liliana’s Reaver, Okiba-Gang Shinobi, Augur of Skulls, Liliana Vess, Liliana’s Caress, Megrim, Waste Not, Sangromancer, The Rack, Shrieking Affliction, Nyxathid, Blightning
Theatre(s): Aggro, Midrange, Combo
Cross-pollination: Pox/Stax (Pox is a fine discard spell in its own right), MonoBlack (the Discard archetype is heavy Black by nature and is therefore in a good position to take advantage of the powerful MonoBlack cards).Description: Several sets throughout Magic’s history have included a “5-Color Matters” theme, either by including really powerful cards that cost one (or more!) of each color to cast, or by giving bonuses that increase with the number of basic land types you control (the latter is the Domain mechanic that was introduced in Invasion (Collective Restraint) and given an ability word in Time Spiral). While casting WUBRG-costed cards in a timely manner can be a difficult ordeal in Cube, this archetype plays naturally with the popular drafting strategy consisting of picking up the best cards in each pack regardless of color, and rounding out your deck with abundant mana-fixing. You may or may not want to promote this drafting style.
Main Color(s): Green
Secondary Color(s): All five
Anchor Cards: Engineered Explosives, City of Brass, Mana Confluence, Birds of Paradise, Kodama’s Reach, Cultivate
Archetype-specific Cards: Allied Strategies, Collective Restraint, Tribal Flames, Gaea’s Might, Might of Alara, Tromp the Domains, Etched Oracle, Chromanticore, Coalition Victory, Progenitus, Legacy Weapon, Door to Nothingness, Quirion Dryad, All Suns’ Dawn
Theatre(s): Midrange, Control
Cross-pollination: Super Ramp (both aim to cast cards with outrageous mana costs and use the same type of manafixing and -ramping cards to do so), Fatty Cheat (cheating something into play is a good plan B for when you can’t quite pay retail).Description: Black and Green have historically been the best colors at interacting with graveyards, most infamously through the original Ravnica mechanic Dredge, whose namesake deck still terrorizes Legacy and Vintage. Do not expect this archetype to play like that deck in Cube, though. The Cube version is not a combo deck, but a midrange one that seeks to fill its graveyard (with creatures in particular) and plays a bunch of cards that benefit from said full graveyard in some way. Useful keywords for this archetype include Flashback, Threshold, Delve, Scavenge and Retrace, while creatures with the Lhurgoyf-mechanic and those capable of returning themselves from the graveyard to the battlefield also shine in this deck. This is a pretty deep and open-ended archetype, so there’s definitely room for creative Cube designers to find a specific niche within it for their lists.
Main Color(s): Black, Green
Secondary Color(s): Blue, Red (mainly for their looting effects)
Anchor Cards: Gravecrawler, Bloodghast, Tarmogoyf, Life from the Loam, Tombstalker, Living Death
Archetype-specific Cards: Sewer Nemesis, Splinterfright, Bonehoard, Nighthowler, Varolz, the Scar-Striped, Jarad, Golgari Lich-Lord, Golgari Grave-Troll, Stinkweed Imp, Nether Traitor, Ichorid, Commune with the Gods, Satyr Wayfinder, Grisly Salvage, Grizzly Fate, Raven’s Crime, Worm Harvest, Nimble Mongoose, Werebear, Deadbridge Goliath, Hooting Mandrils, Sultai Scavenger, Murderous Cut, Ghastly Demise, Vengevine, Sidisi, Brood Tyrant, Hedron Crab, Nemesis of Mortals
Theatre(s): Midrange
Cross-pollination: Reanimator (both benefit from creatures in the graveyard), Rec/Sur/Pod (good at getting creatures into the graveyard) [in fact all three archetypes could reasonably be classified as sub-archetypes to a Black/Green Graveyard Matters super-archetype], Lands (via Life from the Loam and the Retrace mechanic), Zombies (many of the relevant cards are Zombies, most notably Gravecrawler), Pox/Stax (recursive creatures make that archetype’s sacrifice effects asymmetrical).Description: A significant number of low-cost creatures in most Green sections happen to be Elves, mostly of the “mana dork” or “utility creature” variety. This means that supporting an Elves Tribal deck is a possibility, especially if you’re willing to include a few slightly suboptimal cards (from an objective power level point-of-view) to reach a critical mass of Elves. The payoff can be quite considerable, because there are no fewer than five reasonable lords available to the tribe, contributing to a potentially powerful beatdown strategy. Due to the presence of Priest of Titania and Elvish Archdruid, together with staple Rofellos, Elves can also generate obscene amounts of mana early in the game, fueling gigantic creatures or large X-spells (Fireball-variants or Genesis Wave and the like). Note that I wouldn’t recommend trying to recreate the Legacy Elves Combo deck (powered by Glimpse of Nature and Wirewood Symbiote) in a Cube environment - but you’re welcome to try if you're feeling adventurous.
Main Color(s): Green
Secondary Color(s): Blue, Red (one card each)
Anchor Cards: Rofellos, Llanowar Emissary, Joraga Treespeaker, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Fauna Shaman, Reclamation Sage, Deranged Hermit, Bloodbraid Elf, Edric, Spymaster of Trest
Archetype-specific Cards: Priest of Titania, Elvish Archdruid, Imperious Perfect, Elvish Champion, Joraga Warcaller, Ezuri, Renegade Leader, Elvish Visionary, Masked Admirers, Deathrite Shaman, Wellwisher, Viridian Shaman, Boreal Druid, Elves of Deep Shadow, Civic Wayfinder, Nettle Sentinel, Oracle of Mul Daya, Talara’s Battalion, Wren’s Run Vanquisher, Twinblade Slasher, Wolf-Skull Shaman, Wood Elves, Yeva, Nature’s Herald
Theatre(s): Aggro, Midrange
Cross-pollination: Super Ramp (see above).
Description: Theros Block having an Enchantment theme has rekindled some interest in making an Enchantments Matter archetype work in Cube. White and Green seem like the best colors for it, since they both have the largest number of already-Cubeable enchantments and the best cards that interact with enchantments, most notably the Enchantress creatures that draw cards for each enchantment played. Supporting this archetype will probably require you to make some unconventional choices like shifting White removal towards Pacifism- and Oblivion Ring-effects, Green mana acceleration towards Wild Growth-effects, Disenchants to Seals, and playing more Bestow creatures, Auras and Anthems than you otherwise would. Whether the payoff is there is for each Cube designer to decide.
Main Color(s): White, Green
Secondary Color(s): All five
Anchor Cards: Enlightened Tutor, Rancor
Archetype-specific Cards: Argothian Enchantress, Verduran Enchantress, Mesa Enchantress, Enchantress’s Presence, Eidolon of Blossoms, Sigil of the Empty Throne, Academy Rector, Replenish, Auratog, Nyx-Fleece Ram, Sightless Brawler, Eidolon of Countless Battles, Spirit of the Labyrinth, Courser of Kruphix, Boon Satyr, Mirari’s Wake, Griffin Guide, Elephant Guide, Angelic Destiny, Ethereal Armor, Dictate of Heliod, Zur the Enchanter, Seal of Cleansing, Seal of Primordium
Theatre(s): Midrange
Cross-pollination: Voltron (which likes Auras and Bestow creatures), Storm (whose untap effects benefit from Wild Growths), Tokens (which likes Anthems).Description: Less a true archetype and more a set of loosely connected cards, each of which can be used to put some large monster onto the table (permanently or temporarily) without paying its mana cost (hence the name). Some cheating methods will even allow you to get a noncreature permanent onto the battlefield. Maybe more than any other, this archetype is capable of spectacular plays that are remembered for a long time. The price you pay for such stories-for-the-ages is wild inconsistency. Cheating methods are relatively few in number, spread out over several colors, and not all of them work equally well with the same fatties. For that reason, this archetype often works best as a secondary plan in a normal midrange (ramp) or control deck.
Main Color(s): Blue, Green
Secondary Color(s): Black, Red
Anchor Cards: Tinker, Sneak Attack, Natural Order, Woodfall Primus
Archetype-specific Cards: Shelldock Isle, Flash, Show and Tell, Dream Halls, Through the Breach, Corpse Dance, Channel, Eureka, Oath of Druids, Garruk, Caller of Beasts, Tooth and Nail, Defense of the Heart, Pattern of Rebirth, Elvish Piper, Emrakul, the Aeons Torn, Blightsteel Colossus, Progenitus, Worldspine Wurm, Griselbrand, Quicksilver Amulet, Polymorph, Riptide Shapeshifter
Theatre(s): Midrange, Control, Combo
Cross-pollination: Super Ramp (because hardcasting the fatty in question can be a good plan B), Reanimator (even though several of the fatties this archetype tries to abuse have anti-reanimation clauses, most cheating methods also work acceptably well with regular reanimation targets).Description: Not to be confused with Burn, this archetype is named for Invasion-era Standard staple Fires of Yavimaya. Since creatures have to be undercosted for their mana cost to get into the Cube in the first place, it’s an attractive idea to give those creatures haste and get them to attack a turn quicker. Especially devastating with creatures that have an attack trigger (Titans, Kalonian Hydra). This is a fairly shallow, but easy to support archetype (in fact, it’s barely distinguishable from a generic RG Midrange deck).
Main Color(s): Red
Secondary Color(s): Green
Anchor Cards: Lightning Mauler, Sarkhan Vol
Archetype-specific Cards: Fires of Yavimaya, Ogre Battledriver, Urabrask the Hidden, Generator Servant, Xenagos, God of Revels, Lightning Greaves, Hammer of Purphoros, Reckless Charge
Theatre(s): Midrange
Cross-pollination: Tokens (especially Sarkhan Vol and Ogre Battledriver)Description: As with Elves, a good number of staple Red creatures are Goblins. They were one of the first creature types to be supported by tribal-matters cards, and that support continues to this day. It’s therefore no surprise that a deck full of Goblins has access to some really powerful lords and other tribal effects. Most Cubes technically support Goblins Tribal already due to their inclusion of Goblin Rabblemaster and Siege-Gang Commander, but it’s definitely feasible to go a bit further than that and make a strong aggro archetype available to your Red drafters. It will, of course, require you to include some objectively less powerful cards in order to reach critical mass.
Main Color(s): Red
Secondary Color(s): Black, White
Anchor Cards: Goblin Guide, Goblin Rabblemaster, Siege-Gang Commander, Murderous Redcap, Grenzo, Dungeon Warden
Archetype-specific Cards: Goblin Chieftain, Goblin King, Krenko, Mob Boss, Goblin Grenade, Mogg War Marshall, Beetleback Chief, Krenko’s Command, Dragon Fodder, Hordeling Outburst, Goblin Piledriver, Goblin Warchief, Sparksmith, Pyrewild Shaman, Goblin Trenches, Spike Jester, Marsh Flitter, Stingscourger, Goblin Wardriver, Ember Hauler, Mogg Fanatic, Legion Loyalist, Spikeshot Elder, Goblin Ruinblaster
Theatre(s): Aggro
Cross-pollination: Tokens (many cards produce Goblin tokens), Spells Matter (Guttersnipe is a Goblin and the Goblin-producing Sorceries work well in the archetype).Description: Without looking at your list, I can state with a pretty high degree of confidence that Human is the most numerous creature type in your Cube. They’re available across all colors, among a variety of mana costs, and they include some of the best creatures in the game. Interestingly enough, not all that many Human Tribal effects have been printed. They were unofficially banned by WOTC for a time for flavor reasons, and since they’ve been considered fair game, only a few such cards have seen the light of day. Therefore, Humans is not really an archetype, but just a few notable cards that you can include at a pretty low cost (depending on your list). Note that a reason not to do so could be that quite some older creatures have been errata’d to be Humans, and depending on which version you have in the Cube, it can be a PITA to remember if a certain card interacts with a Human Tribal effect or not.
Main Color(s): None
Secondary Color(s): White, Black, Green
Anchor Cards: None (or too many to list, depending on how you look at it)
Archetype-specific Cards: Champion of the Parish, Xathrid Necromancer, Mayor of Avabruck, Falkenrath Aristocrat, Silver-Inlaid Dagger
Theatre(s): Aggro, Midrange
Cross-pollination: None
Description: This archetype focuses on moving lands between the library, the battlefield and the graveyard, and more specifically, on the powerful interaction of Life from the Loam and Crucible of Worlds with Strip Mine, Wasteland, fetchlands, and other utility lands. It’s often possible to get two or more landfall triggers a turn, which makes any card with that ability word pretty busted. It’s also the best deck possible for breaking the symmetry of mass land destruction (Armageddon, Wildfire). The beautiful thing about this archetype is that it’s built around cards that are present in most lists anyway for their natural power level, so supporting it can be done by adding just two or three cards that you wouldn’t have played otherwise.
Main Color(s): Green
Secondary Color(s): White, Red
Anchor Cards: Life from the Loam, Crucible of Worlds, Strip Mine, Wasteland, Horizon Canopy, Steppe Lynx, Plated Geopede, Lotus Cobra, Primeval Titan, Mishra’s Factory, Mutavault, Mox Diamond, Armageddon, Ravages of War, Land Tax
Archetype-specific Cards: Knight of the Reliquary, Countryside Crusher, Courser of Kruphix, Oracle of Mul Daya, Constant Mists, Zuran Orb, Vinelasher Kudzu, Emeria Angel, Rampaging Baloths, Harrow, Deathrite Shaman, Crop Rotation, Weathered Wayfarer, Seismic Assault, Adventuring Gear
Theatre(s): Aggro, Midrange
Cross-pollination: Domain (this archetype has an easier time than most achieving the full domain), Dredge (Life from the Loam and Knight of the Reliquary are good at filling your graveyard), Top-of-Deck Matters (via Courser of Kruphix and Oracle of Mul Daya, plus the abundance of shuffle effects is useful), Wildfire (the eponymous card is anything but symmetrical in a deck like this).
Description: While cards whose only function is to gain life are notoriously bad, when the lifegain is a bonus on a card with another desirable effect, things are quite different. Quite a few cards that happen to gain life as part of an overall package are Cube staples, with some of the commonly played ones being Lone Missionary, Knight of Meadowgrain, Kitchen Finks, Baneslayer Angel, Exalted Angel, Scavenging Ooze, Courser of Kruphix, Vampire Nighthawk, Faith’s Fetters, Batterskull and multiple versions of the planeswalkers Ajani and Sorin. If you have enough of these effects in your list (creatures with Extort can also help), a couple of cards that care about gaining life or about having a high life total could become attractive options.
Main Color(s): White
Secondary Color(s):Black, Green
Anchor Cards: Ajani Goldmane
Archetype-specific Cards: Ajani’s Pridemate, Archangel of Thune, Serra’s Ascendant, Soul Warden, Suture Priest, Path of Bravery, Well of Lost Dreams, Ajani, Caller of the Pride, Ajani Steadfast, Blood Baron of Vizkopa, Sanguine Bond, Essence Warden
Theatre(s): Aggro, Midrange, Control
Cross-pollination: Tokens (via the Ajanis, Sorin, Archangel of Thune, Path of Bravery and the various Soul Warden effects), +1/+1 Counters (via Ajani’s Pridemate and again Archangel of Thune).Description: Named for the Torment mechanic (repeated in Time Spiral Block) that gave rise to one of the most dominating Standard decks of all time. While that deck was Green/Blue, as was the deck that broke Legacy after the printing of Vengevine and that led to the banning of Survival of the Fittest, arguably the best color for the Cube archetype is Red. Fiery Temper and especially Violent Eruption are really broken cards if you can consistently cast them through a discard outlet, and Arrogant Wurm, part of the reason why the aforementioned Standard deck played Green, got a Red version in Planeshift (Reckless Wurm). Red also has at least as many discard outlets as Green, and they’re usually not limited to creatures like Survival. The deck can also make good use of Hellbent cards (although not many good ones exist) and the Delve mechanic. The main issue with the archetype is that its best cards are spread over 3 or 4 colors, which makes it a challenge to make the mana of a Madness deck work.
Main Color(s): Red, Green
Secondary Color(s): Blue, Black
Anchor Cards: Faithless Looting, Fauna Shaman, Survival of the Fittest, Dack Fayden, Enclave Cryptologist, Looter il-Kor
Archetype-specific Cards: Violent Eruption, Fiery Temper, Reckless Wurm, Squee, Goblin Nabob, Jaya Ballard, Task Mage, Rakdos Pit-Dragon, Gathan Raiders, Wild Mongrel, Basking Rootwalla, Arrogant Wurm, Vengevine, Roar of the Wurm, Hooting Mandrils, Merfolk Looter, Thought Courier, Waterfront Bouncer, Circular Logic, Dark Withering, Lotleth Troll, Tormenting Voice, Firestorm
Theatre(s): Aggro, Midrange
Cross-pollination: All graveyard-based archetypes, especially Reanimator (they share a love for discard outlets) and Rec/Sur/Pod (they share a key card in Survival of the Fittest), Spells Matter (both the Madness spells and the looting effects are useful in the archetype).Description: Whatever the format is, a subset of Magic players will inevitably try to win by decking. WOTC has been happy to oblige these players by printing a steady stream of milling cards (after Millstone from Alpha). This strategy is - in theory - even more attractive in Limited formats, including Cube, due to the 40-card decks. The archetype’s main problem is its very insular nature: few milling cards are reasonable inclusions on their own (with the exception of some that can be decent finishers in control decks), a milling strategy needs critical mass to work, and it is very hard to interact with in-game. There is also a substantial subset of players that hate losing to Milling strategies. Cube designers wanting to explore this archetype will have to pay careful attention to these issues.
Main Color(s): Blue, Black
Secondary Color(s): None
Anchor Cards: Jace Beleren
Archetype-specific Cards: Jace, Memory Adept, Ashiok, Nightmare Weaver, Oona, Queen of the Fae, Mirko Vosk, Mind Drinker, Phenax, God of Deception, Hedron Crab, Glimpse the Unthinkable, Traumatize, Nephalia Drownyard, Nemesis of Reason, Consuming Aberration, Sewer Nemesis, Geth, Lord of the Vault, Millstone, Sands of Delirium, Mesmeric Orb, Breaking // Entering, Thought Scour
Theatre(s): Control, Combo
Cross-pollination: Dredge and Reanimator (a number of milling cards allow self-targeting, which may be useful as an alternate method of filling the graveyard).Description: More than any other color, Black has access to cards that reward players for committing fully to a single color, starting in Alpha with Nightmare. Some of them are powerful enough to be competitive in Cube, most notably Necropotence, which is a top-10 card in the format provided it can be cast reliably. The Devotion mechanic in Theros has recently added some useful cards for this archetype. By nature, the archetype features cards that only work well in a monocolor (or mostly monocolor) deck, which may not be to every Cube designer’s tastes.
Main Color(s): Black
Secondary Color(s): None
Anchor Cards: None, strictly speaking
Archetype-specific Cards: Necropotence, Phyrexian Obliterator, Nantuko Shade, Geralf’s Messenger, Gray Merchant of Asphodel, Erebos, God of the Dead, Abhorrent Overlord, Corrupt, Tendrils of Corruption, Liliana of the Dark Realms, Cabal Coffers, Lake of the Dead, Lashwrithe, Mutilate, Mind Sludge, Korlash, Heir to Blackblade, Squelching Leeches, Crypt Ghast, Nirkana Revenant, Mogis’s Marauder, Nightveil Specter
Theatre(s): Aggro, Midrange, Control
Cross-pollination: Discard and Pox/Stax (all three require a heavy commitment to Black).Description: Although there are some (fairly bad) cards that specifically interact with Morph creatures, there is no such thing as a Morph deck, making it a stretch to talk of a “Morph archetype”. The reason why Morph is listed here is that an important part of their gameplay lies in the opponent’s uncertainty about the identity of each face-down creature. If there are only a few Morph creatures in the list, this uncertainty is lost and the remaining Morph creatures are worse than they would normally be. That’s why it is advisable to include a minimum number of Morph creatures if you want to include any at all, even if it’s just one in each color.
Main Color(s): None
Secondary Color(s): All five.
Anchor Cards: None (Exalted Angel and Rattleclaw Mystic probably come closest)
Archetype-specific Cards: Exalted Angel, Whipcorder, Master of Pearls, Willbender, Voidmage Prodigy, Vesuvan Shapeshifter, Kheru Spellsnatcher, Bane of the Living, Grim Haruspex, Headhunter, Silent Specter, Zombie Cutthroat, Blistering Firecat, Gathan Raiders, Akroma, Angel of Fury, Ashcloud Phoenix, Rattleclaw Mystic, Nantuko Vigilante, Hystrodon, Thelonite Hermit, Hooded Hydra, Sagu Mauler, Zoetic Cavern
Theatre(s): Any
Cross-pollination: None, although several Morphs are also archetype-specific cards for other archetypes.Description: This is another entry where “archetype” is used in a fairly loose manner, but pinpoint land destruction spells can be said to have synergy with each other, and there have been “Land Destruction decks” throughout Magic’s history (even though it’s been many years since a playable Stone Rain-variant was printed). Land destruction can be used by aggro decks to extend the early game where they’re at their best, or by midrange (ramp) decks to “bridge the gap” to their powerful four- and five-mana plays.
Main Color(s): Red
Secondary Color(s): Black, Green
Anchor Cards: Avalanche Riders, Plow Under, Strip Mine, Wasteland
Archetype-specific Cards: Pillage, Molten Rain, Stone Rain, Goblin Ruinblaster, Ravenous Baboons, Goblin Settler, Ogre Arsonist, Sinkhole, Ice Storm, Argothian Wurm, Shivan Wumpus, Deathrite Shaman
Theatre(s): Aggro, Midrange
Cross-pollination: Blink (for the creatures with ETB land destruction effects), Lands (Strip Mine is a key card in both archetypes), Wildfire (pinpoint LD helps ensure the opponent is crippled by the namesake spell).Description: This archetype uses symmetrical discard and sacrifice effects to keep the game in the low-resource stage for an extended time. It is named for Smokestack and Pox, two cards that, just like other archetype staples like Liliana of the Veil, Braids, Cabal Minion and Smallpox, can be taken advantage of by playing recursive creatures and token generators. While the archetype is centered in Black due to the large number of Black mana symbols in the casting costs of its key cards, a White or Red splash can be helpful for more token generation and sacrifice outlets.
Main Color(s): Black
Secondary Color(s): White, Red
Anchor Cards: Liliana of the Veil, Gravecrawler, Bloodsoaked Champion, Bloodghast, Ophiomancer, Bitterblossom
Archetype-specific Cards: Pox, Smallpox, Braids, Cabal Minion, Smokestack, Reassembling Skeleton, Curse of Shallow Graves, Grim Haruspex, Goblin Bombardment, Greater Gargadon, Blood Artist, Carrion Feeder, Mogg War Marshall, Grave Pact, Dictate of Erebos, Geralf’s Messenger, Murderous Redcap, the Abyss, Nether Void, Attrition, Falkenrath Aristocrat, Butcher of the Horde, Mortarpod, Nether Traitor, Epochrasite, Contamination, Abyssal Persecutor, Death Cloud
Theatre(s): Aggro
Cross-pollination: Lands (this archetype has an easy time getting lands into the graveyard for Life from the Loam and Crucible of Worlds), MonoBlack (if your deck can cast Pox, it could probably benefit from a Necropotence as well), Reanimator (getting creatures in the graveyard is easy, and reanimation spells are cheap enough to cast with a low land count), Rec/Sur/Pod (both archetypes take advantage of creatures with recursion abilities or death triggers), Tokens (which are one way to break the symmetry of Braids & friends).
Description: The only “Combo” archetype present in many “standard” Cubes, Reanimator decks need three things: a big creature, a way to get it into the graveyard, and a reanimation spell. That may seem like a tall order for a Limited deck, but luckily several cards are able to help on two or more fronts. The archetype is conveniently centered in Black, the color with the best and most abundant tutor effects. Looting effects act as discard outlets while digging for missing pieces, and Survival of the Fittest and Fauna Shaman tutor for fatties and bin them as well. Sceptics quickly learn to respect the archetype when facing a T3 Griselbrand or Woodfall Primus for the first time. Note that although the reanimation spells themselves are listed below as archetype-specific cards, they’re actually respectable inclusions in other (mainly midrange) decks as well.
Main Color(s): Black
Secondary Color(s): Blue, Red, Green
Anchor Cards: Recurring Nightmare, Demonic Tutor, Vampiric Tutor, Imperial Seal, Enclave Cryptologist, Looter il-Kor, Survival of the Fittest, Fauna Shaman, Pack Rat, Liliana of the Veil
Archetype-specific Cards: Reanimate, Exhume, Animate Dead, Necromancy, Dance of the Dead, Unburial Rites, Makeshift Mannequin, Living Death, Life // Death, Entomb, Buried Alive, Lotleth Troll, Oona’s Prowler, Griselbrand, Sheoldred, Whispering One, Merfolk Looter, Thought Courier, Waterfront Bouncer, Thirst for Knowledge, Compulsive Research, Wild Mongrel
Theatre(s): Combo
Cross-pollination: Fatty Cheat (cards like Show and Tell and Sneak Attack work well in the deck), Rec/Sur/Pod (shares many of the same cards and could be considered the midrange version of the same archetype), Madness (both like discard outlets), Dredge (both like binning their own creatures).Description: The admittedly uninspiring archetype name derives from the Rec(urring Nightmare)/Sur(vival of the Fittest)-fueled deck of Tempest-era Standard (yes, those two cards were Standard-legal at the same time, go figure), as well as from relatively recent addition Birthing Pod, that works as a hybrid between the two aforementioned cards. The only true toolbox deck in the format, Rec/Sur/Pod aims to find, use and re-use creatures with ETB abilities, death triggers or recursion, of which Black and Green have no shortage in most lists. Other colors can contribute to the value chain as well, with cards like Restoration Angel, Reveillark, Glen Elendra Archmage, Flametongue Kavu and Sneak Attack. Listing archetype-specific cards for this deck seems futile, since there’s so much synergy with tons of Cube staples already that it seems unnecessary to include too many specialized support cards.
Main Color(s): Black, Green
Secondary Color(s): All five
Anchor Cards: Recurring Nightmare, Survival of the Fittest, Fauna Shaman, Birthing Pod, Volrath’s Stronghold
Archetype-specific Cards: Living Death, Diabolic Servitude, Genesis, Vengevine, Masked Admirers, Victimize, Attrition, Grave Pact, Dictate of Erebos, Whip of Erebos, Squee, Goblin Nabob
Theatre(s): Midrange
Cross-pollination: Reanimator (the Combo version of this archetype, sharing many key cards), Madness and Dredge (discard outlets and binned creatures, respectively), Pox/Stax (both like to sacrifice their own guys), Blink (share a love for ETB creatures)Description: The Blue-Red Spells Matter archetype makes use of a small, but steadily growing subset of cards that care about instants and sorceries being cast. The cards are pretty unassuming on their own, but they work so well with what the color pair wants to be doing anyway (countering and burning stuff while looting and/or drawing extra cards) that the resulting decks can be quite fearsome. The archetype is also open-ended enough to receive useful input from the other colors. Interestingly, this deck is hard to put into a specific theatre, since the deck can play wildly differing amounts of small creatures, reach, countering and card draw, and can even display traits of a Combo deck in some cases.
Main Color(s): Blue, Red
Secondary Color(s): All five
Anchor Cards: Young Pyromancer, Forbid, Deep Analysis, Faithless Looting
Archetype-specific Cards: Talrand, Sky Summoner, Guttersnipe, Augur of Bolas, Delver of Secrets, Kiln Fiend, Staggershock, Isochron Scepter, Runechanter’s Pike, Wee Dragonauts, Spellheart Chimera, Monastery Swiftspear, Jeskai Elder, Capsize
Theatre(s): Any
Cross-pollination: Tokens (especially Opposition), Burn (this deck can bring a lot of direct damage to the table), Storm (of which it is the less broken, but easier to support and more flexible step-brother).Description: Probably the worst mistake Wizards R&D has ever repeated, the Storm mechanic is responsible for more broken decks and banned cards than any other. It’s no wonder that many have tried to introduce the archetype to Cube. This is, however, more difficult than it looks. Storm decks are delicately balanced machines, with specific amounts of mana acceleration (often Ritual effects), cantrips, tutoring, and business spells (often draw-7’s) They often play cards that would be almost useless in any other deck. These factors make it a challenge to support the archetype in a Singleton Limited format without running a bunch of cards that are automatic 15th picks if no one is drafting Storm. Also, the non-interactive nature of the games involving the archetype may not be to everyone’s tastes. Storm generally works best in smaller, Powered Cubes, where the density of broken mana acceleration, tutors and draw-7’s is at its highest.
Main Color(s): Blue, Black
Secondary Color(s): Red, Green
Anchor Cards: Timetwister, Time Spiral, Dark Ritual, Vampiric Tutor, Demonic Tutor, Yawgmoth’s Will, Wheel of Fortune
Archetype-specific Cards: Brain Freeze, Mind’s Desire, Tendrils of Agony, Empty the Warrens, Grapeshot, Cabal Ritual, Lion’s Eye Diamond, Lotus Petal, Seething Song, Dream Halls, Palinchron, Frantic Search, Turnabout, Ancestral Vision, Mana Flare, Heartbeat of Spring, Dictate of Karametra, Rude Awakening, Memory Jar, Nightscape Familiar, Necropotence, Yawgmoth’s Bargain, Past in Flames, Manamorphose, Snap, Cloud of Faeries
Theatre(s): Combo
Cross-pollination: Spells Matter (both like casting multiple spells in the same turn), Super Ramp (the deck needs a lot of mana and can incorporate a plan B of playing one big spell if the Storm count isn’t quite there)Description: Mana acceleration (or “Ramp” for Rampant Growth) is so central to Green’s color identity that it’s hard to imagine a Cube where a midrange Green deck aiming to cast large monsters ahead of schedule is not supported, so “normal” Ramp is not an “archetype” for the purposes of this article. However, when the strategy is taken to a level where the deck wants to cast spells costing eight or more (note that this threshold is somewhat arbitrary), it becomes a distinct archetype requiring specific support. At that point, it starts functioning as a Combo deck that foregoes most meaningful interaction with the opponent in order to cast a game-ending spell somewhere around turn five. The Legendary Eldrazi trio and X-spells like Genesis Wave are popular choices.
