Creature — Zombie
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Printings View all
|Scars of Mirrodin (SOM)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Contagious Nim Discussion
1 week ago
Change Log: Pulled Phyresis and Contagious Nim. Added Demonic Tutor and Worldly Tutor. Phyresis was mainly there to give my commanders or support creatures infect, but being an aura makes it an easy first cut for adding tutors.
2 years ago
OK, consider the following changes. Obviously you'll need to consider the budget you want to keep with this deck. I'm looking at options to bring up the kill speed for this deck.
If you really want to hit hard and hit fast, then you need not worry about you own life total early in the game.
I know what you're going for in this deck and I think you should look at this dekc from a different perspective.
I'm not talking about play styles. I'm working with your aggressive beatdown style.
I'm talking about shifting strategies in mid-game.
In the early game you go all-out and hit as hard and fast as possible. Get the kill by turn 4 or 5.
Once you've taken out the primary threat, you shift strategies. Change your approach and work on recovery and defense, shift to a midrange gameplay.
Ditch that crappy Putrefax. The "sacrifice at the end step" is too much of a hinderance for 5 mana. It it were cheaper, maybe, but nope it is just crap.
I really like Elesh Norn, Grand Cenobite but the mana cost is too high for the early game. Not sure on this one.
I also think you should reconsider keeping the Lost Leonin since he's cheap and hits the field early. He's also a great pump target.
Better infect creatures:
Relic Putrescence - screw your mana rock.
Skithiryx, the Blight Dragon
Pump for the kill:
Invigorate - Because we don't care what their life total is.
Tainted Strike - Surprise!
Snake Cult Initiation - 3 poison counters at once.
Giant Growth, Mutagenic Growth, Titanic Growth, Might of Old Krosa - The classic pump tactic.
Let's consider toolbox utility cards:
Azorius Guildmage - Because screw your activated ability. Counter a planeswalker ability and watch the looks on their face.
Simic Guildmage - Imagine moving the Rancor or Phyresis after blockers have been declared but before the damage phase.
Prowling Serpopard - Nope, I'm gonna get my creatures.
Melira, Sylvok Outcast - Make the game one-sided.
Lightning Greaves - An additional set of Swiftfoot Boots. Yeah, I know shroud means that you can't pump, but there are ways around that.
Unburial Rites - Here it comes again.
Virulent Wound - Poison and removal.
Pistus Strike - Poison and removal.
There are some -1/-1 counters decks based around Hapatra or Atraxa. Since the infect creatures deal combat damage as whither, we can use that to our advantage.
Hapatra, Vizier of Poisons - Put those -1 counters on opponent's creatures to work making tokens.
Phyrexian Hydra - This gets just stupid with Hapatra, Vizier of Poisons.
Lands you may have missed:
I know we've talked about this in the past, but I think you should really consider getting the shock lands. A quick check of the card prices on TCGPlayer puts the shocks at about @10-15 each. Totally worth it.
Gavony Township - Proliferate!
Vault of the Archangel - Need to stay in the game a bit longer.
Boseiju, Who Shelters All - Screw your counterspell.
DrK4ZE on The Plague
2 years ago
You could improve it a lot just by optimizing the cards you have. For example, all your hand disruption cards can be replaced with a combination of Thoughtseize, Inquisition of Kozilek, or even Collective Brutality. Researching, and finding the best version of each card can go a long way to improving any deck. Unfortunately, better cards tend to be more expensive, but if you can afford it you'll notice the difference.
Finally, as a general deck building rule for beginners: to start a deck out pick 9 cards that you'd like to base the deck around. Run 4 of each, + 24 lands and BAM deck. From there you can shuffle things around a bit (fewer high drops more low drops/more lands or less lands/Varying your removal). This helps trim the fat, creates a consistent deck, and gives you a nice starting point.
- Plague Stinger
- Unnatural Endurance
- Grotesque Mutation
- Victim of Night
- Molting Snakeskin
- Unholy Strength or Dark Favor
- 24 Swamp
Do your research, test it out, keep what works toss what doesn't. Always glad to see new players. Best of luck!
3 years ago
I think without a really strong target like Invisible Stalker or maybe a trick like Cinder Elemental, Tainted Strike will be worse than just playing a strong infect creature to begin with. If you run more Plague Stinger, Ichorclaw Myr, Flesh-Eater Imp, Hand of the Praetors, and swap Contagious Nim for Phyrexian Crusader or Razor Swine, you'll be more resistant to removal and won't have to spend cards just to gain infect. You can use that mana instead on cheap pump spells like Titan's Strength and Vampire's Bite. If you do stick with the Strike, I'd probably go all in on creatures that benefit from it. Vexing Devil, Goblin Guide, and Monastery Swiftspear would be the usual suspects, but I have always wanted to test out Immolating Souleater myself. Grafted Exoskeleton could probably be replaced by or supplemented with Phyresis to speed things up, and I'd also look at Rogue's Passage for Whispersilk Cloak redundancy if flying isn't strong enough evasion.
3 years ago
1White.Fox.Omega1 Yeah, traditional knowledge in EDH says that I should add more ramp. The one problem is that typical solution takes this deck towards a pretty standard midrange list, with lots of small bad creatures. (Because that's what all these infect guys are.) I'm trying to make an aggro deck work in EDH. For that reason I probaly need to add Contagious Nim Cystbearer to up my creature count.The problem with lowering my curve and cutting top-end cards means that my deck also gets worse in the long game.
I realize I'm contradicting myself here, that's what makes this deck so difficult to build. :P
3 years ago
Thanks man, Phyrexian Crusader blows those Contagious Nims out of the water. I added a good majority of the counter spells in my collection to my sideboard. Going to test it out with the counters in main before I officially move them over. Need to pick up some Crusaders soon :)
3 years ago
I would start by swapping the Contagious Nims out for Phyrexian Crusaders. I don't see double black being an issue with this build. Mathematically speaking you should have 2 black mana available on turn 3 most of the time and he can win games on his own. I also like Virulent Wound at least in the SB. Gives you a chance to handle most pesky 1 drops and mana dorks and gives a poison counter so you can start to proliferate on T2. It may not be a bad idea to consider some low cost counterspells also (I.e. Spell Snare, Spell Pierce, or even something like Remand to buy you time and draw a card.) Hope that helps. Just imagine having a Phyrexian Crusader in play and getting to drop your Quicksilver Gargantuan.
3 years ago
I run a mono-black zombie deck as well! Here's what I would suggest based on my own experience but take what I say with a grain of salt as I'm not sure how competitive you want to get of what your budget may be.
Gravecrawler is the quintessential zombie and should definitely be incorporated.
Cryptbreaker is nice for card draw, graveyard dumping, and token production.
I'm a big fan of Scourge of Nel Toth because zombie dragon!
Unholy Grotto is the Zombie land and certainly helps a bit.
While not a zombie, Kalitas, Traitor of Ghet is a massive token producer with all of the wraths you run.
Geralf's Messenger is another really solid zombie that can stir up some trouble with a few reanimations.
I'm playing in a more competitive LGS so I've tossed in some other things you may not want if you're going for a casual deck. Cards like Contamination, Phyrexian Crusader, Contagious Nim, and Hand of the Praetors.