Sidisi, Brood Tyrant
"The best servants are made from those who died without a scratch." —Sidisi, khan of the Sultai
"The best servants are made from those who died without a scratch." —Sidisi, khan of the Sultai
1 - Why play this commander?
1.1 - Description:
At first this deck may seem all over the place, and for not being a deck that runs , 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:
"We appreciate the other clans maintaining their
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
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 , 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:
- want a deck that is not too dependent on your general
- like playing with your hand, library, and graveyard all at once
- like being able to amass a huge army
- like to play with non-linear strategies
- like combo decks
- like playing fatties
- want a deck that's easy to pilot
- want a less combo-oriented build
- like giving ludicrous amounts of commander damage
- don’t like constantly shuffling a deck of commander size
1.2 - Other Possible Commanders:
Okay, so let’s say you’re on board with running a 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 -colored general.
Okay, so let’s say you’re on board with running a 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 -colored general.
- Damia, Sage of Stone has a totally different dynamic than Sidisi. Damia is a brutal card drawing engine but it really doesn't go with Sidisi's strategy of chaos / horde. Damia is more about control and having enough responses in your hands. A Damia deck loves having ramp, counters, tutors, and draw advantage cards in hand. Sidisi doesn't risk running counters or tutors because they'll more than likely get milled away. Sidisi also doesn't like drawing so many cards because most of the time you want those cards in graveyard in the first place since it's cheaper to reanimate them for free than hardcast them. Sidisi's second hand is the graveyard, unlike Damia whose hand is only your actual hand. Basically, Damia makes no zombie tokens, and only basically draws you up to a new hand each turn. You don't want to draw with this deck; you want to loot with it. Damia isn't even considered for one of the 99 due to her ability having nothing to do with the strategy of this deck.
- The Mimeoplasm is a general that loves graveyard play. It can be pretty devastating when combined with milling. However, Sidisi is more focused on moving things in and out of the graveyard more than exiling things from it. The Mimeoplasm is very versatile and I even considered including it as one of the 99, but it really didn't fit the overall strategy of the build. It has no built-in mill, stax, or recursive abilities so it doesn't complement Sidisi.
- Vorosh, the Hunter is all about casting it as fast as possible and killing as fast as possible with commander damage. Vorosh is more suited for voltron type strategies while using your hand and access to in order to have many responses in hand and annoyances in play. Sidisi is not about a single creature entering the red zone but a horde of zombies going for all the brains.
- Tasigur, the Golden Fang is a close second to what we want to accomplish (taking advantage of self-milling). Tasigur lends himself to be a very political general and the goal is not to amass some epic beatdown. Tasigur is more along the lines of control and recursion for spells more so than creatures whereas Sidisi wants to chock in as many creatures as possible. However, a Tasigur player basically wants to limit an opponent's options as to what recover from the graveyard. So it's more graveyard manipulation and spell recovery than it is reanimation or horde, which is what Sidisi is all about. However, after the smoke clears, Tasigur doesn't make any zombie tokens when milling; Sidisi does.
- don't really have all that much to offer. Regardless of any combination between the present partner combinations to obtain the + or + or + or + or + Partners wedge, they don't really interact with each other. I don't even consider them for the inclusion in the 99. Even if one were to go with the partner route, you'd have one less card in the rest of your deck.
- Muldrotha, the Gravetide is an even better reanimation commander than The Mimeoplasm. However, this deck is not just about reanimation. This deck also aims to build a large army for offense and defense plus general recursion and reanimation hijinxes. Since Muldrotha does reanimate one type of permanent once per your turn, it is definitively added as one of the 99.
- Otrimi, the Ever-Playful is a way to make Sidisi a 6/6 trampler but it is a bit weaker since we can't mutate it from the graveyard like Brokkos. Otrimi can recover creatures with mutate from the graveyard so it can be used in a graveyard matters deck, however with a heavy amount of creatures with mutate. Since Sidisi doesn't have any creatures with mutate, it's not included here. But if you really like the mutate mechanic, then you might prefer Otrimi as your graveyard matters commander instead.
- Brokkos, Apex of Forever can be mutated from the graveyard so it can definitely be 1 of the 99 in the deck in order to make Sidisi a 6/6 trampler, but apart from that, as a commander, it's better suited for an infect / poison counters deck. Being able to mutate Brokkos onto a creature with infect is the best way to build it. Again, this is an entirely different direction than reanimator/graveyard matters.