Main Color(s): Green
Secondary Color(s): All five
Anchor Cards: Rofellos, Llanowar Emissary, Primeval Titan, Natural Order
Archetype-specific Cards: Nissa, Worldwaker, Awakening Zone, Channel, Thran Dynamo, Gilded Lotus, Omnath, Locus of Mana, Oracle of Mul Daya, Heartbeat of Spring, Dictate of Karametra, Mana Flare, Mirari’s Wake, Genesis Wave, Tooth and Nail, Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Emrakul, the Aeons Torn, Worldspine Wurm, Decree of Justice, Entreat the Angels, Rite of Replication
Theatre(s): Midrange, Combo
Cross-pollination: Fatty Cheat (many decks play a mix of ways to either ramp out or cheat in a huge creature), Elves (some Elf Tribal effects can generate huge amounts of mana), Storm (both make use of large amounts of mana).Description: Taking infinite turns by repeatedly untapping a Time Vault with Voltaic Key is the most popular win condition in Vintage, because it takes up very few deck slots and involves cheap colorless cards that are easy to tutor for by Tinker and Tezzeret the Seeker (the latter also functions as an alternate combo piece). Cube designers looking for more Combo support may be interested in a Time Vault archetype, but some caution is advised: Time Vault, more than any other card mentioned in this article, is an almost completely dead card outside of the combo, and Voltaic Key is not much better in that regards. Moreover, the combo can be pretty brutal to play against, because it can be assembled very early in the game (theoretically on turn one, even in Cube), but takes a long time to actually win with. For these reasons, it’s probably best to reserve this archetype for the smallest, highest Powered Cubes, where broken plays are the norm rather than the exception.
Main Color(s): Blue
Secondary Color(s): Red, Green
Anchor Cards: Ral Zarek
Archetype-specific Cards: Time Vault, Voltaic Key, Tezzeret the Seeker, Kiora’s Follower, Kurkesh, Onakke Ancient, Rings of Brighthearth
Theatre(s): Control, Combo
Cross-pollination: Artifacts (where Tezzeret is a key card and the Key can be used to untap Mana Vault, Grim Monolith and similar cards), Twin Combo (where Deceiver Exarch and Pestermite can be used as one shot extra turns with Time Vault in play), Pox/Stax (where Time Vault can at least theoretically be used to cripple an opponent via Smokestack and Braids, Cabal Minion).Description: This is probably the deepest of all archetypes, and one that is supported in one way or another in almost all Cubes, just because a lot of really-good-in-a-vacuum cards happen to involve tokens. Taking advantage of tokens can be done in many ways: Anthem-effects and pseudo-Anthem effects (Battle cry, Mirror Entity, Sublime Archangel, Hellrider), putting multiple permanents into play as sacrifice fodder, getting multiple triggers out of Purphoros, God of the Forge and similar cards, locking the opponent out with Opposition, abusing Populate cards, or getting creatures into play without actually using Creature spells (relevant for Spells Matter-builds and individual cards like Oath of Druids and Polymorph). The Tokens archetype can be supported in any color, with White and Red probably being the most popular choices.
Main Color(s): White, Red
Secondary Color(s): All five
Anchor Cards: Accorder Paladin, Blade Splicer, Brimaz, King of Oreskos, Mirror Entity, Hero of Bladehold, Cloudgoat Ranger, Elspeth, Knight-Errant, Ajani Goldmane, Elspeth, Sun’s Champion, Spectral Procession, Opposition, Meloku the Clouded Mirror, Ophiomancer, Bitterblossom, Young Pyromancer, Goblin Rabblemaster, Siege-Gang Commander, Hero of Oxid Ridge, Hellrider, Master of the Wild Hunt, Deranged Hermit, Garruk Wildspeaker, Garruk Relentless, Lingering Souls, Sorin, Lord of Innistrad
Archetype-specific Cards: Spear of Heliod, Glorious Anthem, Dictate of Heliod, Intangible Virtue, Ogre Battledriver, Signal Pest, Curse of Predation, Overrun, Mirari’s Wake, Sarkhan Vol, Sublime Archangel, Archangel of Thune, Master of Pearls, Precinct Captain, Ajani Steadfast, Elspeth Tirel, Master of Waves, Talrand, Sky Summoner, Curse of Shallow Graves, Marsh Flitter, Skeletal Vampire, Mogg War Marshall, Beetleback Chief, Goblin Bombardment, Greater Gargadon, Edric, Spymaster of Trest, Martial Coup, Decree of Justice, Entreat the Angels, Tempt with Vengeance, Thelonite Hermit, Hooded Hydra, Precursor Golem, Grizzly Fate, Predator’s Howl, Raise the Alarm, Triplicate Spirits, Mignight Haunting, Gather the Townsfolk, Dragon Fodder, Krenko’s Command, Hordeling Outburst, Increasing Devotion, Conqueror’s Pledge, Geist-Honored Monk, Scion of Vitu-Ghazi, Rootborn Defenses, Sundering Growth, Gaea’s Cradle, Gavony Township, Kjeldoran Outpost, Vitu-Ghazi, the City Tree, Moorland Haunt
Theatre(s): Any
Cross-pollination: Blink (many creatures create tokens upon entering the battlefield), Goblins and other Tribal archetypes (all the major tribes have token makers for the appropriate creature type), Pox/Stax (tokens help to make the eponymous spells less symmetrical)Description: There’s several already-Cubeable cards that care about what’s on top of your deck, most notably Future Sight, Prophetic Flamespeaker, Chandra, Pyromaster, Courser of Kruphix, Oracle of Mul Daya, Domri Rade and the Miracles. These cards become very potent when combined with a way to manipulate the top card of your library, especially repeatedly. There’s quite a few of those, as well: Jace, the Mind Sculptor, Sylvan Library, Sensei’s Divining Top and Scroll Rack. Any Scry effect also helps, as do Ponder and Brainstorm. The great thing about this archetype (and the term is used in a loose sense here) is that almost all of the cards are Cube staples in their own right. Extra support is not strictly required, but being aware of this class of synergies can help when choosing between two cards with an otherwise similar power level.
Main Color(s): Blue, Red, Green
Secondary Color(s): None
Anchor Cards: Chandra, Pyromaster, Courser of Kruphix, Jace, the Mind Sculptor, Sylvan Library, Sensei’s Divining Top, Mystical Tutor, Brainstorm
Archetype-specific Cards: Future Sight, Thassa, God of the Sea, Prognostic Sphinx, Prophetic Flamespeaker, Bonfire of the Damned, Oracle of Mul Daya, Domri Rade, Scroll Rack, Temple of Epihany, Temple of Abandon, Temple of Mystery, Noxious Revival, Worldly Tutor, Sylvan Tutor Keranos, God of Storms
Theatre(s): Midrange
Cross-pollination: Lands (via Courser of Kruphix and Oracle of Mul Daya, plus this archetype appreciates shuffle effects more than most).Description: The TurboLand archetype can be considered the Combo version of Lands Matter and makes use of cards that allow multiple land drops a turn, most notably Fastbond and Exploration. These can be combined with the original Ravnica cycle of bounce lands (Azorius Chancery) and cards that return lands to the hand from the battlefield, in order to generate large amounts of mana and card advantage. Any mass card draw spells are useful as well, since they will presumably provide you with more lands. Since the archetype requires a considerable number of narrow combo pieces, it's probably best suited for smaller, combo-oriented lists.
Main Color(s): Green
Secondary color(s): Blue
Anchor Cards: Courser of Kruphix, Crucible of Worlds, Life from the Loam
Archetype-specific Cards: Fastbond, Exploration, Azusa, Lost but Seeking, Oracle of Mul Daya, Horn of Greed, Burgeoning, Trade Routes, Gush, Future Sight, Explore, Amulet of Vigor
Theatre(s): Combo
Cross-pollination: Lands Matter (they share several cards, and the combo version of the deck is even better at racking up Landfall triggers), Super Ramp (makes good use of large amounts of mana), Storm (also likes a ton of mana and mass card draw), Top-of-deck Matters (via Courser of Kruphix, Oracle of Mul Daya and Future Sight).Description: One of the format-defining decks in Modern, the Twin Combo deck uses Splinter Twin or Kiki-Jiki, Mirror Breaker together with Pestermite, Deceiver Exarch, Zealous Conscripts or Restoration Angel (the latter only works with Kiki) to create an infinite number of hasty tokens. Even though in a Singleton Limited format the deck can never approach the consistency it has in Modern, the archetype has been a favorite of Cube designers looking to add some Combo elements to their lists. The reasons are that the cards in question are respectable inclusions on their own merits, and that the combo doesn’t require a deck built around it. If a deck has access to the correct mana and some means of card selection, it can probably benefit from Kiki and friends as either as either its main win condition or an alternate route to victory.
Main Color(s): Blue, Red
Secondary Color(s): White
Anchor Cards: Restoration Angel, Zealous Conscripts
Archetype-specific Cards: Deceiver Exarch, Pestermite, Kiki-Jiki, Mirror Breaker, Village Bell-Ringer, Sky Hussar, Imperial Recruiter
Theatre(s): Control, Combo
Cross-pollination: Time Vault Combo (Pestermite and Deceiver Exarch can untap Time Vault), Blink (Kiki and Twin are solid as a way to copy an ETB-trigger every turn, and the other archetype-specific cards have ETB-effects themselves).Description: This archetype uses creatures that like being enhanced by Equipment, Auras and pump spells to create hard-hitting and difficult to interact with threats. Creature abilities to look out for are Hexproof, Double Strike and any form of evasion. Creatures with Exalted also tend to work well. This is another archetype that can be supported to various degrees. Most Cubes run at least a few creatures with one of the relevant keywords, as well as various Equipment and Rancor. Any support above and beyond that is up to the Cube designer’s discretion. If one wants to go really far in this direction, one could even start thinking about including Infect and Heroic cards, two mechanics that are notoriously insular and difficult to integrate in Cube. On the other hand, including too many cards with Hexproof, Protection and Evasion may reduce interactivity and cause an undesirable number of cheap wins (or losses).
Main Color(s): White, Green
Secondary Color(s): All five
Anchor Cards: Mirran Crusader, True-Name Nemesis, Thrun, the Last Troll, Bonesplitter, Sword of Fire and Ice (and the other Swords), Umezawa’s Jitte, Elspeth, Knight-Errant, Geist of Saint Traft, Rancor
Archetype-specific Cards: Fencing Ace, Soltari Trooper, Soltari Priest, Soltari Monk, Soltari Champion, Fabled Hero, Hero of Iroas, Kor Spiritdancer, Silverblade Paladin, Angelic Destiny, Sublime Archangel, Ajani, Caller of the Pride, Ethereal Armor, Griffin Guide, Invisible Stalker, Prophetic Flamespeaker, Markov Blademaster, Pyrewild Shaman, Reckless Charge, Madcap Skills, Wrecking Ogre, Silhana Ledgewalker, Troll Ascetic, Witchstalker, Boon Satyr, Briarhorn, Berserk, Vines of Vastwood, Stonewood Invocation, Elephant Guide, Loxodon Warhammer, Ghor-Clan Rampager, Boros Charm, Rafiq of the Many, Fleecemane Lion, Sigarda, Host of Herons, Simic Charm, Uril, the Miststalker, Hatred, Spiteful Returned, Herald of Torment, Mogis’s Warhound
Theatre(s): Aggro
Cross-pollination: Enchantments Matter (if focusing on the Aura aspect), +1/+1 Counters (putting those onto this archetype’s creatures is powerful), Tokens (any Anthem or pseudo-Anthem effect is good, especially with double-striking creatures).Description: Named for the Urza’s Saga card that was (for all intents and purposes) functionally reprinted in a Portal set (Burning of Xinye), this archetype aims to build a board position where it can cast its namesake card and leave the opponent with (ideally) zero permanents while keeping a big threat and a few mana sources itself. This is achieved by playing mana acceleration, preferably via Rampant Growth-effects or Artifact mana, creatures with a toughness of at least five, and/or Planeswalkers. The archetype is a favorite among Cube designers looking to make a strategy available to Red that’s completely different from the cheap-creatures-and-burn plan the color tends to employ.
Main Color(s): Red
Secondary Color(s): All five (but mainly Green)
Anchor Cards: Thundermaw Hellkite, Inferno Titan, Sakura-Tribe Elder, Kalonian Hydra, Primeval Titan, Coalition Relic, Solemn Simulacrum
Archetype-specific Cards: Wildfire, Burning of Xinye, Destructive Force, Ember Swallower, Worn Powerstone, Thran Dynamo, Everflowing Chalice, Chandra Nalaar, Sarkhan, the Dragonspeaker, Vorapede, Greater Gargadon
Theatre(s): Midrange, Control
Cross-pollination: Artifacts (both value mana rocks more than most decks), Ponza (pinpoint Land Destruction synergizes decently with Wildfire), Lands Matter (which is very good at re-using the sacrificed lands plus Knight of the Reliquary survives even a “naked” Wildfire).Description: While few Zombies are Cube staples in the strictest sense, many cards in the tier just below “absolute staple” have the creature type, and several of the various Zombie Tribal effects that have been printed over the years are quite powerful as well. The tools are definitely there if you want to support a Zombie archetype, especially if you already have a lot of ways to take advantage of sacrifice effects and/or the graveyard.
Main Color(s): Black
Secondary Color(s): Blue, Green
Anchor Cards: Gravecrawler, Sarcomancy, Diregraf Ghoul, Grave Titan
Archetype-specific Cards: Carrion Feeder, Geralf’s Messenger, Skinrender, Graveborn Muse, Blood Scrivener, Cemetery Reaper, Xathrid Necromancer, Curse of Shallow Graves, Call to the Grave, Death Baron, Diregraf Captain, Lotleth Troll, Lich Lord of Unx, Lifebane Zombie, Liliana’s Reaver, Lord of the Undead, Necromancer’s Stockpile, Sidisi, Blood Tyrant, Undead Warchief, Nightscape Familiar, Putrid Leech, Spiteful Returned, Tidehollow Sculler, Wight of Precinct Six, Putrid Imp, Dreg Mangler, Fleshbag Marauder, Undead Gladiator
Theatre(s): Aggro, Midrange
Cross-pollination: All the graveyard-centric archetypes, but mainly Pox/Stax.
As noted throughout this article, some cards with slightly lower power levels (for Cube standards, of course) may nevertheless be worth including because they contribute to several specific archetypes (preferably while being respectable cards in their own right).Here are ten cards you may not have considered before, but which may have an interesting role to play in your list.
Archangel of Thune
Should you choose to support the Lifegain or the +1/+1 Counters archetype (or both!) this card is the first one to add to your list. It is also a strong roleplayer in the Tokens deck and a solid addition to any generic White midrange or control deck. There are several infinite combo’s with this card as well:
•Archangel + Spike Feeder (a card versatile enough that it almost made this top-10 in its own right) gives you infinite life and an enormous flier
•Archangel + Kitchen Finks + a sacrifice outlet is the same (plus you get infinite of whatever the sac outlet is doing)
•Archangel + Triskelion + Nearheath Pilgrim or any other way to give the Trike lifelink is infinite damage
•Archangel + a Soul Warden effect + any mass token generator doesn’t go infinite but leads to ridiculous board statesEpochrasite
Let’s just list the archetypes this card is relevant for: Artifacts, Blink, +1/+1 Counters, Pox/Stax, Rec/Sur/Pod, Storm and Wildfire. And that’s in addition to its baseline utility as a cheap and easy to cast value engine for any matchup where you’re more interested in blocking than attacking in the early game.Frantic Search
Putting cards in the graveyard is useful for Reanimator, Dredge and sometimes Artifacts, costing no mana helps with casting multiple spells in the same turn, which is good for Storm and Spells Matter, generating mana with any land producing more than one is good for Super Ramp and again Storm, and it’s a great Madness enabler as well (you can pay for a madness spell you discard with the lands you untap). If your Cube is Combo- and/or Graveyard-oriented, this card should be in it.Manamorphose
Similar to Frantic Search in that it provides a spell without costing mana (or even a card, in this case) for Storm and Spells Matter (if you want more of that effect, Gitaxian Probe is another good option), it doubles as a low-opportunity cost fixer for multicolor aggro decks that can’t afford to play nonland fixing otherwise and absolutely need to play their bombs (for example, the Khans of Tharkir wedge cards) on curve. As a bonus, it’s a pretty neat card to stick under an Isochron Scepter.Masked Admirers
A green card advantage engine, which is a pretty rare sight. It can be Blinked, milled and re-used (Dredge), discarded and re-used (Madness and Rec/Sur/Pod), sacrificed and re-used (Rec/Sur/Pod and Pox/Stax), and it’s an Elf! There aren’t that many situations where a 3/2 for 4 that draws you a card is actively bad by itself, either.Perilous Myr
This little guy is so unassuming, yet does so much. Artifacts, Pox/Stax, Rec/Sur/Pod and Wildfire all love to add him to their rosters, and he’s a valuable early drop for control decks of any color as well, stopping many an aggro deck’s best starts right in their tracks.Pyrewild Shaman
This card is like a charm, but with ten different modes (albeit more situational ones) instead of a mere three. It’s a combat trick that lets an aggro deck efficiently remove a midrange or control deck’s speedbump (like a Wall or Courser of Kruphix). It can be discarded for value in a Madness deck and brought back via one of that deck’s tramplers. It’s a late-game mana sink and repeatable damage source for aggro decks. It can pump one of Voltron’s Hexproof or Double Strike attackers at instant speed. It can come down as a creature and pick up a Rancor or a piece of Equipment. It can take advantage of a Goblin Tribal effect. It’s repeatable fodder for cards like Butcher of the Horde, Lotleth Troll and the Masticores. It’s a one-toughness creature for Skullclamp, it’s a situational Lava Spike and if worst comes to worst it can even block!Undead Gladiator
The third of the durdly recursive engine cards with a relevant creature type. He provides a discard outlet for Madness and Reanimator, a repeatable cycler for Astral Slide and Lightning Rift, a convenient way for Dredge to put a creature into the graveyard to kickstart Splinterfright or Sewer Nemesis, and a Zombie for Gravecrawler and Graveborn Muse. That’s in addition to his functionality as a warm body and as a late-game card quality engine.Waterfront Bouncer
At face value, Waterfront Bouncer is a terrible Magic card. Unsummon is a situational effect, in essence because it trades card advantage for tempo, which may not be what you need. Waterfront Bouncer requires you to pay three times as much mana, wait a turn, and discard another card (!) to get the same effect. And yet, the Bouncer does a lot of work in the right Cube list. It’s a discard outlet for Reanimator and Madness (fitting particularly well into the latter’s tempo game) and it’s an engine card in Blink decks. It also works well with some other individual cards like Sneak Attack, and provides a means to interact with opposing Reanimator of Fatty Cheat strategies and Control Magic effects.Whip of Erebos
The Whip is an Artifact for the Artifacts deck (useful for returning Myr Battlesphere and Sundering Titan, or becoming a 5/5 Lifelink with Tezzeret 2.0 or Karn) and an Enchantment for, well, the Enchantment Matters deck. It is insane in the Blink deck, since its various anti-abuse clauses still allow shenanigans with temporary Exile effects. It’s a decent support card in the various graveyard-related strategies, mainly Rec/Sur/Pod and Dredge, and it provides some very welcome lifegain for the heavy Black strategies that often run a lot of self-damaging effects, as well as for the Lifegain deck. -
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Evil Never Dies posted a message on Modern horizon 2 rumors (Possible leaks)Posted in: Baseless SpeculationQuote from headminerve »How do you fit 31 letters in a card name ? This is the most suspicious one for me. I suppose th'yd have to not name it after its actual name but rather like they did with the latest Liliana card.
May I present you the Italian version of Hellkite Overlord
https://scryfall.com/card/ala/172/it/signore-supremo-dei-nibbi-infernali
35 characters between letters and spaces, and five different symbols on the mana cost. If this is possible, pretty much anything is possible.
In the worst case, they will just squeeze the letters a little bit. -
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tiasian posted a message on [KHM] Leak. Vorinclex, Monstrous riderSimilar phrasing, so it should work similarly, including the plus abilities.Posted in: The Rumor Mill -
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KrossX24 posted a message on Lovestruck BeastSomeone is asking the important questionsPosted in: Lovestruck Beast -
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Jivanmukta posted a message on Sheldon's Thoughts on infinite combosCombos don't ruin games, players do. Literally every single issue in EDH is fixed by communicating.Posted in: Commander (EDH) -
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3drinks posted a message on Sheldon's Thoughts on infinite combosSheldon: creates multiplayer format with 40 life, fast mana, under costed tutours with expectancy that nobody does anything aside from playing creatures and pass turn.Posted in: Commander (EDH)
Players: creates efficient game plan to - gasp - complete the game objective. which is to win the game, in an efficient manner such that they don't lose to the other guy you didn't eliminate.
Sheldon: -
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Yandere Sliver posted a message on Face the Dreadhorde: Horde Magic ProductI would love another enemy deck. I still enjoy the Hydra, the Horde and XenagosPosted in: Speculation -
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Abel88 posted a message on Infinite combos and strong synergies - now under new managementfound a fun one for my goblin deck. Krenko, Mob Boss, Goblin Sharpshooter, and Thornbite Staff. equip the staff to krenko,shoot a goblin with sharpshooter, untap both, repeat.Posted in: Commander (EDH) -
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lyonhaert posted a message on Infinite combos and strong synergies - now under new managementPosted in: Commander (EDH)
You activate Lethal Vapors many, many times, then respond to those activations with Krosan Grip so that your opponents can't activate it and also skip turns. Then Teferi's Protection to be untouchable during those turns. It's like putting yourself in suspended animation to outlive your opponents.Quote from DementedKirby »Quote from Rasputin101 »Lethal Vapors + Teferi's Protection + krosan grip = infinite disappear and wait for your opponents to deck themselves from drawing for turn, krosan grip to destroy while you hold priority so your opponents don't one for one you on the missing turns
How does this work, exactly?
I saw it in an Ayli, Eternal Pilgrim deck inspired by the BLAME! manga that did a lot of search-opponent-library-exile to make sure opponents were stripped of ways to recycle their libraries to 'survive' those many turns. The thread has since been deleted, though.
Edit: Also, it used stuff like Grand Abolisher instead of Krosan Grip. - To post a comment, please login or register a new account.
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Glad you liked my thread! Yeah, here's the current real life version of my deck (along with the actual versions/printings of the cards I'm running in it):
https://www.moxfield.com/decks/UA1ZDs2E00augDnJE3TfEg
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The death priest Mazirek occupies a high position in the rigid caste system of the insectile kraul of Ravnica. He leads the buzzing chants of the kraul rites, invoking the essence of decay to keep the great wheel of life and death turning.
1. Why play this commander?
5. Appendix
6. Change Log
7. Acknowledgments
Mazirek, Kraul Death Priest is one of the most versatile commanders out there. It provides support for many strategies either on their own or simultaneously. You can build it catering to voltron, tokens, +1/+1 counters, stax, stompy, any combination of these, or all of the above! This provides for so many possible combinations (31, to be exact!) that it would be overwhelming to discuss them all. However, even though there is no best way to play Mazirek, I will guide every type of strategy along with why I’ve gone with the builds I’ve stuck to. This is a very customizable general, to say the least.
Thus, you’ll enjoy playing with Mazirek, Kraul Death Priest if you:
Mazirek is not necessarily a graveyard general but due to it having synergy with so many different strategies, there are other BG generals out there that make it easier to pilot – especially those that deal with tokens, sacrificing, and stax.
”What gives? Am I not queen of the Golgari?”
Now, playing Mazirek, Kraul Death Priest obviously has its pros and cons depending on what you're facing. I've been playing this deck for quite some time and have found that there are some clearly beneficial decks to go against and some clearly detrimental decks to go up against. Since I don't feel that it's that black and white since there are some grey areas, I will explain them all in greater detail. For a quick summary as to how your match-ups should go, see below.
Stax
Mid-Range
Aggro
Milling
Control
Creature Hate
Pillow Fort
Graveyard Hate
”Ugh! Not Mazirek again!”
* Mid-Range: Depending on the tempo, mid-range could be a pretty epic battle - these are the decks I prefer facing against. Mazirek is not necessarily mid-range since you can get a large army of fatties fairly quickly, but most games are won after turn 5 since Mazirek does cost 3BG to cast. I’ve been able to cast Mazirek as early as turn 2 thanks to mana dorks and Mana Vault, but it’s not common. Mid-range doesn’t pose much of a threat either because of the stax element. If you’re consistently depriving opponents of creatures, there’s little in the ways of threats that mid-range decks can do against you.
* Aggro: Blurry fast decks can be a problem since this deck doesn’t have much by ways of gaining life (unless you include Zulaport Cutthroat and/or Blood Artist (more on that later)). Aggro decks love their creatures also so they’ll probably want to take you out before you get online. If you use the token route you should be able to at least amass some chump blockers that can eventually get very large thanks to Mazirek. In the long run, unless you’re ganged up by other players, aggro doesn’t pose much of a threat. I’ve faced many aggro decks before and I’m usually online before I’m killed. It’s the vultures you have to worry for. Once that aggro threat has passed, someone may come in to take you out when you’re in the red-flashing heart-zone.
* Milling: This isn’t a common strategy in EDH but there are those who run these decks. Milling can be annoying if your recovery pieces are milled away (like Splendid Reclamation, Eternal Witness, Meren of Clan Nel Toth, etc.). If you have The Gitrog Monster in play and are milled, it can be a two-edged sword because when you draw a card for each land milled, you get answers; however, when you draw a card for each land milled, your deck can get dangerously short. I wouldn’t worry too much about milling since most of the cards in the deck are there for redundancy so you should be able to amass an army of fatties and decimate your opponents. If Splendid Reclamation isn’t milled then you can at least recover your lands which would totally sadden the milling player. With a stompy army you don’t need a lot of turns to play so even if your deck is dangerously slim, you still have an opportunity to win the match.
So I heard you like playing stax...
* Creature Hate: One would think that creature hate wouldn’t pose much of a threat to a BG deck. However, the deck does rely on its commander so getting it consistently killed/exiled can be a problem - especially when your commander costs 3BG. Also, it can be quite the bummer to have your army of creatures that dwarf eldrazis become obliterated by wraths. The reason creature hate is a neutral threat is because we have ways of protecting Mazirek and our creatures plus ways of recurring creatures in the graveyard. Yavimaya Hollow and Swarmyard help save Mazirek from destruction that allows regeneration. Wrap in Vigor, Wail of the Nim, and Golgari Charm regenerate all of our creatures. Eldrazi Monument and Inspiring Call make them indestructible. Sheoldred, Whispering One and Meren of Clan Nel Toth help recover creatures from the graveyard. In short, creature hate is only a problem if you don’t have responses when you really need them; it’s not a problem if you have responses when you need them. Also, players tend to hold on to their wraths with Nature's Revolt or Living Plane out; any wrath then becomes Devastation. Additionally, cards like Cauldron of Souls can recover all of your creatures after a board wipe. Even though your creatures will return with a -1/-1 counter, Mazirek takes care of that by neutralizing it with a +1/+1 counter. If your meta is very wrath-heavy, cards like Living Death, Living End, and Rise of the Dark Realms could be considered, as well. Losing tokens can be a problems thanks to wraths, but regenerating them or giving them indestructible prevents you from losing them.
* Pillow Fort: Could be annoying by preventing you from going all alpha strike with your huge creatures. There are answers to pillow fort such as Nullmage Shepherd, Bane of Progess, and Wave of Vitriol. Wave of Vitriol is my favorite card for getting rid of enchantments and artifacts because players have to sacrifice them. Even if you find yourself facing off against a brutal pillow fort, you can always just win by combo (more on that later) so you don’t need to win by combat damage alone. Mazirek has a plethora of strategies at its disposal so there are alternate wincons.
* Graveyard Hate: This can pose a problem if you’re running the Artifact Build. That build is devoted to recurring artifacts from the graveyard. It would follow that if you’re playing the Eggs strategy and an opponent is running Leyline of the Void, Rest in Peace, etc., then it could be a major problem. If you’re running the Artifact Build you must get rid of that player as soon as possible. If you’re running the Creature Build, you’re simply prevented from winning by the combo route since you won’t be able to recur any creatures to go to infinity (or at least enough times to get some huge creatures). The deck does run its fair share of artifact and enchantment removal. So, as long as you’re able to obtain your responses in a timely manner, you should be fine. Either way, if your meta is keen on graveyard hate then you can add more cards in the vein of getting rid of all artifacts and enchantments.
”Mazirek, you’re good enough to go solo.”
The deck started as a way to first take advantage of sacrifice interactions. So I played around with persist as well, since a creature with persist will return to battle indefinitely as long as Mazirek is in play. However, I found that that the deck wasn’t consistent. I either had a lot of potential sac triggers but no creatures to take advantage of it. Other times, I had a lot of creatures and no sac triggers to take advantage of it. I tried a lot of different strategies but then found that you could have various simultaneous strategies. Since I couldn’t find a balance between all of them, I decided to devote these strategies to various versions of the deck. Finally, my Mazirek deck was taking shape.
This allowed me to consider all of the different cards and combos which ended up being completely overwhelming. Since I like designing primers and decks that everyone could enjoy playing, I contemplated compiling a strategy guide (so to speak) for Mazirek showcasing all the different ways to play with it. This helped me as well since I would constantly cut and add and swap cards only to do it all over again. It was fun up to a certain point and my pod wouldn’t be able to specifically predict what I’d be doing with the deck. Yet, I stayed with some deck lists that were more my style. Since there’re so many possibilities with Mazirek, I wouldn’t want to impose my style on anyone. So, I decided to go all out and make a true to the title Primer. I will discuss how to make a deck that doesn’t go infinite, a deck to be played on a strict budget, and decks that go all out. Again, it was excruciatingly difficult to have a single deck with every strategy contained within, but if you’re able to do so, I tip my hat to you.
