Fleshbag Marauder

Fleshbag Marauder

Creature — Zombie Warrior

When Fleshbag Marauder enters the battlefield, each player sacrifices a creature.

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Trade

Have (2) NineNotesKnives , Azdranax
Want (4) forchonaporch , Easymode , isharpu , lyfeisweird

Printings View all

Set Rarity
Magic Game Night (GNT) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Conspiracy: Take the Crown (CN2) Uncommon
Magic Origins (ORI) Uncommon
Duel Decks Anthology (DD3) Uncommon
Duel Decks: Speed vs. Cunning (DDN) Uncommon
MTG: Commander (CMD) Uncommon
Duel Decks: Garruk vs. Liliana (DDD) Uncommon
Shards of Alara (ALA) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Fleshbag Marauder occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

Black: 0.64%

Golgari: 0.44%

Rakdos: 0.22%

Fleshbag Marauder Discussion

Artatras on The Many-Faced God - [Primer]

1 week ago

Providing budget alternatives is not that simple because the deck is balanced as is and changing any single card would alter its equilibrium. I will try my best, but do keep in mind that with the following changes you will need to play the deck a lot slower than before. Without free counterspells you will need to wait for when you can leave mana open, and so on and so forth. Hopefully, the fact that all the decks in the tournament follow the same budget restrictions can make up for this. Here are my budget changes:

Mana Crypt and Mox Amber: any two-mana rock, like Arcane Signet and Mind Stone.

Force of Will and Fierce Guardianship: a copy of Foil and Dispel. Depending on your specific meta, you could consider Mental Misstep.

Mana Drain: any two-mana counterspell. My choice would be Countersquall.

Ancient Tomb: a basic Island.

Cyclonic Rift: Echoing Truth. This can bounce a single permanent or an army of tokens, which seems particularly useful in your case.

Damnation and Toxic Deluge: your choice of Languish, Whelming Wave, Evacuation or AEtherize.

Dark Confidant: I once used Disciple of Deceit, which was suboptimal. Alternatively, Looter il-Kor or any draw spell.

Intuition, Demonic Tutor and Vampiric Tutor: Diabolic Tutor, Forbidden Alchemy and Beseech the Queen are okayish.

Training Grounds: Heartstone is the closest comparison, but do keep in mind it works for your opponents as well.

These are all direct substitutions. I took the cards you mentioned and replaced them with their budget counterparts. If you think some of them aren't good enough (and in most cases they are not), then you can consider including something completely different instead. I'm thinking about cards like Propaganda, Torpor Orb, more removal, more card draw, more ramp. You have the privilege of knowing the decks you will be facing, so you can tweak the deck according to your matchups.

If you want to be prepared against a token deck, try shaving some single target removals or counterspells for a few extra board wipes. Just be extra careful against Meren because they tend to play a lot of Fleshbag Marauder-like effects, which is something this deck really struggles with. Make use of your haste enablers to kill your opponent during the very first turn you play Lazav, before he or she has the opportunity to play those cards.

I wish you good luck for your tournament, and let me know about your results!

xram666 on Varina: Roid-Rage Zombos n' turn 2 Combos *PRIMER*

2 weeks ago

Nice deck. I've found a lot of input for my own Varina Deck (Rooftop Zombie Storm. Maybe you want to take a look at it.

From my the deck I can give you the following suggestions.

Arcaia on Tainted soil

4 weeks ago

Hi there,

Just going to jump in here to point out that Havengul Lich doesn't gain static abilities (like those of Nyxbloom Ancient), only activated abilities (such as both abilities on Cryptbreaker).

