Army of the Damned

Combos Browse all Suggest

Tokens

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Army of the Damned

Sorcery

Create thirteen tapped 2/2 black Zombie creature tokens.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Coward_Token on So basically dimir Talrand

2 months ago

Azoth2099 so a bit of a follow-up:

First of all because I'm a difficult person, I decided to change Dramatic Scepter for this. I feel like the presence of a 2.5-piece combo was warping the deck when I just wanted it to be an alternative to 9-wraith-beatdown. Obviously, cutting it reduces consistency ironically enough, but at least the new pieces arguably have more utility outside the combo.

Maskwood Nexus & Metallurgic Summonings dragged Army of the Damned down with them in the fall, I feel like the Army wasn’t good enough as a back-up finisher, especially when the Zombies couldn’t be made into Wraiths. (I wish there was a Sorcery that created 7 changeling tokens.)

Quantum Misalignment was painful to cut since it can almost single-handedly reach the magic 9 Wraith mark, but admittedly it was too slow in doing so and really encouraged people to Swords to Plowshares the commander as soon as Quantum M targets it even the first time.

Anyway, the replacements can be found in the “New” category. The more confident style of paying more life for resources has helped it be more resilient against running out of gas (and honestly, losing quicker is more fun than sitting with an empty hand & board because you cast all your spells and then got wrathed). Still, the deck kinda fails like a failed hipster experiment of not going with the Nazguls like everyone else; those can be cast before your MV 5 commander and are a lot easier to recur than nonpermanent cards. Meh.

Anyway, thanks again for your time.

Profet93 on Natural Disasters - BLACK!

2 months ago

FormOverFunction +1

I also agree with seshiro_of_the_orochi's suggestion of torment of hailfire.

Army of the Damned - Might be worth considering as a potential finisher or just commander fodder.

You have a bit too many lands. If you're going to stick with all basics, perhaps a Cabal Stronghold or better yet, Cabal Coffers. I don't see any mention of budget in the description

Imp's Mischief - Redirect targeted removal, draw, extra turns and can "counter" counterspells.

Wound Reflection - I believe it synergizes with your commander if I understand the rulings correctly.

Spellsword407 on Flying Zombies!

4 months ago

Kcin I used to have Army of the Damned in there, but couldn't reliably get the mana to drop it. More often than not, it either sat in my hand, or was never drawn. I swapped it in favor of lower mana cards to drop the CMC.

Kcin on Flying Zombies!

5 months ago

+1 for the flying Zambies. Love the idea. Got a few take aways for my Varina build. So kudos for the inspiration...

As for a suggestion...

Why you no run Army of the Damned?

Rocketman988 on Defile Me Daddy Rakdos

7 months ago

Hey 77hi77! I love the angle you are going for with the deck, the "playing like a demon" role. I really like the token subtheme, and it feels like you could lean into that even more to give you more breathing room to swing with Rakdos. With more emphasis on a token subtheme, you wouldn't set your board back as much when you swing with Rakdos for "revenge" when your besties turn on you. Instead of resource denial, he'd play as incentive for others to leave you alone OR ELSE. Flavor wise, the legion of tokens would represent your minions that are sacrificed to get what you want.

Burn Down the House, Dance with Devils, and Devils' Playground would fill out the devil token subtheme you have going on, and Asmodeus the Archfiend, Fiendish Duo, Mayhem Devil, and Sin Prodder add even more devil synergy that aligns with the deck goals.

Army of the Damned, Carrion, Curse of Opulence, Dreadfeast Demon, Endrek Sahr, Master Breeder, Wand of Orcus, and Infernal Genesis are all great token cards that fit the infernal theme. Baeloth Barrityl, Entertainer plus pump effects means permanent goaded enemy creatures and treasures for you to ramp with or sac to Rakdos as long as he's on the field. Speaking of pump, Arterial Alchemy can increase the power of your creatures, makes 4 permanents to sacrifice, and gives the deck even more draw power. Bloodthirsty Blade is a great demonic artifact to gift to problematic creatures. Black Market Connections gives you ramp, card draw, or tokens depending on what you need at the moment. Bite of the Black Rose is a super fun "choose your doom' flavor card. Head Games is a terrific demonic deal- while searching their library, see what deals they're willing to give you in order to get what they want. If they don't make a deal with you, they pay the price.

I hate to be the bearer of bad news, but Rakdos's abilities are not targeted abilities, so Wyll's Reversal cannot copy Rakdos's sacrifice triggers. Likewise, you can copy Rakdos's on attack ability, but it will just make YOU sacrifice half your permanents again. Since Rakdos's ability does not target, so new targets cannot be selected for it; copying his abilities just does it again to the same person it would already affect. Additionally, Rakdos's abilities have separate triggers- one that triggers on your attack and one that triggers on dealing damage to an opponent. So you do have to deal damage to an opponent to copy the opponent sacrifice ability with Strionic Resonator or Lithoform Engine. That being said, Maze of Ith is an ability that goes on the stack when activated, so it can be responded to with cards like Bolt Bend, Not of this World, Deflecting Swat, etc. Maze of Ith and instant speed interaction usually targets too, so Lightning Greaves/Swiftfoot Boots help a lot with that too.

Rivel on Necromancin' Dancin'

1 year ago

I never got around to buying the cards needed for this deck. I was worried it was not good enough and put this project on the back burner in case I changed my mind. Now today, after reviewing the deck, I decided that I did not have enough interaction and that some cards still feel a bit too expensive or slow. These changes should hopefully help rectify those issues.

Previous changes: -1. Aetherspouts - replaced with Noxious Ghoul. I determined that Noxious Ghoul did not have enough impact for its mana cost. Instead I shall be using Counterspell. -2. Eater of Hope - replaced with Corpse Harvester. I determined that Corpse Harvester was too expensive and too slow to make an impact, seeing as it needs to survive an entire turn in order to be used. I really liked it, but my deck needs more interaction. Instead I shall be using Arcane Denial.

Additional precon card swaps: 1. Gravespawn Sovereign - replaced with Negate. 2. Ravenous Rotbelly - replaced with Dispel. 3. Army of the Damned - replaced with Unwind This spell really hurt me to remove as I love it very much. Just too expensive and slow. 4. Dread Summons - replaced with Reality Shift. 5. Curse of the Restless Dead - replaced with Thought Vessel. 6. Swamp - replaced with Reliquary Tower (already owned one, figured, why not?)

jink47787 on Endless Death

1 year ago

Hey, these removals spells might help you out: Mutual Destruction and Drag to the Underworld.

Also, I would consider removing Thornbite Staff, as the combo is a bit too specific, and also maybe remove Army of the Damned for a better all-around cards (such as Soulless One or Necrogoyf

Load more