Each build incorporate stax as the main strategy. The difference between them is that the Creatures Matter version is more stompy and less combo while the Artifacts Matter version is more combo and less stompy. Each build will be discussed upon in great detail. I also provide an Über Budget Build since most players probably won’t be able to build a deck with 7 fetchlands, Crucible of Worlds, Gaea's Cradle, Mishra's Workshop, Doubling Season, etc.
Creatures Matter:
Out of the two main builds, this one is my favorite one (don’t tell the other one!) because I like the stompiness. This one is more in-your-face and less combo but it can still be tweaked for full-blown combo as well. The purpose of this deck is to have a lot of tokens and/or many creatures in play to take full advantage of the stax. That way you have a lot of creatures with a significant p/t in order to bring forth a massive wave of attack. Also, stax gets rid of many potential blockers so killing off players with combat damage is this version’s main wincon. Alternate wincons are provided by combo, since an all-out alpha strike is not always possible.
I will also give suggestions on how to run this deck without the infinite engines. Since all the cards are amazing on their own, you can simply choose to not go infinite. However, if the temptation is too much, I will give some great substitutes as to not hurt the integrity of the deck (too much).
5 Mazirek, Kraul Death Priest
Artifacts: 7
0 Mana Crypt
1 Animation Module
1 Mana Vault
1 Sol Ring
2 Nim Deathmantle
3 Ashnod's Altar
3 Phyrexian Altar
Creatures: 37
1 Birds of Paradise
1 Caustic Caterpillar
1 Elves of Deep Shadow
1 Elvish Mystic
1 Elvish Reclaimer
1 Fyndhorn Elves
1 Llanowar Elves
1 Sylvan Safekeeper
2 Gyre Sage
2 Viridian Zealot
3 Eternal Witness
3 Fleshbag Marauder
3 Liliana, Heretical Healer
3 Merciless Executioner
3 Plaguecrafter
3 Ramunap Excavator
3 Reyhan, Last of the Abzan
3 Tireless Tracker
3 Turntimber Sower
4 Armorcraft Judge
4 Bramble Sovereign
4 Meren of Clan Nel Toth
4 Slum Reaper
4 Whisper, Blood Liturgist
4 World Shaper
4 Yawgmoth, Thran Physician
5 Archfiend of Depravity
5 Krav, the Unredeemed
5 Puppeteer Clique
5 Sidisi, Undead Vizier
5 The Gitrog Monster
6 Grave Titan
6 Harvester of Souls
6 Marionette Master
7 Sheoldred, Whispering One
8 Razaketh, the Foulblooded
8 Woodfall Primus
3 Grave Pact
3 Growing Rites of Itlimoc
4 Living Plane
5 Dictate of Erebos
5 Doubling Season
Planeswalkers: 3
4 Garruk Relentless
5 Freyalise, Llanowar's Fury
6 Liliana, Dreadhorde General
Spells: 11
2 Golgari Charm
2 Heroic Intervention
2 Liliana's Triumph
3 Inspiring Call
2 Smallpox
3 Bitter Ordeal
3 Virtus's Maneuver
4 Pir's Whim
4 Scapeshift
6 Casualties of War
7 Wave of Vitriol
Lands: 37
0 Ancient Tomb
0 Bayou
0 Bloodstained Mire
0 Command Tower
0 Forest (×5)
0 Ghost Quarter
0 Karn's Bastion
0 Llanowar Wastes
0 Marsh Flats
0 Misty Rainforest
0 Nurturing Peatland
0 Overgrown Tomb
0 Polluted Delta
0 Prismatic Vista
0 Reliquary Tower
0 Rogue's Passage
0 Shizo, Death's Storehouse
0 Strip Mine
0 Swamp (×4)
0 Swarmyard
0 Tainted Wood
0 Urborg, Tomb of Yawgmoth
0 Verdant Catacombs
0 Wasteland
0 Westvale Abbey
0 Windswept Heath
0 Wooded Foothills
0 Woodland Cemetery
0 Yavimaya Hollow
0 Karn's Bastion
3 Reyhan, Last of the Abzan
5 Mazirek, Kraul Death Priest
Sacrifice Enablers:
2 Liliana's Triumph
2 Smallpox
3 Fleshbag Marauder
3 Merciless Executioner
3 Plaguecrafter
4 Grave Pact
4 Slum Reaper
5 Archfiend of Depravity
5 Dictate of Erebos
5 Krav, the Unredeemed
7 Sheoldred, Whispering One
Token Production:
0 Westvale Abbey
1 Animation Module
3 Turntimber Sower
4 Bramble Sovereign
6 Grave Titan
6 Marionette Master
Recovery:
2 Nim Deathmantle
3 Eternal Witness
3 Liliana, Defiant Necromancer
3 Ramunap Excavator
4 Meren of Clan Nel Toth
4 Whisper, Blood Liturgist
4 World Shaper
Mana Acceleration:
0 Gaea's Cradle
0 Itlimoc, Cradle of the Sun
0 Mana Crypt
1 Birds of Paradise
1 Elves of Deep Shadow
1 Elvish Mystic
1 Fyndhorn Elves
1 Llanowar Elves
1 Mana Vault
1 Sol Ring
2 Gyre Sage
3 Ashnod's Altar
3 Phyrexian Altar
4 Scapeshift
3 Tireless Tracker
4 Armorcraft Judge
5 The Gitrog Monster
6 Harvester of Souls
Disruption:
0 Ghost Quarter
0 Strip Mine
0 Wasteland
1 Caustic Caterpillar
2 Viridian Zealot
6 Casualties of War
7 Wave of Vitriol
8 Woodfall Primus
Protection:
0 Swarmyard
0 Yavimaya Hollow
1 Sylvan Safekeeper
2 Golgari Charm
2 Heroic Intervention
2 Wrap in Vigor
3 Inspiring Call
Tutors:
0 Bloodstained Mire
0 Marsh Flats
0 Misty Rainforest
0 Polluted Delta
0 Prismatic Vista
0 Verdant Catacombs
0 Windswept Heath
0 Wooded Foothills
1 Elvish Reclaimer
5 Sidisi, Undead Vizier
8 Razaketh, the Foulblooded
Toolbox:
0 Urborg, Tomb of Yawgmoth
3 Virtus's Maneuver
4 Garruk Relentless
4 Living Plane
4 Pir's Whim
4 Yawgmoth, Thran Physician
5 Doubling Season
5 Freyalise, Llanowar's Fury
6 Liliana, Dreadhorde General
0 Rogue's Passage
0 Shizo, Death's Storehouse
3 Bitter Ordeal
5 Puppeteer Clique
Lands for the Mana:
0 Ancient Tomb
0 Bayou
0 Command Tower
0 Llanowar Wastes
0 Nurturing Peatland
0 Overgrown Tomb
0 Tainted Wood
0 Woodland Cemetery
Basics:
0 Forest (×5)
0 Swamp (×4)
You know you can live off of ramen. Buy me...
Unfortunately, not all of the cards in my current decklist are presently acquirable as foils.
Average CMC:
3.27
Average Cost (as of 10/23/16):
$1,221.24
Budget Choices:
Even with excluding Gaea's Cradle and Bayou the deck is just generally expensive. Even though the deck runs some very cheap cards that cost less than a quarter, it does run 7 fetchlands and expensive cards in the form of Doubling Season, Mana Crypt, Living Plane, Scapeshift, etc. and they add up. Since budget cuts would actually require cutting more than just a couple of cards, I present a budget build that is quite competent and only costs less than $30. That saves you almost $1,200!
Updates:
I will eventually keep an updated version of this deck online. Every time I update the deck I will try to update it there. This is also a good tool for people to actually see the statistics of the deck (by type, CMC, color, etc.) so it's easier to visualize with the graphs and whatnot. Also, you can see the updated prices on the cards (though I can't guarantee that deckstats.net will always use the cheapest version of the cards (as far as expansion set goes). You'll soon find the deck there.
Hey, I heard you like early commander casting.
Even though I’ve discussed how Mazirek allows for many strategies, his +1/+1 counters requires sacrifice triggers. Therefore, the main strategy of them all is stax. Mazirek simply allows you to take advantage of stax whether to combo out, go stompy, voltron, or simply go with extreme denial.
Something that’s very crucial to Mazirek is how to make the most of sacrifice triggers. This is incredibly important; it’s the different between making incredible plays to making ridiculously epic plays. Mazirek’s trigger goes to the stack after sacrifices are made. However, if a sacrifice causes other abilities to trigger at the same time, you choose how they enter the stack. This can be confusing at times but be sure to always remember that what you want to resolve first should be the last thing you place in the stack. The reason this is so important is that it means the difference between getting a lot of tokens in play without +1/+1 counters or getting them all in play with +1/+1 counters. Here’s an example of what I mean:
Let’s say you have a card like Pawn of Ulamog in play so both that ability and Mazirek’s trigger enters the stack. If you put Mazirek’s ability first on the stack, that 0/1 eldrazi spawn token enters the battlefield with a +1/+1 counter on it as well as your creatures already in play. If you don’t place them correctly on the stack, any 0/1 eldrazi spawn entering the battlefield won’t get a +1/+1 counter placed on it. Yeah, knowledge of how the stack functions is incredibly important with this commander. If you’re unsure as to what to do, a general rule of thumb with Mazirek is to have his trigger be the first thing entering the stack so that it’s the last one leaving the stack. Shout out to WizardMN for clearing this up.
Synergy & Combos:
The overall synergy of the deck is to make no wasted movements. Any time you’re going to sacrifice anything or make your opponents sacrifice anything, ideally, Mazirek is going to be in play. Whenever you crack a fetch, cast Fleshbag Marauder and its ilk, etc., the point is to do so in order to get a +1/+1 counter on all your creatures. If you have no other choice than to do so, it’s okay because the cards aren’t here simply for using them in conjunction with Mazirek; they are useful on their own, as well. When designing the deck, I wanted to be as independent of Mazirek as possible.
As I stated before, the amount of cards and strategies that are synergistic with Mazirek are nigh innumerable. I will try to be as comprehensive as possible. Whenever new synergies or combos become available, I will include them here. I will include them for discussion even if I don’t include them into the deck. I want everyone to be able to develop their own Mazirek.
When combined with a creature that creates a token upon dying or entering the battlefield, this combo produces infinite sacrifice triggers. When combined with a creature that produces two tokens upon dying or entering the battlefield, this combo produces infinite , as well. When combined with a creature that produces more than two tokens upon dying or entering the battlefield, this combo produces infinite sacrifice triggers, infinite , and infinite tokens. How it works is by sacrifice both the token maker and a token created to Ashnod's Altar in order to produce the mana needed to pay for Nim Deathmantle’s ability to recover that token maker. Here's how it's done:
Step 1.: Sacrifice the token producer and at least one creature token to Ashnod's Altar.
Step 2.: Use the to pay for Nim Deathmantle's trigger.
Step 3.: The token producer returns to the battlefield, thus creating creature tokens.
Step 4.: Repeat from Step 1.
When combined with Archfiend of Depravity, you’re basically depriving your opponents of their lands - it can’t get anymore stax than that. At the end of each of your opponent’s turns, if Archfiend of Depravity isn’t answered, they will have to basically sacrifice all but two of their creatures - which includes their lands. When combined with Smothering Abomination and The Gitrog Monster, for every land you sacrifice as a creature, you draw two cards each. If you want to destroy your opponents’ lands, you could also target them when casting Eliminate the Competition.
Mazirek’s ability converts sacrifices into +1/+1 counters. So, it would follow that one would want to take the most advantage of all of this. With cards like Hardened Scales, Doubling Season, Primal Vigor, and Corpsejack Menace, you’re able to double, quadruple, or even octuple the amount of +1/+1 counters produced by Mazirek. With Kalonian Hydra, you can double the amount of +1/+1 counters on each of your creatures just by attacking.
Named after the Urza Block Smokestack, the stax archetype is one that makes others at the table particularly annoyed. I would argue more so than control. Stax is such a ruthless strategy that Braids, Cabal Minion is utterly banned in EDH. Not simply banned from being a commander, but banned altogether. However, we're not facing against stax, we are stax! Mazirek just begs to be included in stax decks. Its ability triggers when any permanent is sacrificed. Meaning from any player. So something as simple as Innocent Blood can pump you creatures very significantly if your match has multiple players. When playing a five-point star, casting something like Smallpox gives all of your creatures 10 +1/+1 counters. All for BB! Crippling spells like Death Cloud and Pox usually cause players to scoop. Most of the synergies available to Mazirek don't necessarily revolve around +1/+1 counters, but around Stax. Wave of Vitriol provides a ridiculous amount of +1/+1 counter on all your creatures. If running cards like this may seem counterproductive, the only creature that really needs to stay alive on your end is Mazirek. It wins very easily and out of nowhere with commander damage. That, and you're constantly forcing players to sacrifice creatures. Also, if you don't want your staxed creatures to go to waste, you could always include cards like Reyhan, Last of the Abzan and Death's Presence in order to salvage those +1/+1 counters. If you want to really be evil, you could always double up or even quadruple up on your stax effects by running cards like Dictate of Erebos, Butcher of Malakir, and the like.
Creatures with persist is one of the easiest ways to get infinite sacrifice triggers. With a sac outlet and Mazirek in play, sacrificing a creature with persist requires some understanding of the stack. Here’s how it’s done:
Step 1. Sacrifice a creature with persist. The persist trigger will go in the stack as well as Mazirek’s trigger.
Step 2. Put Mazirek’s trigger on the stack first and then the persist trigger. This will cause the persist trigger to resolve first (returning the creature to play).
Step 3. Mazirek’s trigger resolves, putting a +1/+1 counter on each creature. This counter cancels itself with the -1/-1 counter on the creature with persist.
Step 4. The creature with persist no longer has a -1/-1 counter on it so you can repeat from Step 1.
When you can’t win via combat damage, there are alternate wincons which rely on the combo facilitating properties of Mazirek. When you’re able to produce infinite sacrifice triggers, you can win after generating an epic gravestorm for Bitter Ordeal in order to exile all opponents’ decks. With Zulaport Cutthroat and/or Blood Artist in play, you can drain the life from all of your opponents. You could also ping opponents to death with Triskelion and Walking Ballista or sacrifice infinitely large fatties to Jarad, Golgari Lich Lord.
There are many creatures that produce tokens when entering the battlefield, dying, and leaving the battlefield; creatures that produce tokens with activated costs that don’t require tapping; creatures that produce tokens simply by tapping; creatures that produce tokens during the beginning of phases; and creatures that produce tokens other ways. I’ve tried them all. There are those who may want to take advantage of the massive mana produced to control when they produce these tokens (with creatures like Ant Queen and others that are similar mana sinks) and there are those who want a steady flow of free tokens by using creatures that produce tokens during upkeep (like Master of the Wild Hunt, Creakwood Liege, etc.). I used to run the latter but decided to cut them in favor of the creatures that produce tokens when entering the battlefield in order to go infinite with Nim Deathmantle + Ashnod's Altar. However, for those who don’t want to run infinite engines, those creatures worked amazingly well. The importance of tokens in the deck is because you need bodies to take advantage of the +1/+1 counters that are being placed on all of your creatures. Tokens are dispensable creatures that serve as chump blockers. Also, it’s better to sacrifice replaceable tokens to stax effects than key creatures. In the Card Options Section (Section 2.2) I explain in detail why the best creatures to use for producing tokens during the beginning of phases are Mycoloth, Creakwood Liege, Master of the Wild Hunt, Nath of the Gilt-Leaf, and Ophiomancer. Other useful token producers are those that make tokens upon dying (Symbiotic Wurm, Worldspine Wurm, Wurmcoil Engine, etc.). That way, when you wipe the board or use a devastating Death Cloud, you'd still have a whole bunch of creatures that get a ton of +1/+1 counters since Mazirek's ability still enters the stack even though it's sacrificed when everything gets sacrificed. Here's how it's done:
Step 1. Place Mazirek's trigger on the stack first.
Step 2. Place the tokens trigger on the stack next.
Step 3. The tokens trigger resolves first, putting the creature tokens in play.
Step 4. Mazirek's trigger resolves next, putting all those +1/+1 counters on each of those creatures.
With the release of Kaladesh, MechanicE was finally revealed to be energy, a very parasitic mechanic that opens the doors to a whole lot of possibilities. If energy returns in future sets, the possibilities of an suite with Mazirek is highly likely. The amount of energy counters produced with Mazirek’s many combos is ridiculous. Presently, it may seem like a background strategy since there aren’t many cards (yet) that interact with energy, but it can happen nonetheless. With AEtherworks Marvel, you get an for each permanent you sacrifice or have destroyed and with Demon of Dark Schemes you get an for each creature that dies. With any engine producing infinite sacrifice triggers you could also potentially get infinite energy counters. So far, the only stores to spend is Architect of the Untamed, Bristling Hydra, Electrostatic Pummeler, and Longtusk Cub. Architect of the Untamed would provide infinite creature tokens. The others I mentioned aren’t that special because they would already be pumped with Mazirek and the sacrifice triggers; pumping them any further with would be redundant. Again, this strategy isn’t calling out to me yet but I am keeping my eyes peeled because it does have potential.
I toyed around with this a bit being as annihilator is quite the sacrifice inducer. However, the creatures are just too expensive to cast and if I start going with intense mana production, I should be winning the game regardless. That’s why in previous versions of the deck I ran It That Betrays. It just ended up being winmore. Not only did I produce a lot of sacrifice triggers, but I would take control of whatever was sacrificed. Players either scooped or made me into the de facto archenemy. That being said, I don’t completely abandon this tactic as there are those out there that may enjoying using this mechanic with Mazirek - and it works. However, you would need ways to generate a lot of mana fairly quickly, which the deck does exceeding well if you have a lot of fodder for Ashnod's Altar. Also, including Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre double as milling prevention if you’re using The Gitrog Monster and/or Smothering Abomination to draw through your entire deck. Thus, a mana intensive build with annihilator eldrazi would be a cool take on Mazirek. Again, there are just too many strategies, engines, and synergistic cards to physically include them all in the deck. These are just some that I’ve either used, tried, or am suggesting because I know they’d work with Mazirek at the helm.
Nickelodeon would be so proud.
With all the creature tokens in play and all the swamps (thanks to Urborg, Tomb of Yawgmoth), the amount of G and B this deck produces is unreal. Also, the deck runs a lot of one-drop mana dorks which helps speed along the early game. The great thing about Gaea's Cradle is how it interacts with Animation Module. With one Mazirek trigger, Gaea's Cradle provides mana for each Animation Module trigger with one tap. This basically doubles the amount of creatures you have in play. Unfortunately, the servo tokens produced can’t get the +1/+1 counters due to the timing of the counters. Animation Module triggers when the +1/+1 counters are already added to the triggers. Still, doubling your creatures is nothing to scoff at. Urborg, Tomb of Yawgmoth is also helpful to make utility lands and fetchlands produce B in order to extend their usefulness.
Disruption / Removal / Stax
BG has access to a plethora of removal spells and abilities but the aim of the deck is not spot removal or board wipes; it’s to remove threats by stax. As previously mentioned, stax bypasses indestructible, shroud, hexproof, etc. With enough recursion, you could get creatures like Merciless Executioner into play multiple times a turn. It’s very easy to wipe the board with stax. Also, with enough creatures and permanents, spells like Pox and Death Cloud hurt your opponents way more than they hurt you. All you need to survive those spells is Mazirek.
Recovery / Recursion
Again, these colors are excellent for these processes. Eternal Witness is obviously useful beyond any words I can use to describe it. When Meren of Clan Nel Toth sticks around long enough, the amount of experience counters obtained is enough to reanimate any creature from your graveyard. Splendid Reclamation is an amazing card to recover lands from your graveyard. When combined with Scapeshift it becomes ridiculous. Many a game have I sacrificed all my lands turned creature (thanks to Living Plane) only to have them all come back thanks to Splendid Reclamation.
Tutoring
Ah, the best colors for tutoring. Although I don’t run any tutors like Vampiric Tutor, Demonic Tutor, Worldly Tutor, Sylvan Tutor, etc. or cards like Primal Command, Tooth and Nail, Chord of Calling, Green Sun’s Zenith, etc. I do run Sidisi, Undead Vizier because it provides a sacrifice trigger upon entering the battlefield. It can also be abused with Meren of Clan Nel Toth.
Mulligans:
You want anywhere between 3-4 lands and 2-3 mana dorks and/or mana rock in order to play Mazirek as quickly as possible. The quicker you have Mazirek in play the more advantage you can get out of the stax abilities of your spells, creatures, and other permanents. You also want to take advantage of the fetchlands, as well. However, as long as you have 3-4 lands and cheap cards, you don’t really need to mulligan; you’ll just have a slower game. The deck does have cards with a high casting cost but the average CMC is closer to 3 than to 4 so there should be plenty of things to cast while you’re able to cast Mazirek. However, an early Mazirek means a brutal game. Early Mazirek with support means being able to eliminate an opponent fairly quickly via commander damage. A slower Mazirek just means that your strategy should follow more of a mid-range pace. Good cards to start your hand with are Mana Crypt, Birds of Paradise, Elves of Deep Shadow, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Mana Vault, Sol Ring, Gyre Sage, Innocent Blood, Smallpox, Animation Module, Bitterblossom, and Awakening Zone.
Early game:
You want to try and get Mazirek out as quickly as possible in order to capitalize on its +1/+1 ability. It's quite the bummer to sacrifice cards or have opponents sacrifice cards without having Mazirek in play. Again, you can still crack fetches and whatnot without having Mazirek in play, but it’s just better. With players that cast their commanders first before other creatures, it’s also good to cast spells like Innocent Blood or creatures like Slum Reaper early on to considerably slow them down. With a fast early game, like described above, you can easily get a Mazirek with a beefy p/t - especially in a game with lots of players. Even in a triple threat game, I’ve been able to eliminate players by turn 4 with a great early game. Turn 2 Mazirek into Turn 3 Corpsejack Menace and Smallpox gives Mazirek 12 +1/+1 counters making it a 2-turn clock. By Turn 4 you just eliminated any player that was a major threat. Early game can go any way between ramping, getting components in play, or just disrupting players with some early stax. It doesn’t matter the order as long as Mazirek is distributing those +1/+1 counters.
Mid Game:
This deck aims to be as quick as possible but Mazirek being a key component to almost every strategy means that the deck can be slow if you have to cast him without the aid of mana acceleration. This deck doesn’t require a lot of mana to efficiently function but it does speed things along. What the deck does need is some quick token production in order to capitalize on Mazirek’s ability and to not be hindered by our own stax effects. During midgame you should be sacrificing permanents with Mazirek in order to get him some much needed +1/+1 counters to lower his clock to victory. Even if he's your only creature, he alone can win the game with 21 damage. Most of my victories haven't been from horde damage but Mazirek damage. So save those fetches whenever possible until Mazirek hits the field. The same for other taxing spells like Fleshbag Marauder, Merciless Executioner, Slum Reaper, etc.
Late Game:
Late game you should have a large army in both senses of the word: many creatures and with a considerable amount of +1/+1 counters. If anything, Mazirek should have a significant amount of +1/+1 counters since commander damage win is one of the most viable wincons of the deck. Late game should have a lot of opponents with few lands and creatures to the staxing effects in the deck. Additionally, any hindering artifacts and/or enchantments should've been dealt with thanks to the hate in the deck. Late game is usually the time when I cast the game-ending Wave of Vitriol or Eliminate the Competition. For those running a more hardcore stax package, by this time a brutal Death Cloud will usually end it in your favor.
End Game:
The deck has various other wincons besides combat damage and commander damage, which is the main wincon of this build. Besides pumping Mazirek to ridiculous proportions with +1/+1 counters, you could also be pumping your creatures this way. All you need is one creature with enough power to eliminate an opponent. Any of the infinity engines that provide infinite sacrifice triggers could be used to create infinite creature tokens and/or infinite +1/+1 counters and or infinite mana. These infinite sacrifice triggers could also be used to cast the game-winning Bitter Ordeal.
A commander deck has 100 cards. Out of which I already explained most of the contents of my deck in great detail. However, if you want even greater detail, click the spoiler to see a list explaining every single card in the deck that is not a mana producing, non-utility land.
Artifacts:
- Mana Crypt - Produces for free which allows for a very early Mazirek casting if you have it in your opening hand or draw it within the first 3 turns.
- Animation Module - Wow, where to begin? This card is just beyond words here. Mazirek's ability is global, meaning that with enough mana you could produce a token for 1 each. Combined with Gaea's Cradle you could potentially double the amount of creatures you have by a single sacrifice trigger. This card is quite literally a token making machine.
- Mana Vault - Produces for a mere 1. This allows for a turn-2 Mazirek. Once Mazirek is cast and protected, the 1 life of damage is negligible until you can pay the upkeep cost. More often than not this is simply a one-time deal. It's also a permanent which can be sacrificed later on when needed (so it's better than Dark Ritual, in this case).
- Sol Ring - Standard EDH mana rock.
- Nim Deathmantle - Not only is this card helpful for immediately recovering creatures, but it's cheap to cast and cheap to use. Apart from being useful on its own, it's part of an infinity engine: combined with Ashnod's Altar and a creature that produce tokens when entering or leaving the battlefield or dying produces infinite sacrifice triggers. It's a convoluted combo but it's not so simple that players may get upset at you pulling it off. It does require at least 3 cards to work and even then to get the full mileage out of it you'd need other cards in play like Mazirek, Grave Pact, among others.
- Ashnod's Altar - I'm so happy this card got an epic aesthetic reprint in Eternal Masters. This card was meant for this deck. You sacrifice a creature, which triggers so many other cards (for free, to boot!), and get for your troubles. Part of the infinity engine combo with Nim Deathmantle
- Phyrexian Altar - Along the same vein as Ashnod's Altar, this altar provides colored mana for your sacrifice. Again, free of cost.
- Birds of Paradise - The deck runs a lot of one-drop mana dorks in order to get an early Mazirek. Fortunately, the birds give any color mana, so they have an advantage over the elves. That and it has flying (so it's great to pump it with +1/+1 counters). How often can you kill an opponent with a Birds of Paradise?
- Caustic Caterpillar - The deck mostly tries to run permanents since you can't sacrifice spells. The good thing about this larva stage is that you can sac it for cheap in order to get rid of an annoying enchantment or artifact.
- Elves of Deep Shadow - Unlike your standard one-drop mana dorks, this elf provides B in exchange for tapping and 1 life. Neglible in the early game and a great source of B for when your turn 1 is a Forest but turn 2 doesn't provide a Swamp.
- Elvish Mystic - One-drop mana dork that's useful early game for a faster Mazirek. It's also useful later on for providing another body for sacrificing or placing +1/+1 counters.
- Elvish Reclaimer - Dropping this on turn 1 means that we can tutor for Urborg, Tomb of Yawgmoth as early as turn 2. You can then tutor for Cabal Coffers the next turn, Gaea's Cradle the turn after, etc. Not only that, but with Mazirek in play you trigger those sweet, sweet +1/+1 counters as well. Synergy!
- Fyndhorn Elves - One-drop mana dork that's useful early game for a faster Mazirek. It's also useful later on for providing another body for sacrificing or placing +1/+1 counters.
- Llanowar Elves - One-drop mana dork that's useful early game for a faster Mazirek. It's also useful later on for providing another body for sacrificing or placing +1/+1 counters.
- Sylvan Safekeeper - A free sac outlet for lands. Doing so protects any creature from targeted abilities. The versatility is amazing. When combined with The Gitrog Monster you basically draw a card as a bonus. When combined with Living Plane and Grave Pact you can make opponents lose a lot of creatures and possibly lands, too. With Splendid Reclamation in hand you can sac lands to your heart's content. Truly amazing card here.
- Gyre Sage - A mana dork that provides G equivalent to the amount of +1/+1 counters on it. The amount of mana this elf provides is amazing.
- Viridian Zealot - The deck mostly tries to run permanents since you can't sacrifice spells. It's more expensive to cast than Caustic Caterpillar but other than that it's basically the same thing.
- Eternal Witness - This card is a must in any EDH deck running G. What makes it epic in this build is getting Gempalm Polluter back into your hand.
- Fleshbag Marauder - A body that forces all players to sacrifice a creature, this is what Mazirek buzzes for. It's the Mazi's knees. Having this enter the battlefield provides a sacrifice trigger for each player in the game. The larger the game the further it goes. Recurring it is also great. I tend to always sacrifice it to itself because it worth more in the graveyard and recurrable than in play.
- Liliana, Heretical Healer / Liliana, Defiant Necromancer - As a creature it can get +1/+1 counters so that's good. However, it's main function is to transform into Liliana, Defiant Necromancer. Though each of Liliana's planewalker abilities are good, it's quite clear that the goal is obtaining the emblem. Having Doubling Season in play when her spark awakens and transforms makes getting that emblem all the more easier. When she dies, she reverts to a creature so from the graveyard it's easy to reanimate or recur her.
- Merciless Executioner - A body that forces all players to sacrifice a creature, this is what Mazirek buzzes for. It's the Mazi's knees. Having this enter the battlefield provides a sacrifice trigger for each player in the game. The larger the game the further it goes. Recurring it is also great. I tend to always sacrifice it to itself because it worth more in the graveyard and recurrable than in play.
- Plaguecrafter - Similar to both Fleshbag Marauder and Merciless Executioner, Plaguecrafter has the bonus of also potentially taking out a planeswalker.
- Ramunap Excavator - This creature allows for abusing fetchlands. It also helps to recover lands like Throne of the High City if you lose the monarch status. However, it's most broken purpose is to recover lands like Ghost Quarter, Strip Mine, and Wasteland.