- Yarok, the Desecrated is more for a deck with lots of enter-the-battlefield triggers, thus going for an entirely different deck altogether. Yarok is not necessarily a graveyard matters deck even though you can build it around a reanimation strategy. That being said, this deck in particular doesn't play around enter-the-battlefield effects where Yarok isn't even one of the 99.
- Archelos, Lagoon Mystic is more of a landfall commander that can also be used to slowdown opponents while also accelerating yourself. It can be played in many different ways, so it's a very malleable deck. However, it doesn't have any built-in graveyard shenanigans so it's not as ideal a commander for a reanimator deck.
- Kadena, Slinking Sorcerer, while a Sultai legend, is clearly meant for a morph matters deck, which is an entirely different direction altogether.
- Rayami, First of the Fallen is a very interesting commander which is quite the tale on voltron. However, as I just mentioned, it's more for a voltron build than a reanimator build, especially since Rayami exiles any creatures that die so you don't really have a graveyard to begin with.
- Volrath, the Shapestealer is another commander that has a ton of different ways to build around since he can become a copy of any creature with a counter on it. So he's better suited for a counters matters deck. Not necessaily a graveyard matters deck, but you could potentially build one with Volrath at the helm. However, he won't be as effective as one as the previously mentioned graveyard matters commanders.
- Zaxara, the Exemplary is more of an X-spells matters commander but can also be used in combo decks since it's half of an infinite mana combo in the command zone. None of these effects are really graveyard-centric so it's not really a commander to build if you want a graveyard/reanimator deck.
1.3 - What to expect:
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: 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.
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.
How well this deck fares against other EDH archetypes:
Milling
Stax
Mid-range
Aggro
Control
Pillow Fort
Creature Hate
Combo
Graveyard Hate
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:
I've been a long time tinkering with playing a commander deck centered around the
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.
wedge. However, none of the three that existed really tickled my fancy. I had a lot of ideas about graveyard recursion, self milling, drawing, discarding, and doing all of these things to opponents as well. However, I really couldn't do any of that fun stuff with Damia, The Mimeoplasm, or Vorosh. That is until Sidisi was spoiled. Finally, a commander that does so much in one motion! You mill yourself and may produce tokens while you're at it. This is very efficient, and suited my needs almost immediately. Thankfully enough, Khans of Tarkir also provided a lot of new cards that help with this mechanic. The first Ravnica block helps with dregde and the Odyssey block helps with graveyard play. I was finally beginning to see it all come together...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.
2.1 - Current build:
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.
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.
2.1.1 - Deck Stats:
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:
Now, the deck becomes ridiculously expensive with the inclusion of dual lands and Gaea's Cradle. For those without a Sultai bank account (myself included) and those who play without proxies (myself included) - even though some pods and LGS's allow the use of gold-bordered cards - there are clear budget alternatives. The tainted lands from Torment don't cipt and they can at least give you until Urborg, Tomb of Yawgmoth comes into play (or also Overgrown Tomb, Watery Grave, or the lonely Swamp). Even though the check lands cipt, you can still get them into play untapped if you have at least Urborg, Tomb of Yawgmoth, Overgrown Tomb, Watery Grave, or the lonely Swamp in play. These replacements brings the deck down to about $990.72, which is still considerable, but then again the deck does run some $20-$30 cards.
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.
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:
Budget Replacements - Save ~$1,520!!Magic OnlineOCTGN2ApprenticeBuy These Cards | |
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Swap Out: 1 Underground Sea 1 Bayou 1 Tropical Island 1 Gaea's Cradle | Replaced with: 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.
2.1.2 - Strategy:
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 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.
Synergy & Combos:
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.
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.
Survival of the Fittest + Phyrexian Reclamation
This combo can basically net you any creature from your deck. You can tutor all you like for
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 . It's a great combo.
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 . It's a great combo.
The Mesmeric Orb Suite
On its own, Mesmeric Orb can be quiet the hindrance to your opponents (bonus points for
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.
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.
Planeswalking to Victory
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.
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.
Advantages of the Commander’s Colors:
Dat Mana...
With all the creature tokens in play and all the swamps (thanks to Urborg, Tomb of Yawgmoth), the amount of and 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
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, and 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 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.
Dat Mana...
With all the creature tokens in play and all the swamps (thanks to Urborg, Tomb of Yawgmoth), the amount of and 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
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, and 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 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.
2.1.3 - Piloting the 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 and (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.
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 and (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.
2.1.4 - Card by card analysis:
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.
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.
