, Sacrifice a creature: Destroy target nonblack creature.
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21 hours ago
Mortiferus_Rosa, there was never a solid commitment to going the route of tokens. Never a plan that required them from the start...just a manifestation of certain strategies that came together as such.
Very rarely does this deck win off of total Commander damage kills or attacking until life is at zero. The majority of the time, my wins come out of locking up the entire board through sac and attrition. So initially, tokens ended up being good blocking fodder until strategies manifested...then tokens became a more efficient way to get that Experience Count up faster...then finally, certain components of the deck used tokens crazy-efficiently.
I suppose it started with Awakening Zone, which I will always find to be an auto-include in any Commander deck running Green. The exponential mana / chump blockers are a no-brainer, especially when it comes to increasing Commander cast costs.
Finally, it all came together with additions such as Butcher of Malakir, Grave Pact, Dictate of Erebos, etc...to completely lock out multi-player scenarios. This has been the usual way in which games are ending with this deck.
That's not to say that I only sac tokens and forego getting quality card creatures into the 'yard that I can bring back with their ETB's using Meren, but it gives me options.
Hope that gives you a good window into the mentality of the deck's construction thus far. The deck's gone through roughly 8-mos of metamorphosis...heavy in the beginning and certainly slowed recently as its been pretty well-tuned by the conversations here with the community.
3 days ago
I was thinking - this deck might have fun with Attrition. With a continuous stream of potential sacrifices, it can easily overpower any non-black player. I run it in virtually every one of my black decks.
1 week ago
well first piece of advice I would give, is to drop a lot of those creatures and spells that don;t directly help, like Quest for the Gravelord is a card that usually looks good but is pretty slow compared to other zombie styles. I would highly recommend the following zombies, Gravecrawler that one is the best 1 mana drop zombie and most aggressive 1 drop that has proabably ever been made and can only be ever truly stopped by being exiled which is a rather uncommon deck strategy, Highborn Ghoul as he can swing past nonblack/nonartifact decks and provide easy constant damage and with the right buff could be a game ender by himself. Relentless Dead his menace is pretty good but his ressurection ability to bring back other zombies to the field is unparalleled and he can save himself by paying a single mana. Lord of the Undead is a good 3 drop buffer zombie and works as a slightly slower ressurection card but is still pretty good. Cryptbreaker is easily second best 1 mana drop zombie ever made even if he is more subtle than Gravecrawler because once Cryptbreaker has a zombie horde to work with he can draw a lot of draw very quickly and has been the cause of several touranment wins by himself plus his discard works pretty well if you have useless cards in your hands that you can turn into zombies. Diregraf Colossus works very well as he works with graveyard styled decks but his zombie spawning ability especially in combo with Gravecrawler can become crazy after a few turns. Also since you seem to want to build a zombie deck around Liliana, the Last Hope ultimate ability, I'm rather surprised you haven't seen or put in Endless Ranks of the Dead it is a bit slow at first but can create literally infinite token zombies to overwhelm most opponents. Spiteful Returned is a zombie a lot of people overlook but he can work very well either as a fighter or a buffer for an end game strategy, Unbreathing Horde is a really good frontline fighter that can be extremely hard to take down if a large amount of zombies are in play when he comes out, Death Baron his abilities speak for themselves turning the weak zombies into death dealing monsters and gives them a buffer, Sidisi, Undead Vizier is a really good zombie card to use as the exploit ability can be unparalled if used with the resurrection abilities of Relentless Dead and Lord of the Undead to bring out whatever you need to bring out to end the game. Attrition and Mind Slash work as sac cards that provide a lot of versatility and control to the field and work well with the making of zombie tokens. Mikaeus, the Unhallowed is a good zombie that makes all your nontoken zombies harder to kill and makes them a bit tougher through his buff and undying ability, plus he is a 5/5 with intimidate which can be pretty powerful on it's own. Grave Betrayal is not really practical in too many situations but can be a fun card to put out and makes it fairly powerful. And finally if you're going all in with zombies it would irresponsible to not mention Coat of Arms that artifact makes all of your zombies hilariously strong, if 8 zombies are out they all get +7/+7 and as most zombies are 2/2 then they would all become 9/9 zombies just with Coat of Arms and not even taking into account all the other buffer cards. I hope these suggestions help! Cheers!
2 weeks ago
If you're going for a single-out-a-player-hunt-them-down theme:
I think the curses are pretty funny:
Also, since you're removal heavy:
Going to need some card draw:
Recur some of your curses and other combo cards with:
Some other dick cards include:
Plow Under - Nothing says "Screw you" like setting them back 2 mana and 2 draw steps.
Kamahl, Fist of Krosa - Another way for you to animate lands.
Nature's Revolt - Another way for you to animate lands.
Some generally good cards:
Toxic Deluge - a scale-able board-wipe that can kill indestructible things
Maelstrom Pulse - Another removal spell that can hit walkers (as well as anything else)
Abrupt Decay - Another removal spell that can hit a ton of non-creature threats
Bane of Progress - too many artifacts and enchantments to run this guy
Burnished Hart - more for non-green decks that need ramp. The stuff you have in here is already way better.
Butcher of Malakir - Never a big fan of this guy, especially if you don't have ways to control when his trigger happens (with ways to sac guys whenever you want)
Creakwood Liege - Not a lot of 2-color creatures to take advantage of his buffs
Jarad, Golgari Lich Lord - Works best when you use dredge mechanics to fill up your Graveyard. He doesn't look at opponent's graveyards, where - hopefully - most of the creatures will be.
Necroskitter - Only have 1 other card to enable the -1/-1 counters, so this guy won't be doing much.
Pathbreaker Ibex - Is generally considered a weaker Craterhoof Behemoth, but attacking in waves will be less frequent considering you'll be spending a good amount of the game using your mana to kill things.
Seedborn Muse - Not a lot of instants or other effects to use on other people's turns to run this guy.
Explosive Vegetation - You should be good with what you have ramp-wise
See the Unwritten - Not enough 4+ power creatures to use this. I'd be totally onboard if Garruk made 4/4s instead of 3/3s
Golgari Signet - You should be good with what you have ramp-wise
Ruinous Path - Might have too much removal, considering your PW is removal as well.
Thornbite Staff - Best coupled with Deathtouch, which I'm not seeing any of in here
Attrition - The non-black clause is pretty touch to swallow, and you have better removal already
Food Chain - You have better ramp
Palace Siege - Not feeling either mode.
2 weeks ago
Interesting deck, I bet it's fun to play! I always give credit to unique and different. I like the deck the way it is, but a few cards that come to mind for this deck are Attrition , Geralf's Messenger , maybe even a Black Market. Seems like you already kind of have those bases covered with other cards... +1 from me! Nice deck : )
2 weeks ago
Tyr_W left a comment.
Commander / EDH
SCORE: 8 | 11 COMMENTS | 2099 VIEWS | IN 8 FOLDERS
Tyvm for any advice!