- Reyhan, Last of the Abzan - With this card out, any creature that gets sniped will just have its +1/+1 shifted onto another creature. The great thing is that, when combined with +1/+1 counter doublers (like Doubling Season and its ilk), those counters are doubled. Definitely deters opponents from sniping other creatures while Reyhan is still in play. You can also benefit from all of the sacrifices made since the +1/+1 counters on those creatures aren’t wasted. Reyhan basically gives all your creatures modular but instead of for artifact creatures, it's for any of your creatures.
- Tireless Tracker - Landfall is not a theme in this deck and although the main strategy isn't eggs, this guy produces eggs. Thanks to fetches, you get 2 clue tokens. Thanks to Splendid Reclamation and Scapeshift you get a extravagant amount of clue tokens - enough to make Sherlock Holmes proud.
- Turntimber Sower - With all the fetchlands and lands like Strip Mine and Wasteland, the amount of tokens produced is significant. Additionally, it has a built-in sacrifice outlet which also returns lands to the battlefield. Both abilities are relevent on a great body (3/3 for 3) and it has relevant creature types if you want to have a tribal subtheme.
- Armorcraft Judge - Inspiring Call on a body that doesn't grant indestructible. Compared the amount of cards drawn, the cost is practically nothing. Recurring and reanimating this creature provides card advantage to rival decks.
- Bramble Sovereign - This creature is just all round amazing. Copying creatures like Fleshbag Marauder is already pretty atrocious, but being able to copy mana dorks or creatures like Caustic Caterpillar makes it an amazing card indeed.
- Meren of Clan Nel Toth - With all our creatures dying, you can get quite a lot of experience counters. Thanks to Meren we can effectively reanimate cards like Fleshbag Marauder and its ilk, Sidisi, Undead Vizier, any utility creature like Caustic Caterpillar, or any other creature for that matter because the amount or experience counters easily reaches the double digits.
- Slum Reaper - A more expensive Fleshbag Marauder, it still gets the job done. If Fleshbag Marauder gets another functional reprint like Merciless Executioner, it will definitely replace Slum Reaper. In the meantime, it's basically redundant for Fleshbag Marauder.
- Whisper, Blood Liturgist - With an effect similar to Hell's Caretaker, Whisper exchanges being able to use the ability at instant speed in exchange for having to sacrifice an additional creature. That's not even a bother with Mazirek since it then provides two +1/+1 counters instead of one.
- World Shaper - The deck already ran Splendid Reclamation, which is what this creature is. Meaning it's reanimatable and it's also a body to put +1/+1 counters on.
- Yawgmoth, Thran Physician - He has a manaless sacrifice outlet, which is crucial. This ability can potentially kill creatures (even those with indestructible) as well as drawing cards. Additionally, it has a built-in proliferate ability that can be reused since it doesn't require tapping.
- Archfiend of Depravity - Casting this makes players with an epic boardstate extremely nervous. Although it triggers at the end of each opponent's turn, it's still enough for those players to want to get rid of it or try to eliminate you before. Should it survive until an opponent's end step, prepare for a ton of sacrifice triggers. This card is also mega oppressive with Living Plane in play. Many games have I left opponents either scooping or with just 2 lands in play.
- Krav, the Unredeemed - Not only are you able to sacrifice X creatures for just B, you get to draw X card, gain X life, and put X +1/+1 counters on Krav. Doing so puts X +1/+1 counters on all your creatures if you have Mazirek in play. Meaning that Krav would get 2X +1/+1 counters, making him a huge threat for just B.
- Puppeteer Clique - Not simply added for having persist, but it's ability is quite useful, as well: you can take control of an opponent's creature from the graveyard and then exile it. So it grants you an attacker all while providing practically permanent removal to your opponent's creatures.
- Sidisi, Undead Vizier - When used purely as a tutor, it's too expensive. However, it's a tutor on a body with a sacrifice trigger all rolled into one. Similar to Fleshbag Marauder and its ilk, I sacrifice it to itself when using the ability. It's better for it to die in order to be recurred or reanimated than to stay in play. The deck doesn't usually require tutoring for combo pieces, but I basically use BSidisi to look for any answers for things opponents have that will impede my victory. When it's possible to quickly assemble all combo pieces, then that's what you should tutor for, since that's also game-ending.
- The Gitrog Monster - The synergy this card has is ridiculous. It gives so much value to fetches and lands like Strip Mine. It's also Exploration on a body and a free land sacrifice trigger each of your upkeeps. Casting Scapeshift with this is play is amazing. It's important to keep in mind how you arrange the triggers on the stack in order to take the most advantage out of The Gitrog Monster (as well as Mazirek).
- Grave Titan - Honestly, this card's main purpose is to combo with Nim Deathmantle + Ashnod's Altar. However, it's a great token producer when you're able to consistently recur/reanimate it and attack with it. Also, it's a solid body with deathtouch. It can be a very convincing deterrent against attack when left available as a blocker.
- Harvester of Souls - Nonobligatory card advantage from any noncreature token dying. Though it's expensive to cast, the deck does produce lots of mana. It also has a solid body with deathtouch to deter against attack when left available as a blocker.
- Marionette Master - Honestly, this card's main purpose is to combo with Nim Deathmantle + Ashnod's Altar. However, it's a great token producer when you're able to consistently recur/reanimate it. The good thing about fabricate is that I can also have it enter the battlefield with +1/+1 counters since with Hardened Scales, Corpsejack Menace, and Doubling Season it will enter with a lot of +1/+1 counters on it. If that weren’t enough, it’s a more broken Disciple of the Vault since instead of having an opponent lose 1 life, they lose life in the amount of Marionette Master's power.
- Sheoldred, Whispering One - Reanimation and stax all on a large body. Not only that, but since she has swampwalk and the deck runs Urborg, Tomb of Yawgmoth, she can be a wincon on her own if she's large enough. A very versatile creature. Again, the hefty casting cost is not so limiting since the deck produces a lot of mana.
- Razaketh, the Foulblooded - Once this card is in play you can basically tutor your deck for whatever you want all via a manaless sacrifice outlet. Not only that, but it's an 8/8 flying beater which will only get larger thanks to the +1/+1 counter interactions.
- Woodfall Primus - Not simply added for having persist, but it's ability is quite useful, as well: you can pretty much destroy all of your opponents' noncreature permanents. All you needs is a sac outlet and Mazirek in play. Not only will you practically wipe the board, but you will have indefinitely many +1/+1 counters on all of your creatures. Very useful when there are artifacts, enchantments, planeswalkers, lands, etc. impeding your victory (or just overall being annoying).
- Dictate of Erebos - A slightly more expensive Grave Pact, it could be slightly easier to cast thanks to the 3BB casting cost versus Grave Pact’s 1BBB casting cost. The flash is negligible since it’s not really a surprise what the deck is doing; it’s simply here to provide redundancy for Grave Pact effects.
- Doubling Season - An absurd card that provides so much advantage it’s ridiculous. It doubles the amount of loyalty counters of planeswalkers that enter the battlefield. It doubles the amount of tokens that are produced. And, most important of all, it doubles the amount of +1/+1 counters placed on your creatures.
- Grave Pact - This allows your sacrifice triggers to essentially double. Everytime you sacrifice an eldrazi spawn or scion for mana, other players have to sacrifice two creatures. The amount of sacrifice triggers this is able to produce is insane. It also helps deter wraths from players who have indestructible creatures since sacrifice laughs in the face of indestructible.
- Growing Rites of Itlimoc / Itlimoc, Cradle of the Sun - With Gaea's Cradle being in the deck, this legendary enchantment definitely wants a home here. It's cheap and it's useful the moment it enters play. With so many tokens and cheap creatures, it's highly likely to very quickly transform into the reason it's considered in the first place, Itlimoc, Cradle of the Sun.
- Living Plane - In this deck this card is extremely oppressive. Since it makes all lands creatures, it helps you out with giving them +1/+1 counters but it harms opponents in a severe way. Whenever you make opponents sacrifice creatures, if they have no actual creatures in play, they start losing lands. This is not merely for use as a mass land destruction device; you take a lot of advantage out of having your lands be creatures as well.
- Golgari Charm - Although point of charms all throughout MtG has been to give a player options when casting, I usually use this card for its regenerative option. Wraths can really set you back so when they don’t have the “can’t be regenerated” clause, Golgari Charm can really help out.
- Heroic Intervention - A great protection spell that grants indestructibility and hexproof at instant speed. It only costs 1G to boot!
- Liliana's Triumph - Higher-costed than Innocent Blood but it's asymmetric. Having a Liliana planeswalker makes it better but it's still good even if your don't (at least the deck has two Liliana's).
- Inspiring Call - This is a very versatile card in that it can save your creatures from wraths but can also fill your hand in a pinch. I usually use it more to protect my creatures but when I need responses and my hand is empty, this has been known to help me out tremendously.
- Smallpox - A great disruption spell; everyone discards a card and sacrifices up to two permanents between land and creature. This provides some crazy sacrifice triggers in multiplayer games on par with Barter in Blood, only Smallpox is cheaper and more disruptive.
- Bitter Ordeal - One of the alternate wincons in the deck, with an infinite amount of sacrifice triggers, you could basically deck every opponent at the table.
- Virtus's Maneuver - You can have each opponent sacrifice a creature while you get to return one to your hand. All for the same cost as Fleshbag Marauder and its ilk.
- Pir's Whim - Not only will you have each opponent sacrifice an artifact or enchantment but you get to ramp for any land card.
- Scapeshift - Another broken card in this deck. You get as many sacrifice outlets as lands you use for it, plus you get a lot of lands entering the battlefield as well. When combined with Splendid Reclamation you can get a lot of lands in play very quickly.
- Casualties of War - Costs a whopping 6 mana but you have the possibility of getting rid of 5 annoying cards at once. The mana isn't that taxing in a green/black deck - especially with all the mana dorks. In a multiplayer environment this card really shine and it's almost easier to cast than cards like Decimate.
- Wave of Vitriol - This card has singlehandedly won me so many games. Most EDH decks run more than their fair share of nonbasic lands. Not only that, but artifacts and enchantments can be particular disruptive to our main strategy of winning by combat. This card gets rid of all of that all by sacrificing and by sacrificing all of that just triggers more and more for Mazirek.
- Garruk Relentless / Garruk, the Veil-Cursed - Such a useful planeswalker. With a total of 5 abilities where all of them are useful, I’m definitely grateful that he’s in Mazirek’s color combination. The green version’s abilities are both great; you can potentially kill a weenie or produce tokens. Once he transforms into his black version, you can make tokens with deathtouch (great for deterring attacks) by raising the loyalty. By sacrificing a creature (which Mazirek loves), you get to search your deck for any creature and put it into your hand. This is by far the most useful of all 5 abilities. The last ability isn’t really that needed but even with no creatures in the graveyard, you can still give all of your creatures trample when in a pinch.
- Liliana, Dreadhorde General - Her static ability is bonkers for this deck. She also creates tokens to have bodies to put +1/+1 counters on. The \-4/ ability triggers a crazy amount of Mazirek triggers. The ultimate pretty much does the same but on a higher level.
- Freyalise, Llanowar's Fury - All 3 abilities are useful. You can gain loyalty by creating mana dork tokens. On top of that, you can eliminate a pesky artifact or enchantment. The ultimate is very useful since, with so many green creatures and/or tokens, you can potentially draw a lot of cards.
- Gaea's Cradle - One of the best lands in the deck; the amount of G produced is ridiculous. Useless without a creature in play, which hardly ever happens though.
- Ghost Quarter - Gets rid of pesky lands like Maze of Ith, Kor Haven, and it’s ilk plus any other lands that may be too valuable for opponents. Oh, and it also provides a sacrifice outlet as well, which Mazirek loves. Sure, it gives the opponent a chance to get a basic land, but the trade off is still worth it.
- Karn's Bastion - Proliferate on a land. Is anything else even needed to be said?
- Nurturing Peatland - Horizon lands definitely have a home here. They produce mana while also providing a self-sacrifice ability which Mazirek definitely loves.
- Rogue's Passage - 21 points of commander damage is all you need to eliminate a player. This makes sure that Mazirek breaks through defenses in order to accomplish just that.
- Strip Mine - Gets rid of pesky lands like Maze of Ith, Kor Haven, and it’s ilk plus any other lands that may be too valuable for opponents. Oh, and it also provides a sacrifice outlet as well, which Mazirek loves. It can also get rid of basic lands if you need to be evil and color-screw an opponent.
- Shizo, Death's Storehouse - Giving Mazirek fear is sometimes enough to make him unblockable. Making short work of opponents due to commander damage.
- Swarmyard - Regenerates Mazirek by merely tapping. It also provides and doesn’t come into play tapped. Overall a great land to have.
- Urborg, Tomb of Yawgmoth - Makes all lands provides B meaning that you can tap fetches for mana. It also makes utility lands give colored mana instead of just .
- Wasteland - Gets rid of pesky lands like Maze of Ith, Kor Haven, and it’s ilk plus any other lands that may be too valuable for opponents. Oh, and it also provides a sacrifice outlet as well, which Mazirek loves.
- Westvale Abbey / Ormendahl, Profane Prince - Can create tokens in a pinch (the most expensive way to produce tokens in the deck) but the transformation cost is awesome: 5 creatures to make a 9/7 with flying, lifelink, indestructible, and haste. It may seem winmore but it’s on a land. So it’s no problem to include in a two-colored deck. Also, it still has a sacrifice outlet in order to transform. Ormendahl is also a great creature since it’s indestructible and has lifelink. So it’s a great blocker and if anyone wraths, you can transform Westvale Abbey in response, get a lot of +1/+1 counters on it, and then have a large creature to attack with next turn. It’s great.
- Yavimaya Hollow - Similar to Swarmyard except it can regenerate any type of creature with an investment of G.
-------------------------------------------------------
- Bloodstained Mire
- Marsh Flats
- Misty Rainforest
- Polluted Delta
- Prismatic Vista
- Verdant Catacombs
- Windswept Heath
- Wooded Foothills
-------------------------------------------------------
- Ancient Tomb
- Bayou
- Command Tower
- Llanowar Wastes
- Overgrown Tomb
- Tainted Wood
- Woodland Cemetery
Creatures:
Enchantments:
Spells:
Planeswalkers:
Lands:
Lands Just for Sacrifice Triggers:
Lands Just for the Mana:
There were a lot of cards tested, cut, added, suggested from a lot of people; they're all strewn across the thread. However, I have included 2 alternate builds with many of the cards in question. They weren't used in the main build due to them underperforming or requiring a different environment altogether in order to make the deck work. All cuts were made for efficiency's sake. That being said, the Change Log at the end of the post reflects many of the changes in both the casual and competitive build which have merged to merely reflect the changes in the competitive build.
As for cards that have become available with new sets, I will discuss in greater detail some of the cards from the most recent sets. This section will be constantly updated as new sets arise and other sets have been understood to have been discussed. I will not simply discuss all cards that comply with color. I will only discuss cards that could be useful to any extent in the deck - even if they don't make the cut.
When everyone facepalms at you going infinite.
2 Nim Deathmantle
3 Bitter Ordeal
6 Grave Titan
6 Marionette Master
5 Puppeteer Clique
8 Woodfall Primus
2 Thought Vessel
5 Primal Vigor
4 Creakwood Liege
4 Master of the Wild Hunt
5 Mycoloth
3 Ophiomancer
Here's my less competitive, more casual, and über budget build. It's very fun to play in a casual pod. However, it's not a weakling either and can easily win in a casual setting without being too mean. This deck is designed under the impression that it will be in a setting with similar decks. Otherwise, don't use it, lol. If you're starting in commander or don't have that much of a budget and want a kooky, uncommon deck, then this is for you! You can also see an explanation of this version of the deck in video form in this episode of "The Brewery" series in my YouTube channel, The Commander Tavern.
3.1.1 - Deck contents:
5 Mazirek, Kraul Death Priest
Artifacts: 6
1 Elixir of Immortality
1 Executioner's Capsule
2 Golgari Signet
2 Mind Stone
2 Talisman of Resilience
4 Trading Post
Creatures: 32
1 Caustic Caterpillar
1 Elves of Deep Shadow
1 Elvish Mystic
1 Llanowar Elves
2 Dawntreader Elk
2 Korozda Guildmage
2 Lesser Masticore
2 Putrid Goblin
2 Sakura-Tribe Elder
2 Scorned Villager
2 Viridian Zealot
3 Emrakul's Evangel
3 Fleshbag Marauder
3 Fyndhorn Elder
3 Greenweaver Druid
3 Merciless Executioner
3 Plaguecrafter
3 Sylvok Replica
3 Wild-Field Scarecrow
3 Yavimaya Elder
4 Armorcraft Judge
4 Corpsejack Menace
4 Jarad, Golgari Lich Lord
4 Slum Reaper
4 Smothering Abomination
4 Vindictive Vampire
5 Aerie Ouphes
5 Anowon, the Ruin Sage
5 Phyrexian Plaguelord
5 Shriekmaw
6 Champion of Stray Souls
6 Triskelion
1 Carapace
1 Thrull Retainer
1 Vampiric Rites
2 Dark Privilege
2 Seal of Primordium
3 Fallen Ideal
3 Seal of Doom
5 Moldervine Reclamation
5 Palace Siege
Spells: 15
1 Innocent Blood
2 Liliana's Triumph
2 Smallpox
2 Tribute to the Wild
2 Wrap in Vigor
3 Inspiring Call
3 Wail of the Nim
4 Barter in Blood
4 Fungal Sprouting
4 Reprocess
4 Worm Harvest
5 Eliminate the Competition
5 Shared Summons
6 Reign of the Pit
7 Wave of Vitriol
Lands: 37
0 Bant Panorama
0 Blighted Fen
0 Blighted Woodland
0 Centaur Garden
0 Esper Panorama
0 Evolving Wilds
0 Forest (×9)
0 Foundry of the Consuls
0 Gargoyle Castle
0 Golgari Guildgate
0 Grixis Panorama
0 Jund Panorama
0 Karn's Bastion
0 Memorial to Folly
0 Naya Panorama
0 Rogue's Passage
0 Spawning Bed
0 Swamp (×9)
0 Tainted Wood
0 Terramorphic Expanse
0 Tomb of Urami
0 Centaur Garden
0 Karn's Bastion
4 Corpsejack Menace
5 Mazirek, Kraul Death Priest
Sacrifice Enablers:
0 Blighted Fen
0 Tomb of Urami
1 Innocent Blood
2 Liliana's Triumph
2 Smallpox
2 Tribute to the Wild
3 Fallen Ideal
3 Fleshbag Marauder
3 Merciless Executioner
3 Plaguecrafter
4 Barter in Blood
4 Slum Reaper
5 Anowon, the Ruin Sage
6 Reign of the Pit
7 Wave of Vitriol
Token Production:
0 Foundry of the Consuls
0 Gargoyle Castle
0 Spawning Bed
2 Korozda Guildmage
3 Emrakul's Evangel
4 Fungal Sprouting
4 Worm Harvest
Recovery:
0 Memorial to Folly
1 Elixir of Immortality
5 Palace Siege
6 Champion of Stray Souls
1 Elves of Deep Shadow
1 Elvish Mystic
1 Fyndhorn Elves
1 Llanowar Elves
2 Golgari Signet
2 Mind Stone
2 Talisman of Resilience
2 Scorned Villager
3 Fyndhorn Elder
3 Greenweaver Druid
Ramping:
2 Dawntreader Elk
2 Sakura-Tribe Elder
3 Wild-Field Scarecrow
3 Yavimaya Elder
Drawing:
1 Vampiric Rites
4 Armorcraft Judge
4 Reprocess
4 Smothering Abomination
5 Moldervine Reclamation
Disruption:
1 Caustic Caterpillar
1 Executioner's Capsule
2 Shriekmaw
2 Viridian Zealot
2 Seal of Primordium
3 Seal of Doom
3 Sylvok Replica
5 Aerie Ouphes
5 Eliminate the Competition
5 Phyrexian Plaguelord
1 Carapace
1 Thrull Retainer
2 Dark Privilege
2 Wrap in Vigor
3 Inspiring Call
3 Wail of the Nim
Alternate Wincons:
4 Jarad, Golgari Lich Lord
4 Vindictive Vampire
6 Triskelion
Infinity Enablers:
2 Lesser Masticore
2 Putrid Goblin
Toolbox:
0 Rogue's Passage
4 Trading Post
Tutors:
0 Bant Panorama
0 Blighted Woodland
0 Esper Panorama
0 Evolving Wilds
0 Grixis Panorama
0 Jund Panorama
0 Naya Panorama
0 Terramorphic Expanse
5 Shared Summons
Lands for the Mana:
0 Golgari Guildgate
0 Tainted Wood
Basics:
0 Forest (x9)
0 Swamp (x9)
I will eventually keep an updated version of this deck online. Every time I update the deck I will try to update it there. This is also a good tool for people to actually see the statistics of the deck (by type, CMC, color, etc.) so it's easier to visualize with the graphs and whatnot. Also, you can see the updated prices on the cards (though I can't guarantee that deckstats.net will always use the cheapest version of the cards (as far as expansion set goes). You'll soon find the deck there.
The deck is piloted in the same vein as the Creature Matters Build. Most of the support needed for Eggs can be a bit out of budget but there is no shortage of inexpensive creature synergies available to this color combination. However, this deck plays more voltron than its expensive version since all you need to win is to have Mazirek get through with commander damage; having a massive horde is just a bonus. Again, knowledge of how the stack functions is incredibly important with this commander. If you’re unsure as to what to do, a general rule of thumb with Mazirek is to have his trigger be the first thing entering the stack so that it’s the last one leaving the stack.
I didn’t mention this before in the previous strategies because the Creature Matters Build is all about swing with a massive army and overwhelming everyone at the table. However, much of the creatures here are for utility or to produce tokens and/or sacrifice triggers. It’s very common to get an incredibly large Mazirek while the other creatures remain smaller in comparison. The priority of the deck is to make sure Mazirek gets fat and is protected. Mazirek gets protected by a multitude of things such as Sylvan Safekeeper, Carapace, Thrull Retainer, etc. Not only do these cheap cards provide protection, but they do it at the cost of sacrificing something or themselves, so they also function as ways to further pump Mazirek. Fallen Ideal also serves to pump Mazirek as well as provide a sacrifice outlet.
Homelands... now that’s an expansion.
Though the more useful creatures with persist aren’t budget, Aerie Ouphes is budget and all it needs to go infinite is Mazirek. So, for those who still want a more competitive edge, you can add this card in order to generate an infinite sacrifice trigger engine and produce infinitely many +1/+1 counters. You could even do this if the only legal target is Mazirek. However, note that doing so means that Mazirek won’t survive afterwards.
Most token producers and card advantage is expensive but the cheap ones are cheap because they require more than just mana to use. So, here’s where cards like Carrion, Reprocess, and Fungal Sprouting shine. The choices are pretty self-explanatory when reviewing what each card does in the main build. However, I will explain some great cards that shine enough to be even considered in a casual build that’s not entirely budget. Here’s a highlight reel of some specific cards in the Budget Build:
Mulligans:
You want anywhere between 3-4 lands in order to play Mazirek as quickly as possible. Most of the cards in the deck are cheap to cast (the deck having an average CMC of less than 3) so as long as you have 3-4 lands and cards to play early game you can stay with that hand. It’s not the best starting hand but at least you won’t be mana screwed. The ideal opening hand has mana rocks and/or mana dorks with at least 3 lands. You don’t really need early game disruption but since most cards are to sacrifice in order to provide value for Mazirek, you want it out as quickly as possible.
Early game:
You want to try and get Mazirek out as quickly as possible in order to capitalize on its +1/+1 distributing ability. It's quite the bummer to be sacrificing permanents or making opponents sacrifice things without having Mazirek in play. Early game is just basically setting up your board state by producing tokens or by having mana dorks and other small utility creatures that can also take advantage of getting pumped with Mazirek. If you get too early an advantage, an early wrath from an opponent can significantly set you back. So keep that in mind. If you have early access to Inspiring Call, Wail of the Nim, or Wrap in Vigor than make sure to keep some mana open and available should you need to save your creatures.
Mid Game:
It’s okay if the deck has a slow start since it’s not supposed to be used in a cutthroat environment. However, by midgame you should already have some considerably large creatures to put pressure with by attacking, or to deter attack by keeping untapped. Mazirek should also be considerably large and already have some opponents killed off or about to be killed off by commander damage. With a large Mazirek, the easiest way to win is via commander damage. Hardened Scales and Corpsejack Menace can easily cut games in half by doubling and quadrupling the amount of +1/+1 counters placed on creatures.
Late Game:
With so many staxing effects, you should have little to no opposition to deter Mazirek and/or your large creatures from swinging in for the win. Either way, if your opponents also produce many creatures just as fast if not faster, then make sure that Mazirek is able to swing away without being blocked thanks to Rogue’s Passage. If you’re facing pillowfort or control, be sure to save your resources and responses to get rid of those deterrents in order to guarantee that victory. That’s usually ultimately solved by Wave of Vitriol but you can also snipe some particulars thanks to Caustic Caterpillar, Sylvok Replica, Viridian Zealot, etc. If you can’t, Jarad, Golgari Lich Lord can pull a win out of nowhere by sacrificing a fatty and killing off the entire table. Thanks, boss!
End Game:
This deck is casual but still has the components to win most of the time (in a casual meta, of course). It was also quite a challenge to build this for less than $30. With an ever increasing Mazirek, the clock to victory winds down. If your opponents don’t have flyers, do not refrain from keeping the pressure on them because 21 commander damage gets rid of anyone. Keep that in mind since that is the main way of victory in this deck. Tokens are usually used as chump blocks while you swing away with Mazirek. Even if they were to block Mazirek, you keep eliminating those creatures until inevitably winning the match.
Now relatively accessible. Thanks, Eternal Masters!
0 Bloodstained Mire
0 Marsh Flats
0 Misty Rainforest
0 Polluted Delta
0 Verdant Catacombs
0 Windswept Heath
0 Wooded Foothills
0 Bant Panorama
0 Esper Panorama
0 Grixis Panorama
0 Jund Panorama
0 Naya Panorama
0 Evolving Wilds
0 Terramorphic Expanse
As for investing in Bayou, Gaea's Cradle, Mishra's Workshop, etc. may be a bit too much for most people (myself included), but here are some suggestions for those:
0 Gaea's Cradle
0 Mishra's Workshop
0 Bayou
0 Nykthos, Shrine to Nyx
0 Shrine of the Forsaken Gods
0 Blooming Marsh
Another competitive build; this one relies on the tried and true archetype of Eggs. Whereas the Creatures Matter Build makes a large amount of relatively small creatures, this build makes a relatively small amount of incredibly large creatures. Both builds have infinite engines but cracking eggs makes the few creatures in play get amazingly large. Thus, the focus of this build is how to make the most out of artifacts and utility creatures.
The difference in decks is subtle as far as strategy is concerned. Both decks aim to make infinite mana, creatures, +1/+1 counters in order to win by commander damage, combat damage, or combo via Zulaport Cutthroat and/or Blood Artist (in Creatures Matter) or Disciple of the Vault and/or Marionette Master (in Artifacts Matter) and Bitter Ordeal. Some people like creatures more than other card types and some people like artifacts more than other card types. It’s a classic case of “to-may-to / to-mah-to” as far as Mazirek is concerned. It doesn’t care about what gets sacrificed as long as something gets sacrificed.
The pros (and cons) of the Artifact Matters Build is that it’s way more combo-centric than the Creature Matters Build. There are many more ways to go infinite and to take advantage of that. So you don’t really need so many creatures as long as you’re able to win with an epic Bitter Ordeal, Disciple of the Vault and/or Marionette Master, or a ridiculously large Mazirek. That being said, just like the Creatures Matter Build, I will also give suggestions on how to run this deck without the infinite engines. Since all the cards are amazing on their own, you can simply choose to not go infinite. However, if the temptation is too much, I will give some great substitutes as to not hurt the integrity of the deck (too much).