There are 3 reasons why someone would consider including Havengul Lich in their 99: 1) They want to be able to use activated abilities from graveyards for 1 mana. This requires a dedicated decklist. 2) They want to be able to cast creatures from graveyards at instant speed (creatures with Flash, or with Vedalken Orrery/Leyline of Anticipation/etc). This also requires a dedicated decklist 3) They want to be able to cast creatures from their opponent's graveyards. This also requires a dedicated decklist. I don't think your deck wants to do any of those things or enough of those things, so it doesn't really make sense to include it.

multimedia is also absolutely correct that your deck wants fetchlands, assuming that money is no concern (which is reasonable, considering you have all of the original duals), as not only will these cards get your duals, they can also be replayed by Muldrotha, the Gravetide and will thin your deck. In fact, all of his suggestions for improving the manabase are correct: lands that can enter untapped are generally better than those that don't. That doesn't mean don't use untapped lands, only that you should only use a few and that you should pick them wisely (such as Bojuka Bog, or cycling lands such as Forgotten Cave).

Furthermore, consider using Animate Dead, Necromancy and Dance of the Dead. These are enchantments that recur creatures, which lets you get around the limitations on Muldrotha of only being able to recur 1 card of the each type. On top of that, if the creature dies, the enchantment goes to the graveyard, which can then be recurred once more. On top of that, each can recur cards from another player's graveyard, which is useful in a pinch.

Finally, since you are in green you really shouldn't use ramp spells that A) don't put permanents directly into play or B) cost more than 3 mana. Realms Uncharted violates the first, and Hour of Promise violates the second. On top that, your deck contains no Desert Lands (such as Desert of the Glorified or Ifnir Deadlands), so you will never get the second part of Hour of Promise, effectively making it a more expensive Explosive Vegetation that isn't limited to basic lands. As multimedia suggested, Crop Rotation and the more costly-but-powerful Harrow are good replacements as Muldrotha can replay the sacrificed land afterwards, which gets around the cost of sacrificing land. Furthermore, Sakura-Tribe Elder is a must-include in Muldrotha decks, as it can become a Rampant Growth on every turn.

multimedia is also correct about cutting the Curse enchantments and Amulet of Vigor. The Curses are situational and limited in power, and Amulet of Vigor does not have enough synergies in the deck to be worth the slot.

Finally, here's a non-exhaustive list of zombies which are (in my opinion) some of the best options in EDH for your colors and why

king-saproling on Mazirek Crop Self-destruction

4 weeks ago

Nice list! You might like these: Nature's Revolt, Squandered Resources, Cauldron of Souls, Blighted Woodland, Jund Panorama, Grim Backwoods, Pitiless Plunderer (this guy is really cool cuz sacking the treasures triggers Mazirek), Fleshbag Marauder, Tribute to the Wild, Nim Devourer (you can sack the nim to itself for its ability, so it essentially gives you the ability to pay BB: put a + counter on all your dudes), Sporeback Troll, Oona's Blackguard, Winding Constrictor

Grind on Carnage Carnival

4 weeks ago

Cool deck!!
Any thoughts about Fleshbag Marauder and Merciless Executioner?
Or even It That Betrays / Animate Dead?

beets on Apex of Infect (Budget-ish)

1 month ago

i played a few games with this deck and a group of four others. Mortlocke, you were so right! adding in those other mutate cards made some huge crazy beasts and i ended up having a lot of fun with the games! :)

Cubwarden is great for filling the board up with little lifelink buddies, and proved to be a saving grace against Fleshbag Marauder.

Vulpikeet providing flying and +1/+1 counters was a ton of value on its own.

i added Cloudpiercer not only for it's looting ability, but for turning any tiny infect baby into a 5/4 beater.

all these guys proved to be really useful!

another key card turned card combo turned out to be Offspring's Revenge and Sun Titan / Chainer, Nightmare Adept. after my giant mutation got picked off, i was able to rebuild in no-time thanks to the enchantment. turns out sun titan is still amazing even as a 1/1! and the stats don't really matter when mutation overwrites them anyway.

i think adding even more creatures would be beneficial, but i just wanted to tell you that this deck is so much fun and i have you to thank. so, thank you!!!

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