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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 . At best, . The good thing about being able to tap it for 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 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 . 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 not only does it surveil when it enters the battlefield, but it can also copy any creature card in the graveyard for . 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 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 .
- 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 produced is ridiculous.
- Deserted Temple - Worst case scenario it taps for . 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 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 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 .
- 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 when tapped.
- Volrath's Stronghold - Recursion to the top of the deck. Useful to Sidisi and also to recover a creature from the graveyard. -------------------------------------------------------
- Bloodstained Mire
- Flooded Strand
- Misty Rainforest
- Polluted Delta
- Verdant Catacombs
- Windswept Heath -------------------------------------------------------
- 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 -------------------------------------------------------
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.
2.2 - Card Options:
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.
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.
How to deal with combo:
Here are some swaps I suggest if your meta is too focused on RKO combos: These counterspells are just the best ones for the format given the colors. Again, not easy to recur given their card type. But this is just a suggestion if you feel uneasy running a deck with so few instantaneous answers.
Here are some swaps I suggest if your meta is too focused on RKO combos: These counterspells are just the best ones for the format given the colors. Again, not easy to recur given their card type. But this is just a suggestion if you feel uneasy running a deck with so few instantaneous answers.
- Leyline of the Void: So many times have I had a massive horde and could've milled an opponent outright. This also helps against other graveyard dependent players. However, on its own, it doesn't really do anything; so I'm on the fence about it...
- Realms Uncharted, which goes great with Life from the Loam.
- Mist of Stagnation combos excellently with Seedborn Muse, but just as with Leyline of the Void, will attract too much undesired hatred. Though, it does also help Opposition in the sense that I wouldn't need to be tapping so many things.
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.
- Kels, Fight Fixer - For just we can sacrifice a creature (preferably a zombie token) to not only make Kels indestructible but to draw a card as well. Even then, I think might be too niche to warrant a slot in the deck.
- Glasspool Mimic - Although it enters the battlefield as a copy of a creature only we control, it still costs 3 to cast so it's pretty good. It's also a land in a pinch. This is definitley worth considering since it can double our best nonlegendary creature on the battlefield while also potentially taking the spot of a land in the deck.
- Agadeem's Awakening - Even though it's not a creature, being a modular double-faced card means that it can technically take up a land slot in the deck - especially since it has the potential of entering the battlefield untapped. It's an amazing reanimation spell if we have the mana to cast it, which shouldn't be a problem since the deck is running Gaea's Cradle and Cabal Coffers + Urborg, Tomb of Yawgmoth.
- Drana, the Last Bloodchief - She has the potential of reanimating a nonlegendary creature during each of our combat steps but I feel like it's a bit slow and we also don't have any control of what our opponents are going to choose. So there's that to consider as well.
- Nullpriest of Oblivion - A bit expensive as far as reanimation spells go, but 6 mana with no other drawback isn't that bad. It's also on a body which is a plus.
- Ancient Greenwarden - It's quite the hulk at 5/7 with reach for just 6 mana. However, this not being a landfall deck means that it's finally ability is pretty moot here. If I wanted to play lands from my graveyard with this deck I'd go with Ramunap Excavator instead.
- Moss-Pit Skeleton - Part of a busted infinite combo. You can find that combo explained in great detail in the following video (already timestamped): https://youtu.be/16bXEs6KjMs?t=1480
- Nissa of Shadowed Boughs - It's a great way to untap lands for additional value like Cabal Coffers, Gaea's Cradle, etc. On top of that, she can also be used to reanimate creatures or cheat them onto the battlefield from our hand. Definitely worth considering.
- Lucille - While the deck doesn't really use equipment, it does provide a slight buff as well as menace, which could be useful. More important than that, it has a trigger on attack which makes the defending player sacrifice a creature - making Sidisi even harder to block. If they sacrifice a creature, you get a zombie, which is also synergistic for the deck. This has the potential of finding a slot in the Zombie Build.
- Michonne, Ruthless Survivor - She creates two 2/2 zombies when she enters the battlefield. However, the deck isn't really running equipment to make the most of Michonne's ability. Curiously enough, Lucille is an excellent equipment for a Michonne deck.
- Hullbreacher - One of the new "boogeymen" to the format, while it can be included to steal opponents' draws, the deck isn't really forcing players to draw and it's hard enough to make cuts for it. Same goes for the next card.
- Opposition Agent - The other new "boogeyman" to the format, while it can be included to steal opponents' ramp effects or tutors, the deck is more proactive than reactive. With how difficult it is to make cuts, it's honestly not worth a slot here.