3.2.1 - Deck Contents:
5 Mazirek, Kraul Death Priest
Artifacts: 23
0 Mana Crypt
1 Animation Module
1 Chromatic Sphere
1 Chromatic Star
1 Conjurer's Bauble
1 Expedition Map
1 Mana Vault
1 Nihil Spellbomb
1 Scrabbling Claws
1 Sol Ring
2 Fellwar Stone
2 Golgari Signet
2 Mind Stone
2 Thought Vessel
3 Crucible of Worlds
4 Krark-Clan Ironworks
4 Smokestack
4 Trading Post
5 Cauldron of Souls
5 Tamiyo's Journal
6 Mycosynth Lattice
6 Salvaging Station
9 Darksteel Forge
Creatures: 26
0 Walking Ballista
1 Caustic Caterpillar
1 Disciple of the Vault
2 Viridian Zealot
3 Elf Replica
3 Eternal Witness
3 Fleshbag Marauder
3 Foundry Inspector
3 Glissa, the Traitor
3 Merciless Executioner
3 Sylvok Replica
3 Reyhan, Last of the Abzan
3 Tireless Tracker
4 Arcbound Reclaimer
4 Corpsejack Menace
4 Meren of Clan Nel Toth
4 Slum Reaper
5 Archfiend of Depravity
5 Sidisi, Undead Vizier
5 Sly Requisitioner
5 The Gitrog Monster
6 Marionette Master
6 Triskelion
7 Pentavus
7 Sheoldred, Whispering One
7 Triskelavus
3 Awakening Zone
4 From Beyond
4 Living Plane
5 Doubling Season
Spells: 8
2 Golgari Charm
2 Heroic Intervention
2 Wrap in Vigor
3 Bitter Ordeal
3 Inspiring Call
4 Scapeshift
4 Splendid Reclamation
7 Wave of Vitriol
Lands: 38
0 Ancient Tomb
0 Bayou
0 Bloodstained Mire
0 Command Tower
0 Forest (×6)
0 Gaea's Cradle
0 Ghost Quarter
0 Inventors' Fair
0 Marsh Flats
0 Mishra's Workshop
0 Misty Rainforest
0 Overgrown Tomb
0 Polluted Delta
0 Reliquary Tower
0 Rogue's Passage
0 Shizo, Death's Storehouse
0 Strip Mine
0 Swamp (×6)
0 Swarmyard
0 Tainted Wood
0 Throne of the High City
0 Urborg, Tomb of Yawgmoth
0 Verdant Catacombs
0 Wasteland
0 Windswept Heath
0 Wooded Foothills
0 Woodland Cemetery
0 Yavimaya Hollow
3 Reyhan, Last of the Abzan
4 Corpsejack Menace
5 Mazirek, Kraul Death Priest
Eggs:
1 Chromatic Sphere
1 Chromatic Star
1 Conjurer's Bauble
1 Expedition Map
1 Nihil Spellbomb
1 Scrabbling Claws
3 Tireless Tracker
5 Tamiyo's Journal
Token Production:
1 Animation Module
3 Awakening Zone
4 From Beyond
5 Sly Requisitioner
6 Marionette Master
7 Pentavus
7 Triskelavus
Stax:
3 Fleshbag Marauder
3 Merciless Executioner
4 Slum Reaper
4 Smokestack
5 Archfiend of Depravity
Recovery / Recursion:
3 Crucible of Worlds
3 Eternal Witness
3 Glissa, the Traitor
4 Arcbound Reclaimer
4 Meren of Clan Nel Toth
4 Splendid Reclamation
5 Cauldron of Souls
6 Salvaging Station
Disruption:
0 Ghost Quarter
0 Strip Mine
0 Wasteland
1 Caustic Caterpillar
2 Viridian Zealot
3 Elf Replica
3 Sylvok Replica
7 Wave of Vitriol
0 Ancient Tomb
0 Gaea's Cradle
0 Mana Crypt
0 Mishra's Workshop
1 Mana Vault
1 Sol Ring
2 Fellwar Stone
2 Golgari Signet
2 Mind Stone
2 Thought Vessel
3 Foundry Inspector
4 Krark-Clan Ironworks
4 Scapeshift
Drawing
0 Throne of the High City
5 The Gitrog Monster
Protection:
0 Swarmyard
0 Yavimaya Hollow
2 Golgari Charm
2 Heroic Intervention
2 Wrap in Vigor
3 Inspiring Call
9 Darksteel Forge
Toolbox:
0 Inventors' Fair
0 Reliquary Tower
0 Rogue's Passage
0 Shizo, Death's Storehouse
0 Urborg, Tomb of Yawgmoth
4 Living Plane
4 Trading Post
5 Doubling Season
5 Sidisi, Undead Vizier
6 Mycosynth Lattice
7 Sheoldred, Whispering One
0 Walking Ballista
1 Disciple of the Vault
3 Bitter Ordeal
6 Triskelion
Toolbox:
0 Inventors' Fair
0 Reliquary Tower
0 Rogue's Passage
0 Shizo, Death's Storehouse
0 Urborg, Tomb of Yawgmoth
4 Living Plane
4 Trading Post
5 Doubling Season
5 Sidisi, Undead Vizier
6 Mycosynth Lattice
7 Sheoldred, Whispering One
Fetchlands:
0 Bloodstained Mire
0 Marsh Flats
0 Misty Rainforest
0 Polluted Delta
0 Verdant Catacombs
0 Windswept Heath
0 Wooded Foothills
Land for the Mana:
0 Bayou
0 Command Tower
0 Overgrown Tomb
0 Tainted Wood
0 Woodland Cemetery
Basics:
0 Forest (×6)
0 Swamp (×6)
Budget Choices:
C’mon, you know you have $1,000 just laying around.
0 Ancient Tomb
0 Bayou
0 Bloodstained Mire
0 Gaea's Cradle
0 Mana Crypt
0 Marsh Flats
0 Mishra's Workshop
0 Misty Rainforest
0 Polluted Delta
0 Verdant Catacombs
0 Wasteland
0 Windswept Heath
0 Wooded Foothills
0 Yavimaya Hollow
3 Crucible of Worlds
4 Living Plane
4 Scapeshift
5 Doubling Season
6 Mycosynth Lattice
7 Sheoldred, Whispering One
0 Temple of the False God
0 Blooming Marsh
0 Jund Panorama
0 Nykthos, Shrine to Nyx
1 Phyrexian Furnace
0 Esper Panorama
0 Shrine of the Forsaken Gods
0 Bant Panorama
0 Grixis Panorama
0 Evolving Wilds
0 Lifespark Spellbomb
0 Naya Panorama
0 Terramorphic Expanse
0 Necrogen Spellbomb
0 Scroll of Avacyn
5 Nature's Revolt
0 Urza's Bauble
4 Parallel Lives
4 Extruder
5 Palace Siege
Pimpage:
Unfortunately, not all of the cards in my current decklist are presently acquirable as foils.
Average CMC:
3.41
Average Cost (as of 10/30/16):
$2,195.54
Updates:
I will eventually keep an updated version of this deck online. Every time I update the deck I will try to update it there. This is also a good tool for people to actually see the statistics of the deck (by type, CMC, color, etc.) so it's easier to visualize with the graphs and whatnot. Also, you can see the updated prices on the cards (though I can't guarantee that deckstats.net will always use the cheapest version of the cards (as far as expansion set goes). You'll soon find the deck there.
The bread and I-can’t-believe-it’s-not-butter of the deck. With so much artifact recursion, this strategy is nuts. Not only do you get to draw a card, but you get mana to reuse the ability when you recover it back. When you combo this with cards like Foundry Inspector, Salvaging Station, etc., things get really crazy. Foundry Inspector helps eggs cost 0 to cast and Salvaging Station brings an egg back everytime a creature dies. Glissa, the Traitor also recovers eggs (and any artifact, for that matter) to your hand when creatures your opponents control die (which is often in a stax deck). When compared to the Creatures Matters Build, the destination is the same (epic quantities of sacrifice triggers) but the journey there is different (creatures versus artifacts). The great thing about these eggs is that they replace themselves. So even if you don’t have Mazirek in play, you can still take advantage of them if you need to draw through the deck. However, with Mazirek in play, it gets ridiculous.
There are creatures that play around with +1/+1 counters combine with token production and all of them are included here in the deck; these being Pentavus, Thopter Squadron, and Triskelavus. The amazing thing about these creatures is that Mazirek adds the +1/+1 counters without them having to play around with the tokens produced. However, note that Thopter Squadron’s ability can only be done as a sorcery. This produces infinite mana and infinite sacrifice triggers. Here’s how you can get an infinite combo thanks to them:
Step 1: Produce a token (pentavite for Pentavus, triskelavite for Triskelavus, etc.).
Step 2: Sacrifice that token with either Ashnod's Altar or Krark-Clan Ironworks to produce .
Step 3: That sacrifice triggers Mazirek, placing a +1/+1 counter on Pentavus (etc.), basically “replacing” the token.
Step 4: Repeat from Step 1.
When you can’t win via combat damage, there are alternate wincons which rely on the combo facilitating properties of Mazirek. When you’re able to produce infinite sacrifice triggers, you can win after generating an epic gravestorm for Bitter Ordeal in order to exile all opponents’ decks. With Disciple of the Vault and/or Marionette Master in play, you lower the life from all of your opponents. You could also ping opponents to death with Triskelion and Walking Ballista.
Very viable in an artifact heavy build since modular is just another way to play around with +1/+1 counters. Modular could be very useful with creating an insane artifact creature army since the deck produces a crazy amount of artifact creature tokens thanks to cards like Pentavus, Triskelavus, Thopter Squadron, etc. With all the recursion, creatures like Arcbound Ravager become especially dangerous since it provides a free sac outlet. Arcbound Reclaimer is also amazing here since it can be abused with the stack. Here’s how:
Step 1. Sacrifice an egg. Have the ability go to the stack. Since sacrificing is part of the cost, the egg will be in the graveyard as the ability enters the stack.
Step 2. Have Mazirek’s ability go the the stack. Arcbound Reclaimer gets a +1/+1 counter.
Step 3. Respond to the egg’s ability by activating Arcbound Reclaimer’s ability and put the egg you just cracked onto the library.
Step 4. The card you draw with the egg’s ability is itself. Doesn’t that blow your mind?
Mulligans:
You want anywhere between 3-4 lands in order to play Mazirek as quickly as possible. Most of the cards in the deck are cheap to cast (the deck having an average CMC of less than 4) so as long as you have 3-4 lands and cards to play early game you can stay with that hand. It’s not the best starting hand but at least you won’t be mana screwed. The ideal opening hand has eggs and/or mana rocks with at least 3 lands. You don’t really need early game disruption but since most cards are to sacrifice in order to provide value for Mazirek, you want it out as quickly as possible.
Early game:
You want to try and get Mazirek out as quickly as possible in order to capitalize on its +1/+1 distributing ability. It's quite the bummer to be cracking eggs and fetches or making opponents sacrifice things without having Mazirek in play. Early game is just basically setting up your board state by laying eggs and casting utility artifacts and creatures like Crucible of Worlds (if you’re lucky), Caustic Caterpillar, etc. If you get too early an advantage, an early wrath from an opponent can significantly set you back. So keep that in mind. If you have early access to Inspiring Call, Golgari Charm, or Wrap in Vigor than make sure to keep some mana open and available should you need to save your creatures.
Mid Game:
Unlike the Creatures Matter Build, the focus of this build is not to amass an army of tokens; it’s to combo out. The few creatures that may be out will be sacrificed in order to disrupt opponents or for your own advantage. However, the combo pieces are easy to acquire with all the digging provided by the deck whether it be cracking eggs or drawing a bunch of cards thanks to The Gitrog Monster. The deck isn’t meant to be intimidating; so you can build your board state until you set up the game-winning combos. If not, you should at least be drawing into responses and disruption.
Late Game:
With so many staxing effects, you should have little to no opposition to deter Mazirek and/or your large creatures from swinging in for the win. Either way, if your opponents also produce many creatures just as fast if not faster, then make sure that Mazirek is able to swing away without being blocked thanks to Rogue’s Passage. If you’re facing pillowfort or control, be sure to save your resources and responses to get rid of those deterrents in order to guarantee that victory. That’s usually ultimately solved by Wave of Vitriol but you can also snipe some particulars thanks to Caustic Caterpillar, Sylvok Replica, Viridian Zealot, etc.
End Game:
With a large enough Mazirek (and effective evasion), you can win the game with commander damage in a single strike. However, the deck has a couple of infinite combos that can be worked around in different ways so there are multiple manners to set up wins. You could kill with lifeloss thanks to Marionette Master and/or Disciple of the Vault along with infinitely recurring eggs or with infinitely recycling tokens with Pentavus, Triskelavus, and/or Thopter Squadron. Even then, if you can’t win via commander damage, combat damage, or lifeloss, you could always use the infinite sacrifice triggers and cast an epic Bitter Ordeal for the win.
A commander deck has 100 cards. Out of which I already explained most of the contents of my deck in great detail. However, if you want even greater detail, click the spoiler to see a list explaining every single card in the deck that is not a mana producing, non-utility land.
Artifacts:
- Mana Crypt - Produces for free which allows for a very early Mazirek casting if you have it in your opening hand or draw it within the first 3 turns.
- Animation Module - Wow, where to begin? This card is just beyond words here. Mazirek's ability is global, meaning that with enough mana you could produce a token for 1 each. Combined with Gaea's Cradle you could potentially double the amount of creatures you have by a single sacrifice trigger. This card is quite literally a token making machine.
- Chromatic Sphere - Standard “egg”: low-costed (typically 0 or 1) that can sacrifice itself to produce a card draw and some other profit. In this case, card draw and colored mana.
- Chromatic Star - Standard “egg”: low-costed (typically 0 or 1) that can sacrifice itself to produce a card draw and some other profit. In this case, card draw and colored mana.
- Conjurer’s Bauble - Standard “egg”: low-costed (typically 0 or 1) that can sacrifice itself to produce a card draw and some other profit. In this case, card draw and moving a card from the graveyard to the bottom of the deck.
- Expedition Map – I consider it to be an egg since it’s a 1 that can sacrifice itself for profit. You don’t draw a card but you search your deck for any land. So basically, the “draw” is a land of your choosing.
- Mana Vault - Produces for a mere 1. This allows for a turn-2 Mazirek. Once Mazirek is cast and protected, the 1 life of damage is negligible until you can pay the upkeep cost. More often than not this is simply a one-time deal. It's also a permanent which can be sacrificed later on when needed (so it's better than Dark Ritual, in this case).
- Nihil Spellbomb - Standard “egg”: low-costed (typically 0 or 1) that can sacrifice itself to produce a card draw and some other profit. In this case, card draw and exiling a graveyard.
- Scrabbling Claws - Standard “egg”: low-costed (typically 0 or 1) that can sacrifice itself to produce a card draw and some other profit. In this case, card draw and exiling a card from a graveyard. This egg is also quite disruptive on as is without the sacrifice.
- Sol Ring - Standard EDH mana rock.
- Fellwar Stone - Low-costed mana rock that enters untapped and is capable of producing any colored mana. Green and black are very common colors in commander so you’re bound to get useful colored mana to use.
- Golgari Signet - Low-costed mana rock that enters untapped and is capable of producing colored mana in Mazirek’s colors.
- Mind Stone - Low-costed mana rock that enters untapped. It may produce only but it can still sacrifice itself for card draw so it’s great in a pinch.
- Thought Vessel - Low-costed mana rock that enters untapped. It may produce only but it has a built-in Spellbook effect which is useful with all the cards this deck draws into.
- Crucible of Worlds - This artifact allows for abusing fetchlands. It also helps to recover lands like Throne of the High City if you lose the monarch status. However, it's most broken purpose is to recover lands like Ghost Quarter, Strip Mine, and Wasteland.
- Krark-Clan Ironworks - Basically Ashnod's Altar for artifacts (though it costs 1 more). You sacrifice an artifact, which triggers so many other cards (for free, to boot!), and get for your troubles. Part of the infinity engine combo with Mazirek and creatures like Pentavus, Triskelavus, and Thopter Squadron.
- Smokestack - The card for which the archetype is named after. Not only is this an artifact that can be sacrificed for profit (or recurred if lost), but it’s an amazing sacrifice outlet. With lots of tokens to feed to it, opponents can soon find themselves having to sacrifice lands for want of having nothing else.
- Trading Post - This card provides a lot of diversity; all of its functions are useful. That being said, the best ones for this deck are the one that produces a goat token, the one that recovers an artifact, and the one where you can draw card for sacrificing an artifact.
- Cauldron of Souls - Helps recover from wraths like Wrath of God, Damnation, and the like, since your creatures can’t regenerate from them. Also, helps to combo out since the -1/-1 counters from persist cancel out with the +1/+1 counters provided by Mazirek.
- Tamiyo’s Journal - Creates an egg during each of your upkeep. Has the added bonus of being a tutor for any card if you sacrifice three clue tokens to it.
- Mycosynth Lattice - Makes every permanent into an artifact. This becomes ridiculous when you cast Wave of Vitriol. Bonus points for using Cauldron of Souls in response to recover all your creatures afterwards, while your opponents are left with an empty table. It’s also amazing in that you can use any mana as any color since most of the mana produced in the deck is colorless. Also, having all your permanents be artifacts is that much better for cards like Krark-Clan Ironworks.
- Salvaging Station - Excellent way of recovering eggs; especially when your opponents (and your own) creatures are constantly dying.
- Darksteel Forge - I would consider this a staple to any artifact deck. Sure, it doesn’t prevent sacrifices to cards like Wave of Vitriol, but at least you get to control when your artifacts get destroyed. So it’s definitely helpful against an opponents Austere Command or Shatterstorm.
- Walking Ballista - Basically an easier to cast and manage Triskelion. The great thing about it is the flexibility. It can be an easier to cast Triskelion or a great mana sink.
- Caustic Caterpillar - The deck mostly tries to run permanents since you can't sacrifice spells. The good thing about this larva stage is that you can sac it for cheap in order to get rid of an annoying enchantment or artifact.
- Disciple of the Vault - A Zulaport Cutthroat for artifacts, it’s one of the wincons when you have an infinite artifact sacrifice engine running.
- Viridian Zealot - The deck mostly tries to run permanents since you can't sacrifice spells. It's more expensive to cast than Caustic Caterpillar but other than that it's basically the same thing.
- Elf Replica - An overcosted but easier to cast Viridian Zealot. Being an artifact creature is one of the reasons it’s included since it can trigger both cards that care about creatures as well as artifacts.
- Eternal Witness - This card is a must in any EDH deck running G. What makes it epic in this build is getting Gempalm Polluter back into your hand.
- Fleshbag Marauder - A body that forces all players to sacrifice a creature, this is what Mazirek buzzes for. It's the Mazi's knees. Having this enter the battlefield provides a sacrifice trigger for each player in the game. The larger the game the further it goes. Recurring it is also great. I tend to always sacrifice it to itself because it worth more in the graveyard and recurrable than in play.
- Foundry Inspector - Reduces the casting costs of all of your artifacts by 1, meaning that your eggs are free to cast. On top of that, it’s an artifact creature so it benefits from Mazirek’s +1/+1 counters and if it dies or gets sacrificed, it triggers both abilities that care about creatures as well as artifacts.
- Glissa, the Traitor - Not only is she one of the best blockers in the game, but she can also recur your artifacts. Opponents’ creatures are constantly dying thanks to all the stax effects so your bound to be cracking eggs at an amazing pace thanks to Phyrexian Glissa.
- Merciless Executioner - A body that forces all players to sacrifice a creature, this is what Mazirek buzzes for. It's the Mazi's knees. Having this enter the battlefield provides a sacrifice trigger for each player in the game. The larger the game the further it goes. Recurring it is also great. I tend to always sacrifice it to itself because it worth more in the graveyard and recurrable than in play.
- Sylvok Replica - An overcosted but easier to cast Viridian Zealot. Being an artifact creature is one of the reasons it’s included since it can trigger both cards that care about creatures as well as artifacts.
- Reyhan, Last of the Abzan - With this card out, any creature that gets sniped will just have its +1/+1 shifted onto another creature. The great thing is that, when combined with +1/+1 counter doublers (like Corpsejack Menace and its ilk), those counters are doubled. Definitely deters opponents from sniping other creatures while Reyhan is still in play. You can also benefit from all of the sacrifices made since the +1/+1 counters on those creatures aren’t wasted. Reyhan basically gives all your creatures modular but instead of for artifact creatures, it's for any of your creatures.
- Tireless Tracker - Landfall is not a theme in this deck and although the main strategy isn't eggs, this guy produces eggs. Thanks to fetches, you get 2 clue tokens. Thanks to Splendid Reclamation and Scapeshift you get a extravagant amount of clue tokens - enough to make Sherlock Holmes proud.
- Arcbound Reclaimer - By simply removing a +1/+1 counter from it you can topdeck any artifact in your graveyard. It also has modular so when it dies it can give its +1/+1 counters to another artifact creatures. With solid understanding of the stack, you can also use it to recover any egg you just cracked (explained in detail in the Strategies Section).
- Corpsejack Menace - Cheaper to cast than Mazirek so you can have it in play before. The replacement effect makes games go twice as fast because it helps Mazirek (and your creatures) grow much faster by doubling the amount of +1/+1 placed on them. In games with this in play, cards like Barter in Blood become insane.
- Meren of Clan Nel Toth - With all our creatures dying, you can get quite a lot of experience counters. Thanks to Meren we can effectively reanimate cards like Fleshbag Marauder and its ilk, Sidisi, Undead Vizier, any utility creature like Caustic Caterpillar, or any other creature for that matter because the amount or experience counters easily reaches the double digits.
- Slum Reaper - A more expensive Fleshbag Marauder, it still gets the job done. If Fleshbag Marauder gets another functional reprint like Merciless Executioner, it will definitely replace Slum Reaper. In the meantime, it's basically redundant for Fleshbag Marauder.
- Archfiend of Depravity - Casting this makes players with an epic boardstate extremely nervous. Although it triggers at the end of each opponent's turn, it's still enough for those players to want to get rid of it or try to eliminate you before. Should it survive until an opponent's end step, prepare for a ton of sacrifice triggers. This card is also mega oppressive with Living Plane in play. Many games have I left opponents either scooping or with just 2 lands in play.
- Sidisi, Undead Vizier - When used purely as a tutor, it's too expensive. However, it's a tutor on a body with a sacrifice trigger all rolled into one. Similar to Fleshbag Marauder and its ilk, I sacrifice it to itself when using the ability. It's better for it to die in order to be recurred or reanimated than to stay in play. The deck doesn't usually require tutoring for combo pieces, but I basically use BSidisi to look for any answers for things opponents have that will impede my victory. When it's possible to quickly assemble all combo pieces, then that's what you should tutor for, since that's also game-ending.
- Sly Requisitioner - Not only does tapping artifacts pay for its casting cost, but it creates tokens whenever an artifact you control is sent to the graveyard. Meaning that every egg cracked replaces itself with a 1/1 Servo. When the triggers are placed accordingly on the stack (with Mazirek in play), the Servo enters the battlefield with the +1/+1 counter.
- The Gitrog Monster - The synergy this card has is ridiculous. It gives so much value to fetches and lands like Strip Mine. It's also Exploration on a body and a free land sacrifice trigger each of your upkeeps. Casting Scapeshift with this is play is amazing. It's important to keep in mind how you arrange the triggers on the stack in order to take the most advantage out of The Gitrog Monster (as well as Mazirek).
- Marionette Master - It's a great artifact creature token producer when you're able to consistently recur/reanimate it. The good thing about fabricate is that I can also have it enter the battlefield with +1/+1 counters since with Hardened Scales, Corpsejack Menace, and Doubling Season it will enter with a lot of +1/+1 counters on it. If that weren’t enough, it’s a more broken Disciple of the Vault since instead of having an opponent lose 1 life, they life in the amount of power Marionette Master has.
- Triskelion - With infinite +1/+1 counters comes infinite damage thanks to Triskelion. So, combined with any infinite sacrifice engine and Mazirek, you can simply ping all opponents to death for free.
- Pentavus - A floating robot train to Value Town, this produces artifact creature tokens while also providing a built-in sacrifice outlet for said tokens. With Mazirek in play and infinite mana, infinite tokens and sacrifice triggers can be achieved. Part of an infinite combo with Krark-Clan Ironworks or Ashnod's Altar.
- Sheoldred, Whispering One - Reanimation and stax all on a large body. Not only that, but since she has swampwalk and the deck runs Urborg, Tomb of Yawgmoth, she can be a wincon on her own if she's large enough. A very versatile creature. Again, the hefty casting cost is not so limiting since the deck produces a lot of mana.
- Triskelavus - A flying robot stingray to Value Town, this produces artifact creature tokens while also providing a built-in sacrifice outlet for said tokens. With Mazirek in play and infinite mana, infinite tokens and sacrifice triggers can be achieved. Part of an infinite combo with Krark-Clan Ironworks or Ashnod's Altar.
- Awakening Zone - Not only does it provide a creature token each of your upkeeps, but the tokens can self-sacrifice themselves providing and a sacrifice trigger.
- From Beyond - A slightly more expensive Awakening Zone, the +1/+0 boost in eldrazi scions when compared to eldrazi spawns is negligible since the tokens are either being sacrificed for mana, used as chump blockers, or will become pumped with +1/+1 counters. So that +1/+0 difference doesn’t matter here. What does matter is that you’re getting a free token at the beginning of each of your upkeeps.
- Living Plane - In this deck this card is extremely oppressive. Since it makes all lands creatures, it helps you out with giving them +1/+1 counters but it harms opponents in a severe way. Whenever you make opponents sacrifice creatures, if they have no actual creatures in play, they start losing lands. This is not merely for use as a mass land destruction device; you take a lot of advantage out of having your lands be creatures as well.
- Doubling Season - An absurd card that provides so much advantage it’s ridiculous. It doubles the amount of loyalty counters of planeswalkers that enter the battlefield. It doubles the amount of tokens that are produced. And, most important of all, it doubles the amount of +1/+1 counters placed on your creatures.
- Golgari Charm - Although point of charms all throughout MtG has been to give a player options when casting, I usually use this card for its regenerative option. Wraths can really set you back so when they don’t have the “can’t be regenerated” clause, Golgari Charm can really help out.
- Heroic Intervention - A great protection spell that grants indestructibility and hexproof at instant speed. It only costs 1G to boot!
- Wrap in Vigor - Again, as explained with Golgari Charm, can help save your creatures from a wrath that allows for regeneration.
- Bitter Ordeal - One of the alternate wincons in the deck, with an infinite amount of sacrifice triggers, you could basically deck every opponent at the table.
- Inspiring Call - This is a very versatile card in that it can save your creatures from wraths but can also fill your hand in a pinch. I usually use it more to protect my creatures but when I need responses and my hand is empty, this has been known to help me out tremendously.
- Scapeshift - Another broken card in this deck. You get as many sacrifice outlets as lands you use for it, plus you get a lot of lands entering the battlefield as well. When combined with Splendid Reclamation you can get a lot of lands in play very quickly.
- Splendid Reclamation - Have been in love with this card since it was spoiled. This card is just amazing; you recover all your lands. This combos great when sacrificing lands to Scapeshift or sacrificing lands as creatures thanks to Living Plane.
- Wave of Vitriol - This card has singlehandedly won me so many games. Most EDH decks run more than their fair share of nonbasic lands. Not only that, but artifacts and enchantments can be particular disruptive to our main strategy of winning by combat. This card gets rid of all of that all by sacrificing and by sacrificing all of that just triggers more and more for Mazirek.
- Gaea's Cradle - One of the best lands in the deck; the amount of G produced is ridiculous. Useless without a creature in play, which hardly ever happens though.
- Ghost Quarter - Gets rid of pesky lands like Maze of Ith, Kor Haven, and it’s ilk plus any other lands that may be too valuable for opponents. Oh, and it also provides a sacrifice outlet as well, which Mazirek loves. Sure, it gives the opponent a chance to get a basic land, but the trade off is still worth it.
- Inventors' Fair - The life gain is negligible but still nice to have. However, the main point of this land is sacrifice (which Mazirek and The Gitrog Monster love) in order to tutor the deck for any artifact. Too useful not to include.
- Mishra's Workshop - Unless you have Urborg, Tomb of Yawgmoth in play, this land can only provide mana to cast artifacts. That being said, it provides to cast artifacts by only tapping it. Ridiculous. The amount of advantage this land generates is beyond words, especially in a deck devoted to artifacts.
- Reliquary Tower - Sometimes you have too fat a hand and having this land in the deck is not a hindrance.
- Rogue’s Passage - Producing in an artifact heavy deck isn’t any kind of hindrance, especially when it’s a two-colored deck. However, thanks to this land Mazirek gets in an unblockable smack. Mazirek grows ridiculously large ridiculously fast since eggs are cheap to cast, crack, and recur. Too many times have I eliminated an opponent early on thanks to this land.
- Shizo, Death's Storehouse - Provides B all while also giving Mazirek fear. Fear is a good additional evasion even though it already has flying. As mentioned before, Mazirek gets ridiculously large ridiculously fast with this particular build. So giving it all evasion possible means eliminating opponents early on.
- Strip Mine - Gets rid of pesky lands like Maze of Ith, Kor Haven, and it’s ilk plus any other lands that may be too valuable for opponents. Oh, and it also provides a sacrifice outlet as well, which Mazirek loves. It can also get rid of basic lands if you need to be evil and color-screw an opponent.
- Swarmyard - Regenerates Mazirek by merely tapping. It also provides and doesn’t come into play tapped. Overall a great land to have.
- Throne of the High City - Being the monarch is not a focus of the deck nor is it a secondary theme of any kind of anything. It’s just a neat way to get a free card draw at the end of each turn. With so many chump blockers you can maintain monarch status for a long time, as well. Honestly, the reason I added this land is because of needing to be sacrificed. It provides a sacrifice trigger for Mazirek and a draw trigger for The Gitrog Monster. So, it’s not such a useless inclusion.
- Urborg, Tomb of Yawgmoth - Makes all lands provides B meaning that you can tap fetches for mana. It also makes utility lands give colored mana instead of just .
- Wasteland - Gets rid of pesky lands like Maze of Ith, Kor Haven, and it’s ilk plus any other lands that may be too valuable for opponents. Oh, and it also provides a sacrifice outlet as well, which Mazirek loves.
- Westvale Abbey / Ormendahl, Profane Prince - Can create tokens in a pinch (the most expensive way to produce tokens in the deck) but the transformation cost is awesome: 5 creatures to make a 9/7 with flying, lifelink, indestructible, and haste. It may seem winmore but it’s on a land. So it’s no problem to include in a two-colored deck. Also, it still has a sacrifice outlet in order to transform. Ormendahl is also a great creature since it’s indestructible and has lifelink. So it’s a great blocker and if anyone wraths, you can transform Westvale Abbey in response, get a lot of +1/+1 counters on it, and then have a large creature to attack with next turn. It’s great.
- Yavimaya Hollow - Similar to Swarmyard except it can regenerate any type of creature with an investment of G.
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- Bloodstained Mire
- Marsh Flats
- Misty Rainforest
- Polluted Delta
- Verdant Catacombs
- Windswept Heath
- Wooded Foothills
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- Ancient Tomb
- Bayou
- Command Tower
- Overgrown Tomb
- Tainted Wood
- Woodland Cemetery
Creatures:
Enchantments:
Spells:
Lands:
Lands Just for Sacrifice Triggers:
Lands Just for the Mana:
Why do bad things always come in infinity?
