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|Dragon's Maze (DGM)||Rare|
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Creature — Zombie Wizard
If you would draw a card while you have no cards in hand, instead draw two cards and lose 1 life.
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Blood Scrivener Discussion
1 week ago
Big fan of budget decks and this one looks solid. Maybe Harsh Scrutiny over Despise if you're not worried about Planeswalkers too much? Couple alternatives to Black Knight could be Blood Scrivener, Nantuko Shade, Pain Seer, Ravenous Rats, Vampire Hexmage.
2 weeks ago
2 months ago
Magus of the Will since you'll be tossing everything in the yard. Rakdos Signet, Talisman of Indulgence, and Commander's Sphere since Malfy is so demanding on colored mana. Blood Scrivener to help fill your hand fast after you discard to Malfy.
2 months ago
Even if Diregraf Colossus comes out small it contstantly produces zombies for you for each creature you put out. Whats the main goal of your deck? If you play it in combination with Lord of the Undead and it comes back later in the game itll be huge. The Blood Scrivener doesnt really seem fitting if youre looking to use it for its ability instead of losing it in a trade
4 months ago
For a time i have been toying with a "madness" deck that abused 8x pseudo dark confidant effect - in the person of 4x Asylum Visitor & 4x Blood Scrivener.
And when there are multiples on the field, its just insane.
Of course the problem is you have to empty your hand every turn for them to be active.
But now that Mr. Ruin Raider is able to join Dark Confidant i don't think that its unlikely that a similar archetype could become a powerhouse in modern. (that of course doesn't guarantee anything, but the possibility is there imho)
The goal is to draw so much cards to not have to give a fuck if some of your plays are destroyed by blockers - however this way of play requires lifegain.
(And i think people are much more likely to focus removal on stuff like Tarmogoyf, than Deathgorge Scavenger)
5 months ago
Phyrexian Etchings + Vampire Hexmage works by playing etching and holding onto hexmage, and only playing it when you want etchings gone. (or you play etching and hope to draw hexmage)
If they want to distrupt this they have to counter the activated ability (since if they attempt to kill it as it enters the batlefield you can sac it in respons) (and since sacrificing is part of the cost of the ability, they have nothing to target with a second removal higher on the stack to prevent you from sacrificing hexmage)
The main drawback is frankly that you need to draw it - but that is the same with all unique power cards, stuff like Dark Confidant
Asylum Visitor + Blood Scrivener have a go big or go home type interaction (like all other madness strategies). You have to dedicate the deck to it with spell that allow you to keep empty handed on way or another.
Due to the absence of instant win combos, and the extreme value drawing 4 cards each turn provides i think this is a workable strategy (and if you need instant removal you can always play Sinister Concoction). Of course this goes in face of the general wisdom that originates from the control mentality - bu looking the situation form tempo side its extremely powerful.
Bear in mind that having over 3 such creatures on the field simultaneously is dangerous due the life loss, and slim chances of having mana to spend all cards in hand. (And getting in that situation is not that hard since these creatures easily snowball by the first one helping you draw into its multiples.)
Ratchet Bomb vs. Engineered Explosives is a question of taste and local meta.
However Engineered Explosives can be activated in response to etb, thus negating countermeasures like Ancient Grudge. Not having to sit on the field for 4 turns to hit cmc=3 is also a benefit imho (since in that time you can easily die)
5 months ago
Where you are able to rush, you say. OK. Currently, just over every 4th card is a zombie (16 zombies)and then there's 2 additional creature cards (still under every 3rd card being a creature). Of these, only 4 cards are playable turn 1, another 4 turn 2, while the rest have to wait for 3 mana. And Diregraf Colossus is a real disappointment if you have no zombies in the graveyard, and play it for all your turn 3 mana. Rushing becomes unlikely (not impossible, but you have to draw a lot of your zombies to make up that killer hand of slow-shambling doom).
On the other hand, you have 22 removal cards. Dark Salvation is pretty weak, due to both a low landcount, and few zombies (it counts all the zombies you have in play already, as well as those it makes). Maybe a way to have as much removal as you currently do, is to have less removal, and draw more cards. How about... Blood Scrivener? And to keep the number of zombies up, replace 2 Grasp of Darkness with Fleshbag Marauder.
One of the most fundamental things about tribal decks is that you have to rely a lot on creatures doing the work, with only minimal support from non-tribal cards (merfolk, slivers, elves, and the occassional humans deck does this, all of them with 25 or more creatures, and much of the support being ways to play creatures faster). And you can get removal that's attached to a zombie, carddraw on a zombie, discard on a zombie, and... well... I think that's it. oh, yeah, you can probably also get tokens on a zombie. This may seem a bit cumbersome (Fleshbag Marauder costs one more mana than Diabolic Edict for example), but you get even more out of the synergy between tribal creatures (the slightly higher costed Fleshbag Marauder gets a buff from Lord of the Accursed, and triggers/feeds Diregraf Colossus, and whatever other zombie-specific interactions you can come up with - Diabolic Edict doesn't do any of this). If you hollow out the number of tribal creatures in your deck in favor of utility, you are less likely to draw anything that synergizes.
- 3 Drown in Sorrow (there are matchups where you want it, but mostly it just wrecks your own side of the table - good in sideboard)
- 1 Dark Salvation (a double x-cost card is not a 4-of in modern, as it is useless on your opening hand)
- 3 Disfigure (no. Not in the age of Fatal Push).
- 1 Grasp of Darkness
- 3 Swamp (so you can reliably play 3 cmc cards on turn 3)
- 2 Blood Scrivener
- 2 Fleshbag Marauder
- 1 Cryptbreaker