- Laboratory Drudge - While the deck obviously plays with the graveyard, the effects is too lackluster to warrant a slot.
- Sakashima of a Thousand Faces - Another amazing clone that can copy legends, having another Sidisi could do a lot. While I wouldn't necessarily make a cut for it, it's still definitely a great card to add if you like these effects.
- Tormod, the Desecrator - Another way to make zombies especially since the deck is getting things out of the graveyard. However, it's much more efficient making zombies with Sidisi than it would be with Tormod.
- Kamahl, Heart of Krosa - Giving our zombie horde +3/+3 is quite the buff. However, with how expensive it costs, it's better to just run Craterhoof Behemoth instead, which the deck already runs.
- Kodama of the East Tree - Each time we create a zombie we're able to drop a land from our hand. Also, whenever we reanimate anything we can play a card with the same or lower casting cost for free. While I have yet to test it, this card has the potential to make some busted plays and should definitely be considered.
- Araumi of the Dead Tide - With the graveyard full of cards, giving encore to a creature is a great way to reanimate them. However, the creature has to be exiled for its effect, which is something I've been very adamant on the deck not doing.
- Aesi, Tyrant of Gyre Strait - While not a landfall deck, being able to play an additional land and being able to draw a card off of it is definitely something to consider.
- Undergrowth Stadium and Rejuvenating Springs - With this land megacycle finally getting completed, we can add even more 2-colored lands that don't enter the battlefield tapped.
3 - Alternate Builds:
3.1 - Budget Build:
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:
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:
3.1.2 - Deck Stats:
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.
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.
3.1.3 - Strategy:
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.
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.
Narcomortuary of Dementia Engine
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.
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.
Noticeable Budget Substitutes:
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.
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.
3.1.4 - Piloting the Deck:
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.
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.
3.1.5 - With a Bit More Budget:
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.
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:
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.
With ~$37 extra (as of 10/29/15)Magic OnlineOCTGN2ApprenticeBuy These Cards | |
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Swap in: 1 Sol Ring 1 Undead Warchief 1 Unholy Grotto 1 Mesmeric Orb 1 Life from the Loam | In Exchange for: 1 Dowsing Shaman 1 Sultai Soothsayer 1 Forest 1 Nyx Weaver 1 Wood Sage |
With ~$38 extra (as of 10/29/15)Magic OnlineOCTGN2ApprenticeBuy These Cards | |
---|---|
Swap in: 1 Urborg, Tomb of Yawgmoth 1 Cabal Coffers 1 Akroma's Memorial | In Exchange for: 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:
Alternate Budget - Raising the Avg. Cost from ~$60 to ~$135 (As of 10/13/16)Magic OnlineOCTGN2ApprenticeBuy These Cards | |
---|---|
Swap in: 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 | In Exchange for: 1 Dowsing Shaman 1 Sultai Soothsayer 1 Forest 1 Nyx Weaver 1 Wood Sage 1 Zombie Trailblazer 1 Reef Shaman 1 Tideshaper Mystic |
3.2 - Zombie Tribal:
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:
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:
3.2.2 - Deck Stats:
Budget Choices:
Now, the deck becomes ridiculously expensive with the inclusion of dual lands and Gaea's Cradle. For those without a Sultai bank account (myself included) and those who play without proxies (myself included) - even though some pods and LGS's allow the use of gold-bordered cards - there are clear budget alternatives. The tainted lands from Torment don't cipt and they can at least give you until Urborg, Tomb of Yawgmoth comes into play (or also Overgrown Tomb, Watery Grave, or the lonely Swamp). Even though the check lands cipt, you can still get them into play untapped if you have at least Urborg, Tomb of Yawgmoth, Overgrown Tomb, Watery Grave, or the lonely Swamp in play. These replacements brings the deck down to about $1,133, which is still considerable, but then again the deck does run some $20-$30 cards.
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.
Budget Choices:
Budget Replacements - Save ~$2,053!!Magic OnlineOCTGN2ApprenticeBuy These Cards | |
---|---|
Swap Out: 1 Underground Sea 1 Bayou 1 Tropical Island 1 Gaea's Cradle | Replaced with: 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.
3.2.3 - Strategy:
Amassing the Zombies:
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.
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.
Pumping Your Horde:
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!
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!
Dem Emblems...:
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.
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.
Other Tricks:
Corpse Harvester + Rooftop Storm
Corpse Harvester + Rooftop Storm = search your library for a zombie and put it directly into
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.
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.