0 Walking Ballista
3 Bitter Ordeal
4 Arcbound Reclaimer
7 Pentavus
7 Triskelavus
1 Phyrexian Furnace
3 Junk Diver
2 Myr Retriever
1 Necrogen Spellbomb
3 Workshop Assistant
Without going to infinity, Bitter Ordeal is not as broken as to warrant inclusion. In order to recover more eggs, more eggs are swapped in as well as artifact creatures that can recur artifacts when they die. I feel that the deck is still a solid contender without the cards that allow for reaching infinity and these swaps just make the overall strategy more consistent.
Sometimes it's important to keep a journal.
1. 11/25/15
2. 2/12/16
3. 3/27/16
4. 8/27/16
5. 10/20/16
6. 10/29/16
7. 11/14/16
8. 11/26/16
9. 1/26/17
”Don't forget those convoluted 5+ card combos.”
Infinite Combos independent of Mazirek:
Infinite Combos dependent on Mazirek:
The early version of the deck. The reason this deck has changed so much is because I eventually realized how futile it was to jam every single possible synergistic combination into the deck. There’s just so much to do. So I stopped trying to find a balance in one deck and designed 2 different decks showcasing various strategies. Every single card I've cut, considered, tested, hypothesize, or anything else related to being useful in the deck is discussed in one way or the other throughout this post (most of them being within the decks themselves of the Honorable Mention section of the Card by Card Analysis section.
5 Mazirek, Kraul Death Priest
Artifacts: 12
1 Mana Vault
1 Skullclamp
1 Sol Ring
2 Fellwar Stone
2 Golgari Signet
2 Mind Stone
2 Thought Vessel
3 Ashnod's Altar
3 Mimic Vat
3 Phyrexian Altar
4 Smokestack
5 Eldrazi Monument
Creatures: 36
0 Hangarback Walker
1 Birds of Paradise
1 Elves of Deep Shadow
1 Elvish Mystic
1 Fyndhorn Elves
1 Llanowar Elves
1 Viscera Seer
2 Blood Artist
2 Gyre Sage
2 Sylvan Caryatid
2 Viridian Zealot
2 Zulaport Cutthroat
3 Eternal Witness
3 Fleshbag Marauder
3 Merciless Executioner
3 Mogis's Marauder
3 Pawn of Ulamog
4 Corpsejack Menace
4 Creakwood Liege
4 Erebos, God of the Dead
4 Falkenrath Noble
4 Jarad, Golgari Lich Lord
4 Master of the Wild Hunt
4 Meren of Clan Nel Toth
4 Slum Reaper
4 Smothering Abomination
5 Archfiend of Depravity
5 Kalonian Hydra
5 Mycoloth
5 Plaguemaw Beast
5 Puppeteer Clique
5 Sidisi, Undead Vizier
6 Harvester of Souls
6 Thunderfoot Baloth
7 Sheoldred, Whispering One
8 Woodfall Primus
1 Hardened Scales
2 Bitterblossom
2 Evolutionary Leap
3 Attrition
3 Awakening Zone
4 From Beyond
4 Grave Pact
5 Black Market
5 Dictate of Erebos
5 Doubling Season
5 Palace Siege
5 Primal Vigor
Instants: 2
2 Golgari Charm
2 Wrap in Vigor
Lands: 37
0 Bayou
0 Blighted Woodland
0 Everglades
0 Evolving Wilds
0 Forest (x9)
0 Ghost Quarter
0 Golgari Rot Farm
0 High Market
0 Jund Paranorama
0 Jungle Basin
0 Myriad Landscape
0 Overgrown Tomb
0 Reliquary Tower
0 Strip Mine
0 Swamp (x8)
0 Swarmyard
0 Temple of the False God
0 Terramorphic Expanse
0 Urborg, Tomb of Yawgmoth
0 Verdant Catacombs
0 Wasteland
0 Woodland Cemetery
The birth of my Eggs version of the deck which eventually evolved into the Artifact Matters Build. Eggs alone wasn’t cutting it so it evolved into a combo-centric build based around artifact abuse. The problem with Eggs was finding that balance between all of the elements in the deck. It was too inconsistent; there was either too many creatures and not enough sacrifice outlets to take advantage of Mazirek's ability or there was too many eggs and not enough creatures to benefit. So I decided to not make it completely devoted to eggs. However, with some slight changes without changing the overall concept, the point was to use a small number of creatures to combo out with thanks to the cheapness and recursiveness of the eggs. Thus, the Artifact Build came to fruition.
5 Mazirek, Kraul Death Priest
Artifacts: 22
0 Mishra's Bauble
1 Barbed Sextant
1 Chromatic Sphere
1 Chromatic Star
1 Conjurer's Bauble
1 Lifespark Bomb
1 Mana Vault
1 Necrogen Spellbomb
1 Nihil Spellbomb
1 Phyrexian Furnace
1 Scrabbling Claws
1 Scroll of Avacyn
1 Skullclamp
1 Sol Ring
2 Fellwar Stone
2 Mind Stone
2 Thought Vessel
3 Ashnod's Altar
3 Commander's Sphere
3 Mimic Vat
4 Smokestack
4 Trading Post
Creatures: 26
1 Birds of Paradise
1 Elvish Mystic
1 Fyndhorn Elves
1 Llanowar Elves
1 Viscera Seer
2 Gyre Sage
3 Eternal Witness
3 Fleshbag Marauder
3 Glissa, the Traitor
3 Merciless Executioner
3 Moriok Replica
4 Corpsejack Menace
4 Creakwood Liege
4 Master of the Wild Hunt
4 Meren of Clan Nel Toth
4 Nylea, God of the Hunt
4 Slum Reaper
4 Smothering Abomination
5 Archfiend of Depravity
5 Kalonian Hydra
5 Mycoloth
5 Plaguemaw Beast
5 Puppeteer Clique
5 Sidisi, Undead Vizier
7 Sheoldred, Whispering One
8 Woodfall Primus
1 Hardened Scales
2 Bitterblossom
2 Evolutionary Leap
3 Attrition
3 Awakening Zone
4 From Beyond
5 Doubling Season
5 Palace Siege
5 Primal Vigor
Spells: 6
2 Golgari Charm
2 Smallpox
2 Wrap in Vigor
3 Inspiring Call
3 Death Cloud
3 Pox
Lands: 36
0 Ancient Tomb
0 Bayou
0 Blighted Woodland
0 Bloodstained Mire
0 Command Beacon
0 Command Tower
0 Forest (x6)
0 Ghost Quarter
0 High Market
0 Marsh Flats
0 Misty Rainforest
0 Myriad Landscape
0 Overgrown Tomb
0 Polluted Delta
0 Reliquary Tower
0 Shizo, Death's Storehouse
0 Strip Mine
0 Swamp (x6)
0 Swarmyard
0 Urborg, Tomb of Yawgmoth
0 Verdant Catacombs
0 Wasteland
0 Windswept Heath
0 Wooded Foothills
0 Woodland Cemetery
0 Yavimaya Hollow
Added infinite combos to all three versions of the deck. However, since I hope to make this into a primer, I also provided the changes that were made in order to revert the decks to their non-infinite combo versions. All infinite combos and the reversions are discussed throughout each of the three versions.
Finally able to write up the main post in primer fashion! Hopefully it’s useful to absolutely anyone interested in anything that’s possible with Mazirek. It was quite a lot of work but I feel it was worth it. Mazirek is not a commander where I can simply post my own strategy and call it a primer. A primer is supposed to help anyone interested in it. With so much synergy and various strategies, I discuss in great detail how I play it and why as well as anything anyone else may find interesting. Thanks for reading it all!
Finally obtained [Primer] status!
I hope my thread can continue to serve as a guide to those looking into this commander and/or the many strategies it enables. I love this deck so I will definitely continue to work on it as more magic sets and new cards continue to come out. Mazirek is a very versatile commander so it took me quite a while to test so many things and compile even more things into the comprehensive primer you have before you. So I hope it's of good use to the community.
Once again, thanks to all those who've had any kind of interest and input in my thread!
”I literally make eggs. Where's my functional reprint?”
Please let me know of any errors, typos, etc.! I want to keep this very presentable!
7
"The best servants are made from those who died without a scratch." —Sidisi, khan of the Sultai
1 - Why play this commander?
lands until such time as we can subjugate them.
Their work will be rewarded when they are jewel-
adorned servants in our palaces."
-Sidisi, Brood Tyrant
At first this deck may seem all over the place, and for not being a deck that runs R, it's a bit on the chaotic side. This deck runs three (seemingly simultaneous) mechanics: drawing, discarding, dredging. Sidisi, Brood Tyrant's colors allow for a grand plethora of cards which use and abuse these mechanics. Allowing for great versatility, this deck can be piloted as beatdown, milling, or just all around graveyard/hand/library tomfoolery!
Thus, you’ll enjoy playing with Sidisi, Brood Tyrant if you:
Okay, so let’s say you’re on board with running a GUB EDH deck. Check. Now, why Sidisi, the Brood Tyrant and not one of other similarly-colored legendary creatures? These commanders are great in their own setting with one of them having a current primer and another two having retired primers; there's a lot of info out there. These threads should give you some ideas of the capabilities of a BUG-colored general.
Now, playing Sidisi, Brood Tyrant obviously has its pros and cons depending on what you're facing. I've been playing this deck for quite some time and have found that there are some clearly beneficial decks to go against and some clearly detrimental decks to go up against. Since I don't feel that it's that black and white since there are some grey areas, I will explain them all in greater detail. For a quick summary as to how your match-ups should go, see below.
Milling
Stax
Mid-range
Aggro
Control
Pillow Fort
Creature Hate
Combo
Graveyard Hate
* Milling: Milling actually does us a favor, lol. We want to be milled! Hell, we're constantly milling ourselves! Though uncommon, there are the occasional overachievers who want to win by milling 90+ card decks out there in the EDH world. Whenever you face off against these types of players, just be thankful. Do try to hide your giddiness when an opponent reveals his commander is Phenax, God of Deception. However, in order to prevent self-milling, the deck uses Ulamog, the Infinite Gyre and Kozilek, Butcher of Truth in order to recover the graveyard into the library. So we should always be careful, regardless the opponent, to never mill ourselves.
* Stax: Pretty commonplace depending on your meta. The most competitive and ruthless decks out there are total lock and stax. The good thing about stax is that even though it's keeping your horde in check by making you sacrifice so many tokens, you're still only sacrificing tokens until you can find the opportunity to remove that player from the game. The deck doesn't run so many answers against this type of deck but it does have them in the form of Cyclonic Rift and Nullmage Shepherd.
* Mid-range: Depending on the tempo, mid-range could be a pretty epic battle - these are the decks I prefer facing against. Sidisi could get a bit mid-range herself and when that happens it's literally "may the best planeswalker win" type situation. However, no fear should come from facing a mid-range deck since they usually get their wind in their sails mid-game onwards. By then, you should have the same advantage if not more. This is the more neutral type of menace so just play normally against it and try to always be one step ahead.
* Aggro: Depending on how the match goes, these players can be our natural enemies or natural friends. These types of decks hate control and lock players so they usually target them first. If that's the case, tagteam that natural nemesis out of the game and then proceed to see whose horde is superior. If you find yourself against an aggro player early on, the deck should be able to hold its own by popping out tokens as chump blockers until you can get your bearings and hopefully have a superior midgame board set up. This deck doesn't really have ways to amassing life so if you find yourself in the beeping, red-flashing heart-zone, be careful; don't waste resources and do your best to hold on until you're able to go for the game-ending alpha strike.
* Control: Not so much a hindrance so long as the counterspell doesn't exile - even then, Riftsweeper can get things back from exile. When a creature gets countered you can simply recast or reanimate from the graveyard no problem. If the creature gets topdecked even better! A lot of control players think twice before countering any creature you may cast since you can just recover it from the graveyard and they just lost the counter. However, having said that, control players will still be able to counter cards like Buried Alive, Victimize, Intuition, and the like, and that could really slow us down. If you have a control-rich meta, I suggest finding space for Boseiju, Who Shelters All.
* Pillow Fort: Could be annoying by preventing you from going all alpha strike with your horde. However, the same tools used to deal with stax (Cyclonic Rift and Nullmage Shepherd) could also be used to deal with pillowfort. These types of decks tend to force other players to fight each other first but your horde can be used on the defensive as well until you deal with the annoyance of the pillowfort. Also, other players may have their own answers to deal with pillow forts, so sometimes you may be able to save your own resources.
* Creature Hate: These situations are only a real bummer if you have the mother of all hordes out. However, losing your non-token creatures is never a big deal for this deck. There's more than enough ways to reanimate those creatures and most of the time you're storing them in your graveyard anyways. Whenever a player wraths, given enough mana, you can recover practically all your non-token creatures afterwards. If anyone were to wrath with Meren of Clan Nel Toth you'll have more than enough experience counters to get anyone back for free from the graveyard each upkeep. Sheoldred, Whispering One also does this and Havengul Lich can cast any creature directly from the graveyard. So, no worries!
* Combo: Like 99% of other decks, since this deck isn't Tier 1 or even Tier 0, it will fold to higher-tier more cutthroat combo decks that autowin before turn 4. That being said, this deck isn't battlecruiser and it does have its share of responses and disruption in the form of creatures. Granted, it's not chocked full of disruption but then again this deck is run by not paying too much attention to what other players are doing. That being said, further on I do address this need for those who want a bit more disruption.
* Graveyard Hate: The only real weakness to this deck is graveyard hate. Rest in Peace, Leyline of the Void, Tormod's Crypt etc. can set us back in such a way that we may not even be able to recover from. At least there are some responses the deck has to deal with such situations (Entombing an Eldrazi titan in response is always good, Nullmage Shepherd to Rest in Peace or Leyline of the Void, Riftsweeper can recover from exile even if it is just one card at a time). However, my rule of thumb is: that guy/chick who may exile your cards MUST DIE.
2 - Deck History:
Now, searching through the forums I saw some ideas here or there but unlike many other generals with solid strategies and player's attention, Sidisi was almost like a wallflower - flamboyant as she is. So I decided to be the first one to truly break her. To have a fun deck that could be competitive and not have anybody expect it to be. People see Narset, Enlightened Master, Sen Triplets, Child of Alara and cringe. The first reaction at the table being to take them out. However, people see Sidisi, Brood Tyrant and either expect something or don't know what to expect. The thing is, this deck, as predictable as an opponent may think it is, is really not. Many a time have I taken a victory out of nowhere. Then it's too late to react. Ruthlessness. Welcome to the Sultai.
I've been so devoted to Sidisi, Brood Tyrant that I eventually wound up designing three different decks. The main deck is what I've been most dedicated to but the fruits of my testing has produced two other decks: an extremely budget one and a zombie tribal because, let's face it, people love amassing the mother of all zombie hordes. You'll find them discussed in that order in the thread.
Competitive Build:
Here's the more competitive build which is light years ahead in efficiency compared to the more casual build I discussed in the earlier version of this thread. This is the current version I'm running and is the one I've been working on the most. It's intricate to pilot which makes it a lot of fun for people who like complicated decks. It's the one I've been discussing and analyzing throughout the thread so you can see it's evolution in more than just this first post. This is the version of the deck I will discuss most throughout this thread. Not withstanding, other viable versions are discussed in the Alternate Builds section.
4 Sidisi, Brood Tyrant
Artifacts: 6
1 Sol Ring
2 Altar of Dementia
2 Embalmer's Tools
2 Mesmeric Orb
2 Scroll Rack
3 Thousand-Year Elixir
Creatures: 38
0 Dryad Arbor
1 Birds of Paradise
2 Aphetto Alchemist
2 Bloom Tender
2 Kiora's Follower
2 Lazav, the Multifarious
2 Riftsweeper
2 Voyaging Satyr
3 Death Baron
3 Diregraf Captain
3 Eternal Witness
3 Krosan Restorer
3 Turntimber Sower
4 Clever Impersonator
4 Filth
4 Frilled Mystic
4 Glen Elendra Archmage
4 Gurmag Drowner
4 Mystic Snake
4 Nullmage Shepherd
4 Prime Speaker Vannifar
4 Whisper, Blood Liturgist
4 World Shaper
5 Body Double
5 Doom Whisperer
5 Havengul Lich
5 Seedborn Muse
5 Sidisi, Undead Vizier
5 The Gitrog Monster
5 The Scarab God
5 Underrealm Lich
6 Muldrotha, the Gravetide
7 Protean Hulk
7 Rune-Scarred Demon
8 Craterhoof Behemoth
8 Razaketh, the Foulblooded
10 Kozilek, Butcher of Truth
11 Ulamog, the Infinite Gyre
3 Intruder Alarm
4 Mortuary
4 Opposition
4 Path of Discovery
Planeswalkers: 3
4 Kiora, Master of the Depths
4 Tamiyo, Collector of Tales
5 Liliana, Death's Majesty
Spells: 12
1 Entomb
2 Assassin's Trophy
2 Cyclonic Rift
2 Life from the Loam
3 Buried Alive
3 Intuition
3 Voidslime
4 Bond of Insight
4 Fact or Fiction
4 Jarad's Orders
5 Final Parting
5 Living Death
Lands: 36
0 Bayou
0 Bloodstained Mire
0 Breeding Pool
0 Cabal Coffers
0 City of Brass
0 Command Tower
0 Deserted Temple
0 Flooded Strand
0 Forest (×2)
0 Gaea's Cradle
0 Island (×2)
0 Llanowar Wastes
0 Mana Confluence
0 Minamo, School at Water's Edge
0 Misty Rainforest
0 Morphic Pool
0 Opulent Palace
0 Overgrown Tomb
0 Polluted Delta
0 Reflecting Pool
0 Sequestered Stash
0 Swamp (×2)
0 Thespian's Stage
0 Tolaria West
0 Tropical Island
0 Underground River
0 Underground Sea
0 Urborg, Tomb of Yawgmoth
0 Verdant Catacombs
0 Volrath's Stronghold
0 Watery Grave
0 Windswept Heath
0 Yavimaya Coast
0 Sequestered Stash
1 Entomb
2 Altar of Dementia
2 Embalmer's Tools
2 Life from the Loam
2 Mesmeric Orb
3 Buried Alive
3 Intuition
4 Bond of Insight
4 Fact or Fiction
4 Gurmag Drowner
4 Jarad's Orders
4 Kiora, Master of the Depths
4 Path of Discovery
4 Sidisi, Brood Tyrant
4 Tamiyo, Collector of Tales
5 Doom Whisperer
5 Underrealm Lich
Enchancing the Horde:
3 Death Baron
3 Diregraf Captain
4 Filth
8 Craterhoof Behemoth
Recursion:
0 Volrath's Stronghold
2 Life from the Loam
2 Riftsweeper
3 Eternal Witness
3 Turntimber Sower
4 Whisper, Blood Liturgist
4 Mortuary
4 World Shaper
5 Havengul Lich
5 Living Death
6 Muldrotha, the Gravetide
10 Kozilek, Butcher of Truth
11 Ulamog, the Infinite Gyre
0 Cabal Coffers
0 Deserted Temple
0 Dryad Arbor
0 Gaea's Cradle
1 Sol Ring
1 Birds of Paradise
2 Bloom Tender
2 Voyaging Satyr
3 Krosan Restorer
4 Kiora, Master of the Depths
Tutoring / Manipulation:
0 Misty Rainforest
0 Verdant Catacombs
0 Polluted Delta
0 Bloodstained Mire
0 Flooded Strand
0 Windswept Heath
0 Tolaria West
1 Entomb
2 Scroll Rack
3 Buried Alive
3 Intuition
4 Fact or Fiction
4 Jarad's Orders
4 Prime Speaker Vannifar
5 Final Parting
5 Sidisi, Undead Vizier
7 Protean Hulk
7 Rune-Scarred Demon
8 Razaketh, the Foulblooded
Toolbox:
0 Minamo, School at Water's Edge
0 Thespian's Stage
0 Urborg, Tomb of Yawgmoth
2 Aphetto Alchemist
2 Kiora's Follower
2 Lazav, the Multifarious
3 Intruder Alarm
3 Thousand-Year Elixir
4 Clever Impersonator
5 Body Double
5 Liliana, Death's Majesty
5 Seedborn Muse
5 The Gitrog Monster
5 The Scarab God
2 Assassin's Trophy
3 Voidslime
4 Frilled Mystic
4 Glen Elendra Archmage
4 Mystic Snake
4 Nullmage Shepherd
4 Opposition
5 Living Death
7 Cyclonic Rift
Just Lands:
0 Bayou
0 Breeding Pool
0 City of Brass
0 Command Tower
0 Forest (×2)
0 Island (×2)
0 Llanowar Wastes
0 Mana Confluence
0 Morphic Pool
0 Opulent Palace
0 Overgrown Tomb
0 Reflecting Pool
0 Swamp (×2)
0 Tropical Island
0 Underground River
0 Underground Sea
0 Watery Grave
0 Yavimaya Coast
Pimpage:
Unfortunately, not all of the cards in my current decklist are presently acquirable as foils.
Average CMC:
3.92
Average Cost (as of 1/29/19):
$2,511.97
Budget Choices:
1 Underground Sea
1 Bayou
1 Tropical Island
1 Gaea's Cradle
1 Tainted Isle
1 Tainted Wood
1 Drowned Catacomb
1 Woodland Cemetery
Updates:
I built a deck with the MTGSalvation Deck Builder so I can always keep an updated version of this deck online. Everytime I update the deck I will try to update it there. This is also a good tool for people to actually see the statistics of the deck (by type, CMC, color, etc.) so it's easier to visualize with the graphs and whatnot. Also, you can see the updated prices on the cards (though I can't guarantee it will always use the cheapest version of the cards (as far as expansion set goes)). You can find the deck here.
The main strategy of the deck is to try and get as many 2/2 Zombie creature tokens in play and go for the horde approach. All the drawing and the milling and discarding is done in order to speed up the deck and get the army as pumped up as possible. This is accomplished by getting Filth in the graveyard and Urborg, Tomb of Yawgmoth in play. This feat pretty much makes your horde unblockable and is very easy to accomplish (details will be discussed further). Akroma's Memorial helps out with a bunch of different boons, particularly haste. There are many quasi-infinitely recurring engines that allows you to amass a brutal horde to take out all opponents at once. This is the main strategy for all versions of the deck I discuss this post.
The overall synergy of the deck is to make no wasted movements. If you’re milling, it shouldn’t just be for producing 2/2 black Zombie tokens. It should be to get great targets in your graveyard for recursion or to abuse cards like Vengeful Pharaoh and Filth. With this deck the graveyard should serve as a second hand. Getting those milled creatures into play is easy with cards like Champion of Stray Souls, Sheoldred, Whispering One, Victimize, Havengul Lich, etc.
a low mana investment and a low life loss. When you discard any creature card you don't
need at that moment, you can tutor for a creature card that you do need and/or want. Then,
you can recover that creature you originally discarded in order to do it all over again. All this
needs to be done each time is simply 2 life and 1BG. It's a great combo.
combining it with Leyline of the Void). Now, the good thing about Mesmeric Orb for Sidisi is
that it triggers once per untapped permanent. So the amount of possible Sidisi triggers is
staggering. But why mention a suite? Because along with Aphetto Alchemist (and Ulamog,
the Infinite Gyre or Kozilek, Butcher of Truth inside of your deck), you can potentially go
infinite with the amount of tokens produced. Also, with Seedborn Muse, you can tap all lands
at end of turn and then be able to trigger Mesmeric Orb at each untap step that’s not
necessarily your own.
I’ve been amazed with how amazing all my planeswalkers have been in this deck. I can safely say that I can use most to all of their abilities to great efficiency and relevance. Combine that with the fact that Doubling Season helps two of them go ultimate, the walkers here are worth their slot. Their untapping ability alone has won me so many games.
Dat Mana...
With all the creature tokens in play and all the swamps (thanks to Urborg, Tomb of Yawgmoth), the amount of G and B this deck produces is unreal. Add to that the fact that I have so many untapping abilities (Kiora’s Follower, Krosan Restorer, Voyaging Satyr, Deserted Temple, Garruk Wildspeaker, Kiora, Master of the Depths, and Teferi, Temporal Archmage) that most of the time I produce so much mana I don’t even know what to do with it! Well, I used to sink all that mana into a scoop-inducing Villainous Wealth but I guess I can manage by casting my entire graveyard thanks to Havengul Lich or hardcasting Ulamog, the Infinite Gyre and/or Kozilek, Butcher of Truth. Will all this mana I've considered adding Empty the Pits to cast at the end of the turn before mine but have found it to just be more win-more (although Villainous Wealth, Stroke of Genius, Blue Sun's Zenith, Braingeyser, Damnable Pact, Profane Command, Consume Spirit, Increasing Confusion, Psychic Drain, and Mind Grind are pretty good alternate win cons). It's just that this deck would rather have more creatures than other card types.
Disruption / Removal
GUB has access to a plethora of removal spells and abilities but the aim of the deck is not spot removal or board wipes; it’s to merely get bothersome things out of the way that can prevent our victory. However, U and B grants us access to cards like Butcher of Malakir which we can use to our advantage. These cards allow us to eventually clear the table at the cost of some tokens or creatures we’d rather have in the graveyard anyways. Cyclonic Rift, Nullmage Shepherd, etc. are all useful for removal.
Recovery / Recursion
Again, these colors are excellent for these processes: Riftsweeper has been amazing time and time again, Eternal Witness is obviously useful beyond any words I can use to describe it, all the B reanimation spells and abilities... I could go on and on. Life from the Loam is one of the most important cards in the deck. Not only does the dredge self-mill you, but you can also recover the lands you're milling. Too broken!
Tutoring
Ah, the best colors for tutoring. The Sultai wedge is amazing in that we can basically tutor for whatever we want. Though I don’t run actual tutor spells, I rather wanted to run tutoring abilities that were more than just tutoring. Sidisi, Undead Vizier, Entomb, Intuition, Tolaria West, etc. are all cards that serve more than one use. Tolaria West is reusable thanks to Life from the Loam, Sidisi, Undead Vizier is a body that can trigger Sidisi, Brood Tyrant when milled from the deck, and the other tutoring/top-deck manipulation cards serve the double purpose of self-milling, which is super important in this deck.
Mulligans:
You want anywhere between 3-4 lands in order to play Sidisi as quickly as possible. As soon as you can start milling and amassing tokens the better you will be. You will have a menacing board presence, but if you're playing in a competitive setting you won't be the only one. You also want some cheap utility creatures you can play in order to attract removal from players who like wasting removal early game against things that aren't as deadly as mid-game creatures. Another thing, there are cards you do not want in your opening hand. If you draw Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre, mulligan those away because one of their main uses it to prevent milling yourself. They like to be inside of the library. Keep anything you can use to self-mill in order to make early tokens after Sidisi is cast the first time. Also, try to keep you hand as light as possible, those fatties are usually reanimated for free from the graveyard anyways. Personally, my EDH philosophy is not so much what to want in your starting hand more than what to not want. Honestly, as long as you're able to cast stuff without mana screw or color screw you should be fine. I don't want people to ceaselessly mulligan away searching for "critical" pieces. This deck burns through your library so you're bound to get them. An idea of what to keep in your hand are cheap spells somewhere in the vein of Chromatic Lantern, Sol Ring, Expedition Map, Aphetto Alchemist, Death Baron, Diregraf Captain, Kiora's Follower, Krosan Restorer, Satyr Wayfinder, Seeker of Skybreak, Voyaging Satyr, Phyrexian Reclamation, Survival of the Fittest, Entomb, Grisly Salvage, Intuition, Garruk Wildspeaker, Buried Alive, Jarad's Orders, Life from the Loam, or Mulch. Again, just mulligan away any fatties and make sure your hand has enough lands or ways to cast Sidisi.
Early game:
You want to try and get Sidisi out as quickly as possible in order to capitalize on her token producing ability. It's quite the bummer to cast cards that mill through top cards to get choice cards without having Sidisi in play. So after she's in play, you're able to use Buried Alive, Intuition, Fact or Fiction, etc. much more efficiently than simply casting them. Given their amount and the laws of probability, you'll more than likely have some mana acceleration cards, cheap utility creatures, and ways to enhance your horde. This stage of building your field is just dropping cheap cards until mid-game can happen. Remember also that by now, you should be able to determine the strategies of most of your opponents so whoever you see that has an anti-graveyard agenda has got to go. If anything, start building your strategy to getting those key components needed to eventually deal with those anti-graveyard spells and permanents. So start digging for Nullmage Shepherd, Riftsweeper, Cyclonic Rift, Glen Elendra Archmage, etc. Again, make sure the person running possible graveyard hate is eliminated first. Graveyard hate can come from many colors so don't fret simply because of the opponent. Keep in mind though that graveyard hate exists primarily in B and W (though there are cards in other colors and colorless as well).
Mid Game:
This deck aims to be as quick as possible so if you're lucky you may reach mid game by turn 5-7. This is the most important phase of the deck since the deck requires a lot of mana. Things you should be aiming to get in your graveyard by this time: Filth. Things you want to have in play by this time: Urborg, Tomb of Yawgmoth. This should be easy to accomplish with all the milling and recursion going around. Filth is the #1 Buried Alive target (and any "tutor" that sends to graveyard like Intuition, Jarad's Orders, etc.). The other two being Genesis and Vengeful Pharaoh (don't forget when he's in your graveyard, though!). You can also tutor for these pieces with Expedition Map, Intuition, Rune-Scarred Demon, or Sidisi, Undead Vizier. The best thing you can have in play is Mesmeric Orb. Be aware as this can make you an instant target. It seriously hurts all opponents and really helps you. This is the most important phase of the deck since you should've been burning through a lot of your deck by now in order to obtain these cards. If you haven't gotten them by then, don't worry, as you can still chump block or have other cards that could be useful. If other cards or combo pieces have been destroyed or exiled, remember that there are still ways to recover them such as Riftsweeper, Havengul Lich, Deadbridge Chant, etc.
Late Game:
Very viable by turn 10. You should have an army of tokens and/or utility creatures in play. All of them unblockable thanks to Filth+Urborg#2 combo. You can easily take out 1-2 players with an unblockable horde and/or other methods. With recursion, you can also use Gempalm Polluter a couple of times to eliminate a player. A wave of unblockables usually takes out one player in one instance. However, with Craterhoof Behemoth and the zombie lords, you should be able to clear house in one fell swoop. You can also take out another opponent by milling him/her. Many a time have I attacked one player with all creatures and then sacrificed them to Altar of Dementia to deck another player.
End Game:
Now, I know I said this was competitive but there are decks out there that win by turn 7. I know this, but this is as competitive as it can get without being top tier. Also, the deck is very unassuming and people don't really know what you're ultimately doing until it's too late. The deck has a lot of other tricks up its sleeve that helps get the job done. This is also a deck for those that don't mind games that last between 1-2 hours. When left unchecked, I'm usually able to win before the hour mark. However, in games with decks in the same neighborhood of level, games have lasted between 1-2 hours. If your meta is very strong, you'll possibly be ignored until other more problematic players are gone. If you're the strongest deck at the table, be very prepared to defend yourself and have a very exciting uphill battle!
Just remember that the game is basically over the moment you have the Filth+Urborg combo, you amassed a major horde with self-milling or other zombie generation due to the looting, Mesmeric Orb, the Narcomoeba of Dementia combo, etc. or are able to consistently recur Gempalm Polluter. The whole point is to burn through the deck in order to get one of the wincons. The most consistent wincon is alpha strike with a bunch of zombies. Again, beware the graveyard hate player.
A commander deck has 100 cards. Out of which I already explained most of the contents of my deck in great detail. However, if you want even greater detail, click the spoiler to see a list explaining every single card in the deck that is not a mana producing, non-utility land.
Artifacts:
- Altar of Dementia - Multipurpose artifact that can net you zombies or mill an opponent you can't defeat by beatdown. Also a major component of the Narcomortuary or Dementia combo, discussed in greater detail in the Budget Build section.
- Embalmer's Tools - It's cheap to cast and provides some insane interactions. You could mill out an opponent or mill yourself at instant speed. The zombies made can then be tapped to continue milling yourself. This gets ridiculous when combined with Seedborn Muse and Mesmeric Orb. If you're milling out an opponent with Undead Alchemist you can keep pushing the mill thanks to the zombie tokens being created.
- Mesmeric Orb - Another all-star in the deck. Used to massively mill opponents and yourself. Each instance is a separate trigger and Sidisi, Brood Tyrant loves that.
- Sol Ring - Standard EDH mana rock.
- Scroll Rack - makes sure that you always have creatures on the top of your deck all the while allowing for card advantage. This card does so many simultaneous things for this deck it's a must-have!
- Thousand-Year Elixir - While not inherently giving your creatures haste, they can at least tap as though they did. Meaning your mana dorks can tap for mana the turn they come into play, creatures with tap abilities can be used the same turn like the untappers (Kiora's Follower, Krosan Restorer, etc.) plus creatures with great abilities like Whisper and Vannifar.
- Aphetto Alchemist - Along with Mesmeric Orb in play can go infinite. Still useful even in the absence of Mesmeric Orb as it can untap a mana rock or a utility creature (Hell's Caretaker, Krosan Restorer, Kiora's Follower, etc.).
- Birds of Paradise - Arguably one of the greatest mana dorks of all time, a T1 birds really helps with mana fixing and early commander casting. Additionally, it's the only 1-drop creature in the deck, which is something that Vannifar cares about if you're gonna chain into larger creatures from a zombie token or Dryad Arbor.
- Bloom Tender - At worst, this mana dork taps for G. At best, BUG. The good thing about being able to tap it for BUG is that an untapper like Kiora's Follower or Aphetto Alchemist can really net you a considerable amount of mana. Even if you cast this T2 with nothing else in play, it can still help you cast a T3 Sidisi.
- Body Double - Treated like a reanimation spell on a body. If you have a key creature in your graveyard then Body Double can enter the battlefield as a copy of it. If Craterhoof Behemoth is such a creature, then Body Double can enter the battlefield as a copy of it and you still benefit from the enter the battlefield trigger.
- Clever Impersonator - This card alone is a toolbox. You can basically copy any non-land permanent an opponent controls or anyone you own. It can become a planeswalker or copy your Doubling Season. I love doing that.
- Craterhoof Behemoth - What is there left to say about Craterhoof Behemoth? If this enters play with even a semi-large horde and you just won the match.
- Death Baron - Tribal pump; +1/+1 and deathtouch is no joke.
- Diregraf Captain - Tribal pump and you could potentially kill an opponent when your zombies die.
- Doom Whisperer - On it's own a 6/6 flying trampler for 3BB is no joke. Add to that fact by being able to surveil 2 for just 2 life is beyond amazing. As long as you have the life you can self-mill for days. Topdeck filtering plus zombie creation and graveyard filling is an amazing ability on a body.
- Dryad Arbor - A land that's fetchable while providing a body for self-milling. It can be recovered and recurred in many different ways.
- Eternal Witness - This card is a must in any EDH deck running G. What makes it epic in this build is getting Gempalm Polluter back into your hand.
- Filth - A major component of the deck. This in the graveyard along with Urborg, Tomb of Yawgmoth in play this makes all your creatures unblockable.
- Frilled Mystic - A counterspell on a body is crucial in a deck like this. You want to keep the creature count as high as possible but you need answers. Although a bit more unconfortable to cast than Mystic Snake, it does the same thing at the same CMC.
- The Gitrog Monster Can net you some cards if you sel-mill a land just as when you sacrifice a land. You have to sacrifice a land during your upkeep but its stats and deathtouch is nothing to scoff at, either. You're also able to play an additional land which goes great with Life from the Loam.
- Glen Elendra Archmage - Replaced Jace, Memory Adept since he just wasn't cutting it. Only self-milling for 10 a turn isn't really doing much. The faerie, however, can help deal with an unwanted board wipe, overloaded Cyclonic Rift, or any of the various non-creature spells that can exile my graveyard. Best swap I've made yet.
- Gurmag Drowner - A creature replacement for Forbidden Alchemy. Slowly but surely I'm trying to keep this deck as creature-heavy as possible and this guy really helps achieve that.
- Havengul Lich - This card is too broken for words. You can cast creatures from your graveyard, also known as your second hand, and it will obtain the activated ability of whatever you cast. Casting Krosan Restorer, Kiora's Follower, etc. has helped me get that extra boost needed many times.
- Kiora's Follower - Very useful tool in the toolbox. It can untap creatures like Krosan Restorer or Hell's Caretaker and it can untap lands like Gaea's Cradle and Cabal Coffers.
- Kozilek, Butcher of Truth - Was in the original version along with Ulamog, the Infinite Gyre and Gaea's Blessing. However, having all three in the deck was more of a hindrance than helpful. So I took this one out. I should've taken out Gaea's Blessing for not being a creature and only being useful when milled. Kozilek, Butcher of Truth just like Ulamog, the Infinite Gyre, can be Entombed, sacrificed, or discarded to protect your graveyard.
- Krosan Restorer - I love this card. During games I have constantly untapped Gaea's Cradle, Cabal Coffers, and Deserted Temple.
- Lazav, the Multifarious - What an amazing card! For a casting cost of just UB not only does it surveil when it enters the battlefield, but it can also copy any creature card in the graveyard for X. It's ridiculous! It's practically reanimation at instant speed!
- Muldrotha, the Gravetide - I could cast play any card type from my graveyard during my turn. So if I need to cast a planeswalker, instant, sorcery, etc. directly from my graveyard I'll be able to. Having Muldrotha means not worrying too much about recurring noncreature spells - especially since Muldrotha is a creature, the card type this deck excels at recurring.
- Mystic Snake - Similar in function to Frilled Mystic, this deck needs answers but it also needs bodies. This creature checks both boxes.
- Nullmage Shepherd - This card is too useful for protecting against the only weakness of the deck: graveyard hate. This card helps destroy Leyline of the Void, Rest in Peace, etc. Even then, it can also get rid of those pesky pillow forts that can somehow be a problem.
- Prime Speaker Vannifar - Where to even begin... This is Birthing Pod on a body. B-Pod chains aren't that difficult to accomplish in this deck and without much effort you could essentially chain from a zombie token into Craterhoof Behemoth in the same turn. Not only that, but you could also chain into key creatures like Eternal Witness or Riftsweeper. She suffers from the same timing restrictions as Birthing Pod, but the versatility is still there. So much so that without much alterations, she could easily be the secret commander of the deck or at the very least a partner not in the command zone.
- Protean Hulk - A card I've taken out and put back in a dozen times. However, with the inclusion of Prime Speaker Vannifar, it's gonna stay in the deck. Additionally, running Whisper, Blood Liturgist and other sacrifice outlets makes it easier to work with. Also, more low-costed creatures have been added that can make it worthwhile to include.
- Razaketh, the Foulblooded - Another tutor on a body. Although dissimilar to Sidisi, Undead Vizier and Rune-Scarred Demon since its ability isn't triggered when it enters the battlefield, it is easier to control since it's an activated ability. Sacrifice a creature you want to recur later on or a zombie token and get access to any card in your deck. Amazing!
- Riftsweeper - In case important pieces do get exiled, this is very important to recover them.
- Rune-Scarred Demon - A Demonic Tutor on a fat flyer, this will trigger Sidisi when self-milled but when entering play will help me tutor for anything. Just as clutch as Sidisi, Undead Vizier.
- The Scarab God - It not only functions as a possible wincon, but it's pretty much unkillable. Also, the Zombie Build mills opponents as well with Undead Alchemist. The means that you can also exile creatures from opponents' graveyards to "copy" them as zombies, no less! This is definitely an amazing card.
- Seedborn Muse - This card is extremely useful. With Mesmeric Orb in play, you can tap all your lands during each turn and then at the beginning of each next turn, each one triggers Mesmeric Orb. Not only that, but you can attack to your heart's delight because you can then have untapped blockers for your opponents' turns.
- Sidisi, Undead Vizier - A tutor on a body that also provides a sac outlet. Pretty self-explanatory.
- Turntimber Sower - Similar to The Gitrog Monster's trigger, you get a chump blocker for your effort. However, the real deal-sealer for this creature is its ability to trade creatures for lands. Using that ability before an epic Living Death is one of the reasons why this creature made it so quickly into the deck.
- Ulamog, the Infinite Gyre - Just as with Kozilek, Butcher of Truth, Ulamog prevents self-milling and also potentially protects your graveyard at instant speed. Too important to the deck.
- Underrealm Lich - Similar to Taigam, Sidisi's Hand but better. It has the same converted mana cost, you don't lose your draw, you can still trigger self-milling effects, and it can become an indestructible chump blocker in case of emergencies. Oh, and it's also a zombie.
- Voyaging Satyr - For just 1G it's a great way to get mana acceleration early game and a great way to untap Gaea's Cradle and its ilk as well as utility lands.
- Whisper, Blood Liturgist - Recursion and sac outlet all in one. It puts a creature directly into play from the graveyard. The ability can be repeated with creature untappers in play.
- World Shaper - This creature has Sidisi, Brood Tyrant's ability and Splendid Reclamation all on the same body. Attack to self-mill and if it dies you recover all your lands. This also works as a deterrent for your opponents wanting to block it. Additionally, you can simply sacrifice it and recover your lands.
- Intruder Alarm - Added more so to complement Prime Speaker Vannifar, it still synergizes pretty well with the deck. Combined with cards like Embalmer's Tools allows you to tap zombies until you self-mill a creature. With Sidisi in play you get a zombie token which will untap all of your other creatures. This includes mana dorks and utility creatures that tap. If you're untapping lands with Kiora's Follower or Krosan Restorer then things can get out of hand pretty easily.
- Mortuary - Love this card. Where some see a hindrance because it may "deny" you turns and drawing, I see a way to get creatures on the top of your library, where Sidisi loves having them. It's also the third component of the Narcomortuary of Dementia combo.
- Opposition - When all else fails, you can use this along with your zombies (or other creatures) to tap out the board and swing unopposed (thus the name of the card, I think? lol).
- Path of Discover - The amount of interactions with this card is bonkers. The creature pump with the +1/+1 counter isn't even that relevant. It just synergizes so well with the deck. A zombie token that explores a creature from the top of the deck can create another zombie token with Sidisi in play and you could potentially continue chaining this process.
- Assassin's Trophy - Although not on a body, the usefulness of this card can't go unnoticed. It gets rid of any problematic permanent at instant speed. It suffers from being an instant, which isn't easily recurrable with the deck, but with Eternal Witness you can recover it (or shuffling it into the library with an Eldrazi titan and then tutoring for it with Sidisi, Undead Vizier, Rune-Scarred Demon, or Razaketh, the Fouldblooded.
- Bond of Insight - Self-mills for 4 and is able to recover up to two instant and/or sorcery cards from the graveyard which are the hardest cards to recur in the deck.
- Buried Alive - A triple Entomb at sorcery speed. Favorite targets? Filth, Genesis, and Vengeful Pharaoh.
- Cyclonic Rift - This card was broken in standard and is even more so in multiplayer EDH. This card helps clear the field for your horde for a mere 6U.
- Entomb - Tutors directly to your graveyard - at instant speed. This card is amazing at protecting your graveyard as well. In response to having it exiled, just cast this and search for either Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre.
- Fact or Fiction - considered one of the most broken cards when it came out, here it's even more broken. Regardless of what happens, it's going to be in your favor since your graveyard is an extension of your hand. And if creatures are in the pile that goes to the graveyard, it still triggers Sidisi. Love this card.
- Final Parting - Similar to Jarad's Orders except that you can choose any two cards. This means that this card alone enables the Filth + Urborg combo. Just send Filth to the graveyard and Urborg, Tomb of Yawgmoth to your hand.
- Intuition - You can never go wrong with what you choose with Intuition. Your opponents will learn to hate this card. It basically becomes a Gifts Ungiven. What I love choosing with this: Filth, Genesis, and Life from the Loam. Win/win/win.
- Jarad's Orders - Another broken card in this deck. Tutor a creature for your hand and then tutor one for the graveyard. You guessed it, I love tutoring for Filth, Genesis, and Vengeful Pharaoh. The ideal choices for Jarad's Orders are Filth to go the graveyard and Sidisi, Undead Vizier to go to your hand. Then you can just use Sidisi, Undead Vizier to fetch for Urborg, Tomb of Yawgmoth and you're set!
- Life from the Loam - One of the best cards in the deck. Self-mills and you recover any lands in your graveyard. I love this card. every time I draw it or it's milled I can't contain my glee.
- Living Death - This card is amazing but be careful when casting. It basically trades creatures in play for those in the graveyard. However, when used at appropriate situations it's glorious. I don't use it all the time because an opponent can discard an epic creature in response, but it's still a good card to run.
- Voidslime - As with Assassin's Trophy, the deck needs answers. The deck runs a couple of counterspells on a stick but they aren't enough if an opponent drops a Bojuka Bog. Granted, this is probably the only card in the deck that can deal with a Bojuka Bog trigger, but it can also help against planeswalkers going ultimate, actually countering a spell like Rest in Peace, dealing with the activation of Scavenger Grounds, etc.
- Kiora, Master of the Depths - Loved this card since the moment it was spoiled. It proved to be even more broken in practice than in theory. <+1> and I untap a creature and a land. <-2> and it's a self-mill where I can choose to keep a land and/or creature for my hand instead. <-8> and I get a broken emblem; all my zombies become bombs.
- Liliana, Death's Majesty - All three abilities are pertinent. The first one self-mills and gives you a zombie token, the second one reanimates, and her ultimate more likely than not hurts opponents way more than us.
- Tamiyo, Collector of Tales - The static ability is nice but not that necessary in this deck. The other abilities are great and very synergistic with Sidisi, though. You can try and mise through the first 4 cards and if all else you're gonna self-mill them. The \-3/ ability is Regrowth, which is great in this deck because you could recover an instant or sorcery to your hand (since all other permanents are easier to recover from the graveyard).
- Cabal Coffers - Admittingly, it's useless without Urborg, Tomb of Yawgmoth or at least with Chromatic Lantern. However, when the combo is out, the amount of B produced is ridiculous.
- Deserted Temple - Worst case scenario it taps for 1. However, this helps give more value to Gaea's Cradle, Cabal Coffers, Itlimoc, Cradle of the Sun, and Nykthos, Shrine to Nyx.
- Gaea's Cradle - One of the best lands in the deck; the amount of G produced is ridiculous. Useless without a creature in play, which hardly ever happens though.
- Minamo, School at Water's Edge - Enters the battlefield untapped and provides U when tapped. It can also serve to untap Gaea's Cradle, which makes it strictly better than an Island.
- Sequestered Stash - Serves to self-mill but can also top-deck an artifact that's stuck in the graveyard. I would rather have it in my hand, but it's a great ability on a land, so one can't really complain.
- Thespian's Stage - Another EDH staple. Copy someone's utility land or even copy your own double-mana lands or Cabal Coffers.
- Tolaria West - Land tutor that's also a land means that it's recurrable with Life from the Loam. And, when you're done with it, you still have a land that taps for U.
- Urborg, Tomb of Yawgmoth - Obviously one of the most important lands in the deck. With this and Filth in the graveyard, your horde is ultimately unblockable. Also helps non mana producing utility lands at least produce B when tapped.
- Volrath's Stronghold - Recursion to the top of the deck. Useful to Sidisi and also to recover a creature from the graveyard.
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- Bloodstained Mire
- Flooded Strand
- Misty Rainforest
- Polluted Delta
- Verdant Catacombs
- Windswept Heath
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- Bayou
- Breeding Pool
- City of Brass
- Command Tower
- Llanowar Wastes
- Mana Confluence
- Morphic Pool
- Opulent Palace
- Overgrown Tomb
- Reflecting Pool
- Tropical Island
- Underground River
- Underground Sea
- Watery Grave
- Yavimaya Coast
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Creatures:
Enchantments:
Spells:
Planeswalkers:
Lands:
Fetchlands:
Lands Just for the Mana:
Basic Lands (2 of each - just in case):
Basic lands are helpful when being hit by Ghost Quarter, Path to Exile, Assassin's Trophy, and the like. They're also good targets for the fetchlands once you already got all of the dual-typed lands in play.
There were a lot of cards tested, cut, added, suggested from a lot of people; they're all strewn across the thread. However, I have included 2 alternate builds with many of the cards in question. They weren't used in the main build due to them underperforming or requiring a different environment altogether in order to make the deck work. All cuts were made for efficiency's sake. That being said, the Change Log at the end of the post reflects many of the changes in both the casual and competitive build which have merged to merely reflect the changes in the competitive build.
Here are some swaps I suggest if your meta is too focused on RKO combos:
As for cards that have become available with new sets, I will discuss in greater detail some of the cards from the most recent sets. This section will be constantly updated as new sets arise and other sets have been understood to have been discussed. I will not simply discuss all cards that comply with color. I will only discuss cards that could be useful to any extent in the deck - even if they don't make the cut.
3 - Alternate Builds:
Here's my less competitive, more casual, and über budget build. It's very fun to play in a casual pod. However, it's not a weakling either and can easily win in a casual setting without being too mean. This deck is designed under the impression that it will be in a setting with similar decks. Otherwise, don't use it, lol. If you're starting in commander or don't have that much of a budget and want a kooky, uncommon deck, then this is for you!
3.1.1 - Deck contents:
4 Sidisi, Brood Tyrant
Artifacts: 3
1 Elixir of Immortality
2 Altar of Dementia
3 Embalmer's Tools
Creatures: 38
1 Groundskeeper
1 Reef Shaman
1 Tideshaper Mystic
2 Dreamscape Artist
2 Gatecreeper Vine
2 Kiora's Follower
2 Narcomoeba
2 Riftsweeper
2 Satyr Wayfinder
2 Wood Sage
3 Burnished Hart
3 Dimir Informant
3 Diregraf Captain
3 Krosan Restorer
3 Loaming Shaman
3 Lord of the Accursed
3 Nyx Weaver
3 Skullwinder
3 Zombie Trailblazer
4 Filth
4 Gurmag Drowner
4 Naga Oracle
4 Nullmage Shepherd
4 Profaner of the Dead
4 Undead Alchemist
4 Whisper, Blood Liturgist
4 Wonder
4 World Shaper
5 Corpse Connoisseur
5 Dowsing Shaman
5 Pharika's Mender
5 Possessed Skaab
5 Sidisi, Undead Vizier
5 Sultai Soothsayer
6 Gempalm Polluter
6 Gravespawn Sovereign
7 Krosan Tusker
8 Breaker of Armies
1 Phyrexian Reclamation
1 Vessel of Nascency
4 Mortuary
4 Opposition
Spells: 16
2 Contingency Plan
2 Corpse Churn
2 Gaea's Blessing
2 Grapple with the Past
2 Grisly Salvage
2 Mulch
3 Buried Alive
3 Forbidden Alchemy
3 Pieces of the Puzzle
3 Scout the Borders
3 Victimize
4 Fact or Fiction
4 Jarad's Orders
4 Sudden Reclamation
5 Final Parting
6 Seasons Past
Lands: 38
0 Blighted Woodland
0 Coral Atoll
0 Dimir Aqueduct
0 Dimir Guildgate
0 Everglades
0 Evolving Wilds
0 Forest (x9)
0 Golgari Guildgate
0 Golgari Rot Farm
0 Island (x5)
0 Jungle Basin
0 Mortuary Mire
0 Nephalia Drownyard
0 Opulent Palace
0 Rogue's Passage
0 Simic Growth Chamber
0 Simic Guildgate
0 Swamp (x7)
0 Temple of the False God
0 Terramorphic Expanse
0 Nephalia Drownyard
1 Vessel of Nascency
2 Altar of Dementia
2 Contingency Plan
2 Corpse Churn
2 Grapple with the Past
2 Grisly Salvage
2 Embalmer's Tools
2 Mulch
2 Satyr Wayfinder
2 Wood Sage
3 Dimir Informant
3 Forbidden Alchemy
3 Nyx Weaver
3 Pieces of the Puzzle
3 Scout the Borders
4 Fact or Fiction
4 Gurmag Drowner
4 Naga Oracle
4 Sidisi, Brood Tyrant
4 Sudden Reclamation
5 Sultai Soothsayer
Recursion:
0 Mortuary Mire
1 Groundskeeper
1 Phyrexian Reclamation
2 Riftsweeper
3 Nyx Weaver
3 Skullwinder
3 Victimize
4 World Shaper
4 Whisper, Blood Liturgist
4 Mortuary
5 Dowsing Shaman
5 Pharika's Mender
5 Possessed Skaab
6 Gravespawn Sovereign
6 Seasons Past
1 Elixir of Immortality
2 Gaea's Blessing
3 Loaming Shaman
Pumping the Horde:
3 Diregraf Captain
3 Lord of the Accursed
Unblockable Suite:
0 Rogue's Passage
1 Reef Shaman
1 Tideshaper Mystic
3 Zombie Trailblazer
4 Filth
4 Wonder
8 Breaker of Armies
Tutoring / Drawing:
3 Buried Alive
4 Jarad's Orders
5 Sidisi, Undead Vizier
5 Corpse Connoisseur
Ramp / Acceleration:
0 Blighted Woodland
0 Evolving Wilds
0 Terramorphic Expanse
2 Dreamscape Artist
2 Gatecreeper Vine
3 Burnished Hart
3 Krosan Restorer
3 Krosan Tusker
Toolbox:
2 Kiora's Follower
Disruption:
4 Nullmage Shepherd
4 Opposition
4 Prophaner of the Dead
2 Gempalm Polluter
2 Narcomoeba
4 Undead Alchemist
Double Lands:
0 Coral Atoll
0 Dimir Aqueduct
0 Everglades
0 Golgari Rot Farm
0 Jungle Basin
0 Simic Growth Chamber
0 Temple of the False God
Color Lands:
0 Dimir Guildgate
0 Golgari Guildgate
0 Simic Guildgate
0 Opulent Palace
Basic Lands:
9 Forest
5 Island
7 Swamp
I built a deck with the MTGSalvation Deck Builder so I can always keep an updated version of this deck online. Everytime I update the deck I will try to update it there. This is also a good tool for people to actually see the statistics of the deck (by type, CMC, color, etc.) so it's easier to visualize with the graphs and whatnot. Also, you can see the updated prices on the cards (though I can't guarantee it will always use the cheapest version of the cards (as far as expansion set goes)). You can find the deck here.
37 Creatures
As you can notice, this deck runs 37 creatures. This is to maximize Sidisi's ability since most of the self ramp spells, though broken, aren't budget, which means that the main zombie making engine is Sidisi, Brood Tyrant and Undead Alchemist. However, with all these creatures you're bound to get utility and chump blockers if anything else. The creatures do more or less the same job as the previously mentioned spells providing ramp, recursion, recovery, removal, disruption, and other miscellaneous hijinxes.
How this incredibly broken engine works:
I sacrifice Narcomoeba to Altar of Dementia. That triggers Mortuary, which goes on the stack after the Altar of Dementia's ability and Narcomoeba's already in graveyard because it's sacrificed to pay for Altar of Dementia's activated ability. Mortuary resolves, sending Narcomoeba to the top of the deck. Altar of Dementia resolves, milling Narcomoeba, thus putting it back into play from the graveyard. This isn't an infinite loop, but you can make it go infinite if you want to. With Sidisi, Brood Tyrant in play you can essentially make infinitely many zombie tokens.
Since the deck is a budget deck, the cards that helped it against its one, true weakness, Graveyard Hate, aren't included for monetary reasons. Luckily, Gaea's Blessing is cheap. However, in order to help against graveyard hate, other cards have been included for backup like Elixir of Immortality and Loaming Shaman. Fortunately, if you do face against graveyard hate and have your graveyard exiled, this budget version doesn't rely too heavily on the graveyard. The worse cards that could be exiled is Filth and/or Wonder but at least either could be recovered with Riftsweeper.
Urborg, Tomb of Yawgmoth isn't budget but there is a workaround in the form of Reef Shaman and Tideshaper Mystic. Simply make one of the opponent's lands into a Swamp and with Filth in your graveyard, you're set!
Now, I can't stress this enough, but Life from the Loam does not have a viable substitute in this deck; it is irreplaceable. However, for budget and casual reasons, Tilling Treefolk will have to do. The deck does provide ways to substantially and repeatedly reuse this card, so eventhough it's not as efficient as Life from the Loam, it does get the job done.
Mulligans:
You want anywhere between 3-4 lands in order to play Sidisi as quickly as possible. Again, there are cards you do not want in your opening hand. If you draw Gaea's Blessing mulligan it away because it's prevent milling yourself; it likes to be inside of the library. You also want some ramping options in order to fix mana. So your best hand is ramp and land. Any expensive cards should be shuffled away. As I mentioned before, personally, my EDH philosophy is not so much what to want in your starting hand more than what to not want. Honestly, as long as you're able to cast stuff without mana screw or color screw you should be fine. I don't want people to ceaselessly mulligan away searching for "critical" pieces. This deck burns through your library so you're bound to get them. An idea of what to keep in your hand are cheap spells somewhere in the vein of Aphetto Alchemist, Burnished Hart, Cemetery Reaper, Diregraf Captain, Dreamscape Artist, Farhaven Elf, Gatecreeper Vine, Kiora's Follower, Krosan Restorer, Krosan Tusker, Nyx Weaver, Reef Shaman, Sakura-Tribe Elder, Satyr Wayfinder, Tideshaper Mystic, Yavimaya Dryad, Yavimaya Elder, Zulaport Cutthroat, Phyrexian Reclamation, Grisly Salvage, Buried Alive, or Mulch.
Early game:
You want to try and get Sidisi out as quickly as possible in order to capitalize on her token producing ability. It's quite the bummer to cast cards that mill through top cards to get choice cards without having Sidisi in play. As soon as you can start milling and amassing tokens the better you will be. Beware drawing the hate of having an early, menacing board presence. Any and all cheap permanents you can cast should be. Save any self-milling spells (Jarad's Orders, Mulch, Buried Alive, etc.) for when you have Sidisi out. In the mean time, start ramping to your heart's desire. If you find that you have to start milling regardless then do so. That way you can start burning through the deck in order to obtain your wincons. Also, if you notice that you're against a player who starts accumulating cards for a graveyard hate suite, eliminate that player first at all costs. Avoid having anything you desperately need go to your graveyard. Things will become increasingly difficult if cards like Filth, Wonder, Reef Shaman, Tideshaper Mystic, Nullmage Shepherd, Breaker of Armies, or Riftsweeper (especially) get exiled.
Mid Game:
This deck aims to be as quick as possible so if you're lucky you may reach mid game by turn 5-7. Things you should be aiming to get in your graveyard by this time: Filth (maybe Wonder). Things you want to have in play by this time: Reef Shaman, Tideshaper Mystic, or Zombie Trailblazer. This should be easy to accomplish with all the milling and recursion going around. The best thing you can have in play is the Narcomortuary of Dementia engine. At first, this wins out of nowhere, but once your pod gets wind of this, it can make you an instant target. However, this will definitely win you the game all on its own (as previously discussed).
Late Game:
You should have amassed a massive horde by now that's either flying or unblockable (swampwalk). This can help you eliminate one player and then the other with Gempalm Polluter in the same turn. You could also eliminate a player with milling your massive army afterwards (Altar of Dementia) or Undead Alchemist. You should have also tried to build the Narcomortuary of Dementia engine by now for the automatic win. Thought he deck doesn't have as much tutoring due to budget constrictions, it's still fun to play with whatever you're able to get. So don't be afraid to wing it in the mean time as your pieces are falling into place for the win.
End Game:
This deck is casual but still has the components to win most of the time (in a casual meta, of course). It was also quite a challenge to build this for almost $60. Again - and I can't stress this enough, depending on your meta, the overall strategy is still the same: ELIMINATE THE GRAVEYARD HATE PLAYER. Anything else can be dealt with accordingly. Remember that the moment you have unblockable zombies (whether due to swampwalk or flying) with Filth, Zombie Trailblazer, Reef Shaman, Tideshaper Mystic, and Wonder, you basically won.