Gravecrawler + Phyrexian Altar
The way this combo works is by sacrificing Gravecrawler to Phyrexian Altar for . With that,
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.
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.
Lich Lord of Unx
With so many zombies and so much mana, you could sink it all into Lich Lord of Unx and
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.
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.
Arcane Adaptation
Arcane Adaptation is incredibly broken in this deck considering all the support the zombie creature
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 . Arcane Adaptation is a definite all-star.
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 . Arcane Adaptation is a definite all-star.
Gempalm Polluter
Speaking of amazing and amazingly broken cards, look no further than Gempalm Polluter.
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.)
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.)
Opposition
Opposition is just such a broken card. With so many tokens, you can tap most of them to tap
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 .)
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 .)
3.2.4 - Piloting the Deck:
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!
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.
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,
- Immobilizing Ink was a discard outlet and untapper all in one. However, it was too slow and klanky.
- Stitcher Geralf self milled, exiled creatures from graveyards, and put a very large zombie in play. However, also proved to be too slow.
- Sultai Ascendancy was too slow and inneficient at self-milling and now other purpose besides self-milling.
- Millikan, Deranged Assistant, and Charmed Pendant were self-millers that provided mana but ended up underperforming.
- Mirror-Mad Phantasm milled too many cards and would constantly get the Eldrazi titans in my graveyard and would recover the graveyard when I didn't want it to. It was more trouble than what it's worth.
- Unfulfilled Desires, Merfolk Looter, Magus of the Bazaar, and Enclave Cryptologist were part of a draw/discard/dredge system that underperformed. It was too klanky.
- Notion Theif, Mind Unbound, and Psychic Vortex made me draw too many cards. The deck's not about drawing cards. I want to trigger Sidisi and get cards in my graveyard. They weren't cutting it.
- Liliana Vess was a good planeswalker because it provided a discard outlet, tutoring, and could reanimate all graveyards. However, I don't want to reanimate everything - especially not Filth or Genesis.
- Crucible of Worlds, Azusa, Lost but Seeking, Oracle of Mul Daya, and Stone-Seeder Hierophant were removed since the deck no longer draws a large amount of cards so they basically took up space. Crucible of Worlds is good to play lands from the graveyard, however, Life from the Loam has been enough.
- Temple Bell and Kami of the Crescent Moon were the last cards of the card-draw group-hug that needed to go, naturally. The deck no longer digs into the deck by drawing; it's done by "looting".
- Memnarch was a good mana sink but just ended up being winmore.
- Evolving Wilds and Terramorphic Expanse became useless as the amount of basic lands was eventually reduced to 1 of each.
- Villainous Wealth - though and amazing card - was more like an alternate wincon since whoever got hit by it just scooped. Having over 40 cards exiled to then be obtained by me just made the victim scoop. Having them scoop also takes away your spoils so it was more trouble than what it's worth.
- Teferi, Mage of Zhalfir served to delay opponents but it really didn't do much else and this deck isn't that control for meriting adding Teferi.
- Arcane Lighthouse is not needed since the deck doesn't really spot remove or target creatures beyond tapping with Opposition.
- Swapped out Garruk Relentless for Kiora, Master of the Depths. This version of Garruk was underperforming and the new Kiora was too broken to not include; she was made for this deck.
- Complete overhaul of the original post.
- Gave more importance to the competitive (main) build.
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.
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:
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 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:
- indexing the sections
- entering in greater detail in the piloting sections
- providing a summarized analysis of Sidisi's pros & cons against other decks
- provided links to deckstats.net so players can see updated cardlists, stats, and prices
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:
Budget Build:
- Prophet of Kruphix
- Realm Seekers
- Yavimaya Dryad
+ Vedalken Orrery
+ Forbidden Alchemy
+ Corpse Churn
- Prophet of Kruphix
- Realm Seekers
- Yavimaya Dryad
+ Vedalken Orrery
+ Forbidden Alchemy
+ Corpse Churn
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):
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.
Main BuildMagic OnlineOCTGN2ApprenticeBuy These Cards | |
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removed: 7 Butcher of Malakir 4 Garruk Wildspeaker | added: 7 Protean Hulk 2 Embalmer's Tools |
5 - Acknowledgments:
- Gareth_Trent: recommending Gaea's Blessing and the Eldrazi Titans to avoid decking myself.
- Naugh-Tay: recommending the cards that would eventually compose the Mesmeric Orb Suite.
- Draznar: recommending some key cards like Sudden Reclamation, Deadbridge Chant, and others.
- Jaxs334: recommending some key cards like Dowsing Shaman (used in budget version) and Hell's Caretaker.
- PenguinPete: inspiring taking advantage of my creatures dying to hinder opponents.
- Ghaespar: helping to inspire the budget build.
- Jayron and AshrielX: inspiring me to make alternate versions of the budget version.
- Gren08: interaction between Gravecrawler and Phyrexian Altar.
- osieorb18: guiding me on making the post more legit.
- darrenhabib: helping me out with incorporating Prime Speaker Vannifar in the build.
- all the Cockatrice players who've been making suggestions and observations ever since I've been playing this deck online way back since the beginning of its conception (particularly users 359763432 and Gidix).
- The EDH Primer Committee for both helping me shape this into the guide it is and recognizing my effort with the much sought after [Primer] tag! Thanks!
- And all of you reading for your interest, curiosity, suggestions, and attention!
Please let me know of any errors, typos, etc.! I want to keep this very presentable!
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About 15. All my games are semi-competitive and above, because I play with the kind of people who would sooner get a cheap proxy of an original dual land than play a Tarkir triple land. The kind of people who spend hours calculating the chances of each possible hand. You know when people post in this forum lamenting that their LGS was taken over by insufferable tryhards who suck the fun out of the game? Yeah, that's the people I play with.
And as a lover of all things black, I've played all manners of commanders that had black in their color identity, including most of the mono black commanders discussed here so far, and yes, I've done so at this kind of table. And on the basis of this experience I reiterate my argument: that Yawgmoth performs a lot better than his mono-black ilk when faced with 75% decks, and can even hold his own in the face of more powerful. cEDH-level decks (mostly by making use of Contamination, the one card black has to slow down the more powerful decks). That said, the gulf in power between him and commanders with more favorable color identities was evident: I've actually tried him in the 99 of various Sultai and Abzan decks, and the couple times I actually drew into him he proved a game changer, accomplishing a lot more than he was doing by himself... Which brings me back to the one thing I've been repeating in this whole topic: that his abilities are both powerful and capable of impacting any table, even ones with cEDH-level decks, but he's held back by the fact that his color by itself is just not good enough.
You seem bent on winning this crusade about the evil ToT who dared to say that Yawgmoth is a great competitive commander... But I never said that. All I said is that he's stronger than his mono-black ilk and that he's very good in 75% environments while still being able to hold his own in more competitive environments. HOLD HIS OWN, not OMG THIS IS THE BEST COMMANDER EVER HE WINS EVERY GAME PLAY THIS DECK NEW META or whatever youtubers say in the titles of their videos.
It is a fact that a deck headed by Yawgmoth can do anything a deck headed by any other mono-black commander can do, and that he can do things those other guys cannot do: this simple fact makes it easier for him to win games, which in turn makes him better than the other mono-black commanders, simply because he offers you more. Is this "more" he offers enough to dominate the competitive meta, or even to do great/good in it? Of course not, because mono-black is still an inferior color identity, and the lack of ways to stop enemy combos mans that your sole realistic chance of winning against optimized, cEDH-viable combo decks is to pray to get your own combo before they do... Which, thanks to the good things a deck like this has to offer, you might SOMETIMES be able to pull off. And "sometimes" is still better than "absolutely never".
Imagine an italian guy ranking 47th in a chess world cup, with the other italian players being placed much lower: is that guy a world-class player and a tournament winner? Absolutely not. But he's still the best among the italian players. That's kind of my argument in regards to Yawgmoth: I never claimed that he was a top-tier competitive pick, but still it's a fact that, in an environment where all mono-black decks perform poorly, he performs a bit better than his ilk, which makes him the best of his ilk. If this offends you to the point of starting a crusade over it, it's frankly not my problem.
It seems to me that the issue here is that you and I have a very different definition of the word "viable". I could write an entire essay on the topic of the "top tier fallacy" (long story short, the definition most people have of what constitutes a "top tier" is based on a textbook case of circular logic), but it seems to me that such a debate would derail this topic even more than it already has.
OP has asked a question. I have provided my answer, and you've provided yours: I have no interest in changing mine, and it seems to me that the same goes to you, so this conversation is over. OP will try some things based on our answers and see for themselves who they agree with.
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Theory: it's neither. It's actually Angrath's plane!
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"Incompleat X - When you cast this creature, you may reduce its casting cost by up to X, and if you do, it enters the battlefield with that many -1/-1 counters on it."
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This is such an underrated post.