Though the purpose of the deck is to have a ridiculously budget EDH deck that's still fun to pilot and still be in the spirit of the competitive build, for a little extra, the deck can go even farther and still be relatively budget. This change is obviously more efficient and closer in spirit to the original build. Undead Warchief is a considerable zombie lord and Life from the Loam, again, has no real substitute. You want it in this deck. Badly. Mesmeric Orb is also to big a power house to miss out on. Unholy Grotto is too clutch when combined with Gempalm Polluter. Cycling it more than once a turn is too epic.
1 Sol Ring
1 Undead Warchief
1 Unholy Grotto
1 Mesmeric Orb
1 Life from the Loam
1 Dowsing Shaman
1 Sultai Soothsayer
1 Forest
1 Nyx Weaver
1 Wood Sage
1 Urborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Akroma's Memorial
1 Zombie Trailblazer
1 Reef Shaman
1 Tideshaper Mystic
For a little more lettuce, you could add choice cards like Akroma's Memorial, Urborg, Tomb of Yawgmoth, and Cabal Coffers. These changes make the budget deck all that closer to the competitive build. As discussed above, these cards are the heart of what makes the deck win so ruthlessly. So, for those who can still consider $135 for a solid EDH deck to still be considered within budget, that's what you could do to the $60 version discussed in this middle section (basically doubling in price). In summation:
1 Sol Ring
1 Undead Warchief
1 Unholy Grotto
1 Mesmeric Orb
1 Life from the Loam
1 Urborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Akroma's Memorial
1 Dowsing Shaman
1 Sultai Soothsayer
1 Forest
1 Nyx Weaver
1 Wood Sage
1 Zombie Trailblazer
1 Reef Shaman
1 Tideshaper Mystic
Another casual build (casual but for someone with a sweet budget); this one relies on some good ol' fashioned zombie beatdown. Though the deck is not overly saturated with zombies, the non-zombie creatures here are too crucial to the build to take out simply for not being the same creature type. All the land untappers are important. This build is a mana hog and if you're able to use Gaea's Cradle, Itlimoc, Cradle of the Sun, Cabal Coffers, and Nykthos, Shrine to Nyx multiple times at the end of an opponent's turn to cast an epic Empty the Pits then it's pretty much game over.
The deck is very easy to pilot (at least compared to the main build) and the targets for tutors are pretty much the same throughout all manifestations of the deck. Also, never ever ever ever ever use Entomb if you have it in hand. Entomb is to look for Ulamog, the Infinite Gyre or Kozilek, Butcher of Truth in response to your graveyard getting exiled. Also, Ulamog and/or Kozilek are more useful in hand than in play for the same reason: discarding either at instant speed saves your graveyard from getting exiled and also prevents you from getting decked.
Doubling Season not only nets you a lot of zombies (along with Parallel Lives) but it also helps Kiora, Master of the Depths get her emblem the moment she hits the field, and Tezzeret the Seeker enters with enough loyalty counters to fetch Akroma's Memorial or Coat of Arms.
3.2.1 - Deck Contents:
4 Sidisi, Brood Tyrant
Artifacts: 7
1 Sol Ring
2 Altar of Dementia
2 Embalmer's Tools
2 Mesmeric Orb
3 Phyrexian Altar
5 Coat of Arms
7 Akroma's Memorial
Creatures: 37
0 Dryad Arbor
1 Cryptbreaker
1 Gravecrawler
2 Kiora's Follower
2 Riftsweeper
3 Death Baron
3 Diregraf Captain
3 Eternal Witness
3 Krosan Restorer
3 Lich Lord of Unx
3 Lord of the Accursed
3 Lord of the Undead
3 Plague Belcher
4 Clever Impersonator
4 Filth
4 Undead Alchemist
4 Undead Warchief
4 Vengeful Dead
4 Whisper, Blood Liturgist
4 World Shaper
5 Corpse Harvester
5 Grimgrin, Corpse-Born
5 Havengul Lich
5 Noxious Ghoul
5 Phyrexian Delver
5 Seedborn Muse
5 Sidisi, Undead Vizier
5 The Scarab God
5 Underrealm Lich
5 Vengeful Pharaoh
6 Gempalm Polluter
6 Gravespawn Sovereign
6 Muldrotha, the Gravetide
7 Sheoldred, Whispering One
8 Craterhoof Behemoth
10 Kozilek, Butcher of Truth
11 Ulamog, the Infinite Gyre
1 Phyrexian Reclamation
2 Survival of the Fittest
3 Arcane Adaptation
3 Growing Rites of Itlimoc
4 Opposition
4 Parallel Lives
5 Doubling Season
6 Rooftop Storm
Planeswalkers: 3
3 Liliana, the Last Hope
4 Kiora, Master of the Depths
4 Liliana, Untouched by Death
Spells: 8
1 Entomb
2 Dread Summons
2 Life from the Loam
2 Cyclonic Rift
3 Intuition
3 Buried Alive
4 Jarad's Orders
5 Final Parting
Lands: 36
0 Bayou
0 Breeding Pool
0 Cabal Coffers
0 Cavern of Souls
0 City of Brass
0 Command Tower
0 Deserted Temple
0 Fetid Pools
0 Forest
0 Gaea's Cradle
0 Island
0 Llanowar Wastes
0 Mana Confluence
0 Minamo, School at Water's Edge
0 Morphic Pool
0 Misty Rainforest
0 Nykthos, Shrine to Nyx
0 Overgrown Tomb
0 Polluted Delta
0 Reflecting Pool
0 Seat of the Synod
0 Sunken Hollow
0 Swamp
0 Thespian's Stage
0 Tolaria West
0 Tree of Tales
0 Tropical Island
0 Underground River
0 Underground Sea
0 Unholy Grotto
0 Urborg, Tomb of Yawgmoth
0 Vault of Whispers
0 Verdant Catacombs
0 Volrath's Stronghold
0 Watery Grave
0 Yavimaya Coast
2 Dread Summons
4 Parallel Lives
4 Sidisi, Brood Tyrant
4 Undead Alchemist
5 Doubling Season
Pumping / Boons:
3 Death Baron
3 Diregraf Captain
3 Lord of the Accursed
4 Filth
4 Undead Warchief
7 Akroma's Memorial
Self-Mill:
2 Altar of Dementia
2 Embalmer's Tools
2 Mesmeric Orb
Tutoring:
0 Misty Rainforest
0 Polluted Delta
0 Verdant Catacombs
0 Tolaria West
1 Entomb
2 Survival of the Fittest
3 Buried Alive
3 Intuition
4 Jarad's Orders
5 Final Parting
5 Corpse Harvester
5 Sidisi, Undead Vizier
Mana Acceleration:
0 Dryad Arbor
0 Deserted Temple
0 Cabal Coffers
0 Nykthos, Shrine to Nyx
0 Gaea's Cradle
1 Sol Ring
3 Itlimoc, Cradle of the Sun
3 Krosan Restorer
3 Phyrexian Altar
6 Rooftop Storm
0 Unholy Grotto
0 Volrath's Stronghold
1 Phyrexian Reclamation
2 Life from the Loam
2 Riftsweeper
3 Eternal Witness
3 Lord of the Undead
4 Whisper, Blood Liturgist
4 World Shaper
5 Havengul Lich
5 Phyrexian Delver
5 Underrealm Lich
6 Gravespawn Sovereign
6 Muldrotha, the Gravetide
7 Sheoldred, Whispering One
10 Kozilek, Butcher of Truth
11 Ulamog, the Infinite Gyre
Disruption:
4 Opposition
5 Grimgrin, Corpse-Born
5 Noxious Ghoul
5 Vengeful Pharaoh
7 Cyclonic Rift
Toolbox:
0 Cavern of Souls
0 Minamo, School at Water's Edge
0 Thespian's Stage
0 Urborg, Tomb of Yawgmoth
1 Cryptbreaker
2 Kiora's Follower
3 Arcane Adaptation
3 Liliana, the Last Hope
4 Clever Impersonator
4 Kiora, Master of the Depths
4 Liliana, Untouched by Death
5 Seedborn Muse
2 Gempalm Polluter
3 Lich Lord of Unx
3 Plague Belcher
4 Vengeful Dead
5 The Scarab God
8 Craterhoof Behemoth
Lands:
0 Bayou
0 Breeding Pool
0 City of Brass
0 Command Tower
0 Fetid Pools
0 Forest
0 Gaea's Cradle
0 Island
0 Llanowar Wastes
0 Mana Confluence
0 Morphic Pool
0 Overgrown Tomb
0 Reflecting Pool
0 Seat of the Synod
0 Sunken Hollow
0 Swamp
0 Tree of Tales
0 Tropical Island
0 Underground River
0 Underground Sea
0 Vault of Whispers
0 Watery Grave
0 Yavimaya Coast
Budget Choices:
1 Underground Sea
1 Bayou
1 Tropical Island
1 Gaea's Cradle
1 Tainted Isle
1 Tainted Wood
1 Drowned Catacomb
1 Woodland Cemetery
Pimpage:
Unfortunately, not all of the cards in my current decklist are presently acquirable as foils.
Average CMC:
3.68
Average Cost (as of 6/21/18):
$3,186.44
Updates:
I built a deck with the MTGSalvation Deck Builder so I can always keep an updated version of this deck online. Everytime I update the deck I will try to update it there. This is also a good tool for people to actually see the statistics of the deck (by type, CMC, color, etc.) so it's easier to visualize with the graphs and whatnot. Also, you can see the updated prices on the cards (though I can't guarantee it will always use the cheapest version of the cards (as far as expansion set goes)). You can find the deck here.
The game plan is pretty straight-forward: make an epic amount of zombie tokens and pump them with the lords and other boons. This version is much more aggro than the other two which are more midrange. This build likes to put lots of zombies in the red zone. This is very viable thanks to all the token-making enchantments. Clever Impersonator, though having uses only limited to your imagination, has almost always been used to copy Doubling Season. This interaction makes ridiculous amounts of tokens and guarantees that your planeswalkers ultimate the moment they hit the field - including Liliana, Defiant Necromancer. Parallel Lives serves as a copy of Doubling Season (as far as tokens are concerned). Endless Ranks of the Dead also makes ridiculous amounts of zombies. This is obviously very useful not only for attacking and blocking, but for tapping and abusing Gravespawn Sovereign and Opposition. The deck also produces so much mana that casting a card like Empty the Pits becomes game-ending.
Besides running Akroma's Memorial, the Filth + Urborg, Tomb of Yawgmoth combo, and the other notable zombie lords, the deck also runs Coat of Arms which becomes incredibly brutal incredibly fast. Though it might help other tribal decks, it's just too good to pass up. Simply take out that elf, goblin, angel, dragon, or sliver player first. Having almost all zombie lords also helps pump up your horde significantly. Not withstanding, Craterhoof Behemoth could literally be all you'd need with the amount of creatures the deck could have in play. This card alone is game-ending, regardless of the other pumps you could have in play. Bonus points for recurring it multiple times the same turn!
As stated before, the planeswalkers are all so useful in this deck; all abilities being relevant. But having two copies of Doubling Season in play (thanks to Clever Impersonator) means getting those emblems out without losing the planeswalker in the process. Tezzeret the Seeker gets so many counters you can easily tutor for Coat of Arms or Akroma's Memorial directly into play. It's not that the emblems are of the utmost importance, but they basically make your field all the more broken - especially Liliana, the Last Hope's emblem and Liliana, Defiant Necromancer's emblem. Beware, though, as getting any of these emblems can make you an instant target.
play and ramp for either Bayou, Overgrown Tomb, Underground Sea, or Watery Grave. This
interaction makes me consider adding Sunken Hollow and Fetid Pools as more targets for
nabbing a Swamp, even though I want to avoid having lands that cipt.
cast Gravecrawler again from the graveyard. Repeat as necessary. Doing this with
Vengeful Dead in play is an automatic win. This also works with Diregraf Captain
and/or Plague Belcher in play. Both of them being zombies means that you can
recast Gravecrawler no problem.
outright kill each player one at a time. For those players who love running Platinum
Emperion, you can just mill them to death. This is a good way to deal with maybe not being
able to attack certain players due to pillowfort, fog effects, etc. I just know that this card has
been amazing.
type has. It makes cards already broken even more broken. It gives more zombies to
Gravespawn Sovereign, helps Cavern of Souls make all your creatures uncounterable when
choosing "zombie", and makes cards like Gempalm Polluter and Lich Lord of Unx all the
more dangerous. Coat of Arms becomes ridiculous, as well. It also helps protect your own
creatures from Noxious Ghoul if you don't want to lose them when its ability activates.
Additionally, it has lots of synergy with Undead Alchemist and Endless Ranks of the Dead.
Along with Rooftop Storm, all of your creatures cost 0. Arcane Adaptation is a definite all-star.
The number of times this has single-handedly won me the game is too many to count. Also,
if you know how the stack works, you can cycle Gempalm Polluter and then respond with
Lord of the Undead or Unholy Grotto. Doing so means that when you cycle Gempalm
Polluter, the card you draw is Gempalm Polluter. Doesn't that blow your mind?! Basically,
Step 1: Cycle Gempalm Polluter. (Gempalm Polluter is discarded per the cycling cost. Thus,
Gempalm Polluter is in the graveyard as the ability is on the stack.)
Step 2: In response to the cycling, activate either Unholy Grotto or Lord of the Undead
targeting Gempalm Polluter. (That ability now goes to the stack. It resolves first, placing
Gempalm Polluter on top of the library. Then, the cycling resolves, where you draw - you
guessed it - Gempalm Polluter.)
opponent's creatures in order to clear the path for an epic attack without having to waste
resources getting rid of them otherwise. Not only does it work amazingly well on its own, but
if you have Seedborn Muse in play, you can tap your creatures during each opponent's
upkeep in order to deny them of attacking with his or her creatures all while not losing your
blockers since you're going to untap them during the next untap step. Not only creatures, but
you can deny them of utility mono artifacts, mana rocks, and lands, as well. Also, with
Mesmeric Orb in play, you can tap all of your creatures at the end step before your turn and
get a lot of triggers off of it. Oh, and tapping your opponent's things mills them when their
artifacts, lands, and creatures untap. Such an amazing card with so many possibilities. Once
this gets online you've basically won the game with little to no opposition . (Bad pun, I
know, lol .)
Mulligans:
This version doesn't need Sidisi to be out as quickly as possible. What you do want is anywhere between 3-4 lands and cheap creatures - preferably a lord. Also, if you get any token doublers then you're set. Once again, you do not want any Eldrazi titans in your opening hand. So, a perfect hand has 3-4 lands, and zombie lords. You don't need to mulligan away in order to get token doublers since there's enough of them in the deck and you're bound to get some. What you do want are things to facilitate making or pumping the zombie horde. Just as with the competitive build, mulligan away Ulamog, the Infinite Gyre and Kozilek, Butcher of Truth as their purpose is to prevent getting decked so their main function is to stay in the library. As I've been mentioning throughout, personally, my EDH philosophy is not so much what to want in your starting hand more than what to not want. Honestly, as long as you're able to cast stuff without mana screw or color screw you should be fine. I don't want people to ceaselessly mulligan away searching for "critical" pieces. This deck burns through your library so you're bound to get them. An idea of what to keep in your hand are cheap spells somewhere in the vein of Expedition Map, Mesmeric Orb, Sol Ring, Death Baron, Diregraf Captain, Gravecrawler, Kiora's Follower, Krosan Restorer, Lich Lord of Unx, Liliana, Heretical Healer, Lord of the Undead, Risen Executioner, Undead Warchief, Voyaging Satyr, Phyrexian Reclamation, Survival of the Fittest, Entomb, Garruk Wildspeaker, Buried Alive, or Life from the Loam.
Early game:
This version is much less complex compared to the previously mentioned builds. The deck strives for zombie generation which can be achieved with self-milling (Buried Alive, Intuition, Jarad's Orders, etc.) with Sidisi in play all the while casting a lot of cheap creatures while you start putting together any of the game-winning components. This version makes deadlier tokens faster than the main version because it has more zombie lords (Death Baron, Diregraf Captain, Lord of the Undead, Risen Executioner, Undead Warchief, plus the other non-zombie lords that pump your creatures). Again, this deck is very easy to pilot so as long as you're getting lands, dropping creatures, and burning through the deck, you're good to go. So, if you're against mid-range decks you're golden. Don't worry too much about what's going on around you unless you start seeing a player build a graveyard hate suite. That's your target the moment it happens. If you're facing other horde players then keep your zombies to chump block mode. If you're against a control player, keep your zombies in attack mode. Basically, cast anything you can cast and attack as necessary.
Mid Game:
By now, you should start having the mindset of setting up the mother of all hordes (and pumped, too). You have methods of recursion as well to make use of the graveyard and alternate wincons (like Gempalm Polluter, Lich Lord of Unx, Vengeful Dead, etc.) should be assessed whether they're readily available to quickly steal the win or required in cases where you can't win with attacking. If you have various ways of recurring, you should take advantage of Gempalm Polluter once you get it. Eternal Witness it back into your hand, use Lord of the Undead to get it back into your hand. If you have Volrath's Stronghold, activate its ability in response to Gempalm Polluter's ability so that the card you draw from cycling it will be itself - pretty awesome, if I may say so. This alone may get you the win before late game - or at least take out a dangerous player first. The zombie lords and other creature pumpers should've been making your horde pretty menacing as well as token doublers and any combos you could've completed by now. At this stage in the game if you've already assembled the Corpse Harvester + Rooftop Storm engine or the Gravecrawler + Phyrexian Altar then victory is literally just around the corner.
Late Game:
You should already have some wincon in sight, whether alpha strike, mega mill, or epic life loss. When playing against decks without a lot of board wipes or massive bounce, you should be able to win with alpha strike well before the late game. However, with decks that are stalling, you should try to amass the mother of all hordes and go for a mega mill or epic life loss win since pillow fort, stasis type locks, or other attack inhibition can really hinder your main wincon. These alternate wincons are very viable to complete with all the self-milling and recursion. By late game you should already have most - if not all - of the pieces in play already for any of your decided wins (which have been discussed in great detail in previous sections). Remember that a lot of EDH decks exist which inhibit players from attacking or keeping too many creatures. By now, those players should've been dealt with. If not, remember that the zombie horde doesn't exist for simply attacking - alpha strike is not the only win con. Those players can be eliminated with Altar of Dementia, Lich Lord of Unx, Gempalm Polluter, Diregraf Captain, Vengeful Dead, etc.
End Game:
This deck is not so casual but still has the components to win most of the time (in a less than competitive meta, of course). It hits hard and fast yet still has a lot of tricks up its sleeve. Again, regardless of your meta, the overall strategy is still the same: ELIMINATE THE GRAVEYARD HATE PLAYER. Anything else can be dealt with accordingly. Alpha strike with a massive horde is usually the way to win, but there are other wincons as well such as massive life drain and massive mill. So you can choose if you have more than one route or if one wincon is in the cards, try and go for that one. Finding what to do amongst the chaos is half the fun!
4 - Change log:
Original, horrible version
Almost total change from what I was previously doing with the deck to what it is now. It went from being what is described in the alternate build to what is being described in this thread. The way that deck worked was with looters and dredge. What would happen is, when you'd draw, you'd dredge. Then, when you had to discard, you'd simple discard what you just dredged. For example:
Activate Merfolk Looter. Instead of drawing, use Golgari Grave-Troll's dredge ability, getting you some self-mill. Then, when you had to discard, you just discarded Golgari Grave-Troll. It seemed amazing in theory but ended up being slow in practice. Trust me, I tried to make that concept work and ended up eliminating all the looters and all the dredgers except for Life from the Loam.
1 Immobilizing Ink
1 Stitcher Geralf
1 Deadbridge Chant
1 Sultai Ascendancy
1 Millikin
1 Deranged Assistant
1 Charmed Pendant
1 Mirror-Mad Phantasm
1 Merfolk Looter
1 Magus of the Bazaar
1 Enclave Cryptologist
1 Mind Unbound
1 Psychic Vortex
1 Liliana Vess
1 Unfulfilled Desires
1 Notion Thief
1 Havengul Lich
1 Intuition
1 Leyline of Anticipation
1 Stone-Seeder Hierophant
1 Kiora's Follower
1 Voyaging Satyr
1 Craterhoof Behemoth
1 Worldspine Wurm
1 Consecrated Sphinx
1 Eternal Witness
1 Stroke of Genius
1 Fact or Fiction
1 Chromatic Lantern
1 Stroke of Genius
1 Sol Ring
1 Prophet of Kruphix
The cards removed were due to them performing inefficiently. The looters were all used in order to take advantage of dredge. Draw but instead of getting a card, you would dredge. And then, when you had to discard something, you'd discard the card with dredge. It sounded good on paper but wasn't performing as well as it should've. It was no where near as polished and I wanted. It was klanky and not in a good way.
Also, the cards that milled too many cards were removed because the graveyard would constantly get shuffled back into the deck, providing no usefulness whatsoever. Mirror-Mad Phantasm was more trouble than it was worth.
The cards for drawing massive amounts of lands were also a hindrance. I would've rather had most of those cards in the graveyard than in my hand. Also, drawing cards doesn't trigger Sidisi.
Specifically,
1 Crucible of Worlds
1 Temple Bell
1 Azusa, Lost but Seeking
1 Kami of the Crescent Moon
1 Memnarch
1 Oracle of Mul Daya
1 Stone-Seeder Hierophant
1 Teferi, Mage of Zhalfir
1 Kozilek, Butcher of Truth
1 Villainous Wealth
1 Swamp
1 Forest
1 Island
1 Evolving Wilds
1 Arcane Lighthouse
1 Terromorphic Expanse
1 Deadbridge Chant
1 Dictate of Erebos
1 Grave Pact
1 Intuition
1 Jarad's Orders
1 Victimize
1 Jace, Memory Adept
1 Homeward Path
1 Gemstone Mine
1 Tree of Tales
1 Vault of Whispers
1 Seat of the Synod
1 Deserted Temple
1 Reliquary Tower
1 Volrath's Stronghold
1 Yavimaya Hollow
Changes to the Zombie Tribal deck:
-Ruthless Deathfang
-Carrion Feeder
-Butcher of Malakir
-Khabál Ghoul
-Forbidden Alchemy
+Gurmag Drowner
+Kiora, Master of the Depths
+Garruk Wildspeaker
+Endless Ranks of the Dead
+Empty the Pits
-Soul of Innistrad
-Gray Merchant of Asphodel
-Nantuko Husk
-Phyrexian Ghoul
+Coat of Arms
+Voyaging Satyr
+Krosan Restorer
+Kiora's Follower
-Homeward Path
-Tainted Isle
-Tainted Wood
+Sol Ring
+Bojuka Bog
+Mortuary Mire
-Deadbridge Chant
-Evolutionary Leap
-Zombie Apocalypse
+Primal Vigor
+Doubling Season
+Parallel Lives
Removed the "Casual" Build for costing almost as much as the Competitive Build. Honestly, if one had the budget, why build the Casual version? Therefore, the Casual Build was scratched for a truly Casual Build which is also built on budget. So far, the 3 versions of the deck are Competitive, Budget, and Tribal (which isn't that budget but still cheaper than the Competitive Build).
Swapped out Gaea's Blessing for Kozilek, Butcher of Truth. I made some recent changes in order to get the creature count back to 32 which, if probability follows, should net you a zombie with each self mill. Kozilek, Butcher of Truth also has the added benefit of being discarded and having the effect whereas Gaea's Blessing can only do its intended effect only if it's in the library. So I was basically keeping a non-creature spell that only did one thing.
1 Ruthless Deathfang
1 Gaea's Blessing
1 Dictate of Erebos
1 Forbidden Alchemy
1 Golgari Grave-Troll
1 Butcher of Malakir
1 Gurmag Drowner
1 Hell's Caretaker
1 Kozilek, Butcher of Truth
1 Narcomoeba
It's not so much that the removed cards were underperforming more than me wanting to up the creature count. I'm pretty comfortable with these changes and the self-milling has been more consistent thanks to it. Gurmag Drowner effectively replaces Forbidden Alchemy, the same holds true for Kozilek, Butcher of Truth with Gaea's Blessing and Butcher of Malakir with Dictate of Erebos. Golgari Grave-Troll was what remained of the original, inefficient dredge+looter concept so swapping it out for Hell's Caretaker was a natural thing. Narcomoeba turned out to be so broken in the casual build that I just had to find a slot for it in the competitive build.
Added more details to the Zombie Tribal.
Some changes to the Zombie Tribal:
1 Mortuary Mire
1 Obelisk of Urd
1 Mulch
1 Fact or Fiction
1 Thunderfoot Baloth
1 Rogue's Passage
1 Vengeful Dead
1 Gravecrawler
1 Phyrexian Altar
1 Craterhoof Behemoth
Gravecrawler was added along with Phyrexian Altar because together they provide an infinite sacrifice engine which can be used to trigger so many other cards; they warranted inclusion. That, and they're also both pretty useful on their own, with Gravecrawler being constantly cast from the graveyard for a mere B and Phyrexian Altar providing lots of colored mana when needed.
Looking at the deck, I could've sworn Craterhoof Behemoth was in the Zombie Tribal build - it wasn't. So I swapped out Thunderfoot Baloth for it.
Also, added a bit more detail to the Zombie Build.
As for the other builds:
Glen Elendra Archmage has replaced Jace, Memory Adept in the main build. Jace just wasn't cutting it when compared to the other planeswalkers and Glen Elendra Archmage provides some much needed control to the deck all the while being recurred. Also in the main build, I gave some budget replacements that could potentially bring the price down to ~$500.
Updated the Budget Build with variants reaching up to $100.
Finally made the swap official and final: Scroll Rack replaces Bazaar of Baghdad. The deck isn't as full reanimator as Bazaar of Baghdad would warrant inclusion for. That land's much better suited for commanders like Teneb, the Harvester, The Mimeoplasm, Sheoldred, Whispering One, etc. I've always wanted to add Scroll Rack and was finally able to. This also cuts the budget down considerably.
As for the Zombie Tribal build, Mazirek, Kraul Death Priest has been so amazing that I decided to build a commander with it. I replaced Grave Titan with it and have regretted nothing. With the Phyrexian Altar / Gravecrawler combo I can get infinitely many +1/+1 counters on my creatures. That's just epic. Even without indefinitely occurring sacrifices, I usually just sacrifice all the zombies that can't attack and go for the epic alpha strike. Mazirek has really been awesome, trust me. Super broken!
Some general aesthetic changes to the OP:
Finally obtained [Primer] status!
I would like to thank the community and all those who've supported this thread since it's inception a little over a year ago. It would not be what it is without you guys. I feel like I'm holding an Oscar but it's only because it feels great to have your hard work be recognized.
Thanks once again to all of you and I hope my thread can continue to serve as a guide to those looking into this commander, these strategies, or looking for what to do with this color combination. I love this deck so I will definitely continue to work on it as more magic sets and new cards continue to come out.
Some general changes in all three builds:
- Prophet of Kruphix
+ Seedborn Muse
- Prophet of Kruphix
- Realm Seekers
- Yavimaya Dryad
+ Vedalken Orrery
+ Forbidden Alchemy
+ Corpse Churn
- Prophet of Kruphix
- Bojuka Bog
+ Seedborn Muse
+ Baloth Null
The reason for most of these changes was due to the very recent (1/18/16) banning of Prophet of Kruphix. As I'm writing this, Seedborn Muse's price almost tripled from the $12 it used to be. I guessed as much. R.I.P. Prophet of Kruphix.
Some general changes I've made that have been discussed so far in the thread which have become permanent (for the moment):
1 Vedalken Orrery
1 Zulaport Cutthroat
1 Butcher of Malakir
1 Thunderfoot Baloth
1 Falkenrath Noble
1 Yavimaya Elder
1 Farhaven Elf
1 Myriad Landscape
1 Grave Scrabbler
1 Disciple of Bolas
1 Breaker of Armies
1 Baloth Null
1 Skullwinder
1 Gravedigger
1 Wood Sage
1 Cemetery Reaper
1 Vessel of Nascency
1 Pieces of the Puzzle
1 Scout the Borders
1 Mortuary Mire
1 Mazirek, Kraul Death Priest
1 Thunderfoot Baloth
1 Primal Vigor
1 Craterhoof Behemoth
1 Dread Summons
1 Minamo, School at Water's Edge
Some general changes that I made; they're explained here. Protean Hulk got unbanned on 4/24/2017. It obviously found its way in each of the non-budget builds.
7 Butcher of Malakir
4 Garruk Wildspeaker
7 Protean Hulk
2 Embalmer's Tools
4 Garruk Wildspeaker
4 Empty the Pits
1 Dark Salvation
0 Dimir Aqueduct
0 Golgari Rot Farm
0 Simic Growth Chamber
0 Reliquary Tower
2 Embalmer's Tools
3 Plague Belcher
7 Protean Hulk
0 Island
0 Swamp
0 Forest
0 Fetid Pools
5 Grimgrin, Corpse-Born
5 Havengul Lich
1 Traverse the Ulvenwald
2 Aphetto Alchemist
6 Baloth Null
2 Embalmer's Tools
5 Sultai Soothsayer
3 Lord of the Accursed
2 Kiora's Follower
4 Naga Oracle
5 - Acknowledgments:
Please let me know of any errors, typos, etc.! I want to keep this very presentable!
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Hm, that's good to know... Unfortunately, it still suffers from being a noncreature spell And I don't think it's that warranted to protect Sidisi when it's so easy to get her into play.
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On a sidenote, I'm also planning on starting a Youtube channel dedicated to Commander. I'm going to make videos that are typical of a Commander channel but I'm also writing up content to fill some niches and stand out among my peers who have spent years doing this. MtG has always been one of my favorite hobbies even though I've always been on/off on it. Maybe if I delve deeper into the various facets of it it'll be harder to get off than to stay on. Hopefully I can remain connected to the community that has helped me remain in this hobby for as long as I have for the longest time.